Crafting Experiences in Immersive Media: A Case of Tilt Brush

Abstract

This study focuses on an emerging landscape of craft and its relation to immersive media, particularly virtual reality (VR) technology. The study examines the materiality of immersive media, specifically how immersive technology affects the traditional way of material implementation and introduces a new way of materiality through ‘virtual craft’. I incorporate three key literature reviews: immersive media studies, materiality studies, and triadic semiotics, to construct an integrated conceptual framework for measuring experiences and aesthetics in immersive making culture. In this study, I use Tilt Brush, a popular VR art application, as a case study to explore the experiences and aesthetics of immersive making culture. Overall, this study highlights the potential for immersive making culture in VR and its ability to transform traditional art forms into immersive experiences. The study suggests that the future of immersive media lies in the development of more advanced immersive technologies that can enhance the materiality and haptic feedback of virtual craft, as well as the integration of immersive making culture in various fields, such as education and entertainment.

Presenters

Minhyoung Kim
Associate Professor, Hankuk University of Foreign Studies, South Korea

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

Media Technologies

KEYWORDS

Craft, Immersive Media, Virtual Reality, Materiality, Experience, Aesthetics, Tilt Brush

Digital Media

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