Crafting Ceramics through the Use of Virtual Reality (original) (raw)

PotteryVR: virtual reality pottery

The Visual Computer

Handcrafting ceramic pottery in the traditional method or virtual reality (VR) with intricate surface details is still challenging for the ceramic and graphic artist. Free-form pottery modeling can be efficiently geometrically modeled with the right tools with detailed 3D print outputs, yet challenging to be manufactured using traditional art. The new advanced pottery VR simulation is a promising method to recreate the traditional pottery simulation for a better experience with some barriers. The challenges that arise from surface detail in pottery are a tedious task accomplished by mesh blending and retopology. This paper focuses on refining the VP application’s performance by adding unique sound resonance as a more likely infinite geometric phenomenon textures, blending it into the basic shapes. This paper combines creativity and visual computing technologies such as VR, mesh blending, fixing errors, and 3D printing to bring the ceramic artist’s imagination to life. We have used s...

Collaborative Craft through Digital Fabrication and Virtual Reality

Proceedings of the 4th Research Through Design Conference, 2019

This paper examines the collaborative practice between an analogue and a digital craft practitioner. It aims to illuminate ways in which digital tools can be used to translate handcrafted objects in collaborative craft practice and to address the following questions: 1) What forms of knowing and meaning making evolve in collaborative research through design practice? 2) What does it mean to explore material in Computer Aided Design (CAD) through Virtual Reality (VR)? Originating with a hand-knotted artifact, the study begins with the transformation of an analogue form into digital format using a range of techniques. These activities act as both a review of digital fabrication capabilities and an exploration of new thinking mechanisms offered by this emerging hybrid practice. The study broadens our understanding of the maker's role within the capabilities and limitations of digital tools. Each iteration of digitally-fabricated objects was documented and reflected upon. This collaborative practice acts as a catalyst for established disciplines within art and design to collide and interact. Outcomes include mapping workflows within digital and analogue material practice, and reflection on how the materials and methods used in digital fabrication have the potential to expand the meanings connected to the things that are produced.

Transferring Traditional Crafts from the Physical to the Virtual World: An Authoring and Visualization Method and Platform

Journal on Computing and Cultural Heritage

Visualizing human motion is a topic that has gained increasing attention in the domain of cultural heritage, due to the need for capturing intangible dimensions, existing for example in theatrical performances, dances, and crafts. In this respect, virtual humans are typically employed to re-enact human motion, executing movements reproduced through predefined animations, or physics simulation engines. In the case of traditional crafts, a defining point is how to model the interaction of virtual humans with craft-related objects and how to transfer it from the physical to the digital world. Toward a more effective and generic modeling and visualization of the interaction of humans with tools and machines utilized in crafts, this article proposes a novel methodology for the modeling and visualization of crafts and presents a platform enabling the authoring and visualization of craft processes. We contribute a way of visualizing craft processes within virtual environments, aiming to in...

Virtual Materiality: A Virtual Reality Framework for the Analysis and Visualization of Cultural Heritage 3D Models

Digital Heritage 2018, 2018

Relatively recent advances in software and hardware now allow almost anyone to create digital facsimiles of real-world physical objects, and to view, interact with, and analyze these models in a variety of environments. Traditionally, art-historical, archaeological, and anthropological analysis of material objects required physical access to, and interaction with, the artifacts in question. Virtual reality environments provide, as near as is currently possible, a physical, " material " interaction with an otherwise purely digital object or objects, simulating traditional methods of inquiry, while offering the opportunity for physically or logistically impractical interactions with, and actions upon, the objects. The purpose of this study is the development and testing of a real-time, virtual reality tool for collaborative analysis of metrically accurate 3-dimensional, digital reproductions of physical objects.

Virtual Pottery: An Interactive Audio-Visual Installation

2012

Virtual Pottery is an interactive audiovisual piece that uses hand gesture to create 3D pottery objects and sound shape. Using the OptiTrack motion capture (Rigid Body) system at TransLab in UCSB, performers can take a glove with attached trackers, move the hand in x, y, and z axis and create their own sound pieces. Performers can also manipulate their pottery pieces in real time and change arrangement on the musical score interface in order to create a continuous musical composition. In this paper we address the relationship between body, sound and 3D shapes. We also describe the origin of Virtual Pottery, its design process, discuss its aesthetic value and musical sound synthesis system, and evaluate the overall experience.

Design and User Experience of a Hybrid Mixed Reality Installation that Promotes Tinian Marble Crafts Heritage

Journal on Computing and Cultural Heritage

Hybrid physical-digital installations in museums are interactive systems or exhibits that seamlessly combine physical (tangible) artifacts with virtual environments. In the museum, hybrid installations offer direct, hands-on experiences to visitors and thus may enhance their interest and engagement. Moreover, the entanglement of tangible and virtual interfaces may reinforce learning about the respective heritage. This paper reports on the design, implementation, and evaluation of an interactive installation that promotes the heritage of Tinian marble crafts that is included in the representative list of intangible heritage by UNESCO and resides in the Museum of Marble Crafts in Tinos, Greece. The installation puts the museum visitor in the role of a crane operator in a virtual reconstruction of a historic quarry and requires them to operate the crane and move marble volumes with safety in cooperation with NPCs (non-playable characters). Our design approach aimed to engage visitors i...

An Approach for the Visualization of Crafts and Machine Usage in Virtual Environments

Advances in Computer-Human Interaction, 2020

Despite the cultural, societal, economic and traditional significance and value of Heritage Crafts and Intangible Cultural Heritage, efforts towards their digital representation and presentation, and subsequently their preservation, are scattered. To that end, this paper proposes an approach for their visualization in Virtual Environments, within which the practitioner is represented by a Virtual Human, their actions through animations resulting from Motion Capture recordings, and objects through their 3D reconstructions. Our novel approach is based on a conceptual, twofold decomposition of craft processes into actions, and of the machines used into components. Thus, in the context of this paper, we have developed a pipeline that delivers a Virtual Environment, through which a wide range of users, from museum curators and exhibitors, to everyday users interested by a craft, can experience craft usage scenarios. Via our visualization pipeline, we claim that we deliver an efficient way of visualizing craft processes within Virtual Environments, thus increasing the usability and educational value of craft representation, and opening the way to a variety of new applications for craft presentation, education and thematic tourism. In the scope of this paper, we focus on the Heritage Craft of loom weaving; however, our approach is generic, for representing any craft, after its decomposition according to our technique.

Virtual pottery: a virtual 3D audiovisual interface using natural hand motions

Multimedia Tools and Applications, 2013

In this paper, we present our approach towards designing and implementing a virtual 3D sound sculpting interface that creates audiovisual results using hand motions in real time. In the interface "Virtual Pottery," we use the metaphor of pottery creation in order to adopt the natural hand motions to 3D spatial sculpting. Users can create their own pottery pieces by changing the position of their hands in real time, and also generate 3D sound sculptures based on pre-existing rules of music composition. The interface of Virtual Pottery can be categorized by shape design and camera sensing type. This paper describes how we developed the two versions of Virtual Pottery and implemented the technical aspects of the interfaces. Additionally, we investigate the ways of translating hand motions into musical sound. The accuracy of the detection of hand motions is crucial for translating natural hand motions into virtual reality. According to the results of preliminary evaluations, the accuracy of both motioncapture tracking system and portable depth sensing camera is as high as the actual data. We carried out user studies, which took into account information about the two exhibitions along with the various ages of users. Overall, Virtual Pottery serves as a bridge between the virtual environment and traditional art practices, with the consequence that it can lead to the cultivation of the deep potential of virtual musical instruments and future art education programs.

Making it real: virtual tools in 3D creative practice

2012

FutureFactories is a design research project exploring the creative possibilities afforded by digital design and manufacturing technologies. A specific aim of the project is mass individualisation; the industrial scale production of one-off artefacts. Tangible products would ‘printed’ direct from virtual meta-designs using additive manufacturing (Atkinson 2003). Distinct from mass customisation, where the product is configured to a specific consumer need or desire, individualisation involves introducing elements of random variance similar to the idiosyncrasy seen in natural forms. In the initial research a computational design approach was adopted in which computer scripts were used to ‘drive’ parametric CAD models (Unver 2003). A barrier to the adoption of such systems however, is the level of programming involved. Methodologies were developed to simplify the task such a Constructive Solid Geometry, CSG, building block approach (Dean 2009) whereby complex geometries are ‘assembled’...

New Foundations: Craft, Design, Education and VR in the 21ST Century

2020

21 Century education and professional practice require novel engagement with ideas, technologies and toolsets. Virtual Reality (VR) and similar technologies are advancing rapidly, and protocols to understand, implement and measure the new values for design education which need to be further elaborated on. This paper discusses the impact of VR on craft and design in a university design class. A pilot was conducted to study students’ experiences and opinions around VR in craft and design in an advanced CAD design course. The findings indicate improvement in design and communication from the students’ perspective. This study suggests that VR can be an effective design tool integrated into