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Adapting Computational Creativity Support from Desktop to Virtual Reality
PhD Thesis Proposal Defence
Title: "Adapting Computational Creativity Support from Desktop to Virtual
Reality"
by
Miss Linping YUAN
Abstract:
Virtual reality (VR) holds the promise of transforming various domains through
immersive experiences. However, the widespread adoption of VR has been
significantly slowed by the high barriers to content creation, which require
both technical skills and specialized knowledge in digital arts. This thesis
investigates how computational creativity support can lower these barriers and
make VR content creation more accessible. Specifically, it explores whether and
how computational approaches developed for desktop environments can be adapted
to address the unique challenges of VR content creation, given the scarcity of
VR-specific knowledge and data.
The thesis consists of three main parts. The first part involves understanding
the current practices and challenges faced by VR creators. Through
semi-structured interviews with animated VR story creators, the thesis
identifies ten common stages in the VR creation process and highlights nine
unique obstacles, thereby informing research directions for developing
computational approaches tailored to VR. The second part examines the
feasibility of leveraging desktop data and knowledge to support VR content
creation. By focusing on time-varying stroke gestures, the study demonstrates
how commonalities between desktop and VR environments can be used to generate
VR data from desktop data. To extend and deepen the findings, the third part
further investigates the development of algorithms and user interfaces for
color design tasks in both desktop and VR environments. The research designs
and evaluates algorithms for color extraction, recommendation, and
personalization, and develops corresponding desktop and VR user interfaces. The
findings offer strategies to utilize commonalities and differences for adapting
desktop computational approaches to VR.
The contributions of this thesis include empirical insights into VR content
creation processes and challenges, the development of algorithms that lower the
barriers for both desktop and VR content creation, and the design of
interactive tools tailored to the characteristics of desktop and VR
environments. By bridging desktop and VR, these efforts can help enrich the VR
ecosystem with diverse and compelling content, ultimately accelerating the
adoption of VR technology.
Date: Wednesday, 12 June 2024
Time: 1:30pm - 3:30pm
Venue: Room 3494
Lifts 25/26
Committee Members: Prof. Huamin Qu (Supervisor)
Prof. Andrew Horner (Chairperson)
Prof. Pedro Sander
Dr. Long Chen