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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