Наукові конференції України, ХI ВСЕУКРАЇНСЬКА СТУДЕНТСЬКА НАУКОВО-ПРАКТИЧНА КОНФЕРЕНЦІЯ “SIGNIFICANT ACHIEVEMENTS IN SCIENCE AND TECHNOLOGY

Розмір шрифту: 
SMART TECHNOLOGIES IN SCIENCE AND ART: USING VIRTUAL REALITY FOR CREATIVE PURPOSES
Oleksyi Berehovskyi, Kyrylo Karpukhin

Остання редакція: 2025-11-09

Тези доповіді


The invention of complete visual and physical interfaces for Virtual and Augmented reality systems has opened a whole new plane for implementing creative solutions for purposes of art and education.

One of such use cases is implementation of full-on graphic environments for both two dimensional and three-dimensional sketching and design. Applications like Gravity Sketch© offer tools necessary for this kind of tasks in a new more intuitive way, unlocked by existing in the space around the user rather than at the edges of a flat screen.

This improvement in usability presents opportunities for various types of artists and students within a spectrum of design specializations to merge physical and digital working spaces (e.g., tracing works to translate them from a physical medium to a digital file and vice-versa). There is some data suggesting that working in Altered reality environments promotes at least a partial increase in creativity in students who were using this technology as a part of their education's curricula (Vo & Huesemann-Odom, 2023), researches propose that the reason for this may be the novelty of such technology and its apparent smooth learning curve.

Therefore, when changing the environment of information perception, a person begins to understand things from a different perspective, which gives him the opportunity to approach this issue differently and get incredible results.

Although the integration of such systems into the educational process has many advantages, there are challenges caused by the lack of well-designed, systematized materials (which is a result of the novelty of this technology and the hesitation of educational institutions to implement it), the cost of the systems, and health-related consequences, such as: potential cognitive load and cybersickness, which makes this technology inaccessible to certain students due to the way their brains visually perceive movement without physical accelerations (Sayed, Abdelaziz, Ali, & El-Sehiemy, 2023).

References:

  1. Vo, N. H., & Huesemann-Odom, S. (2023). Virtual reality and creativity: Lessons learned from a luminaire design project. In IntechOpen. https://www.intechopen.com/chapters/85530#F2
  2. Sayed, A., Abdelaziz, A. Y., Ali, E. S., & El-Sehiemy, R. A. (2023).  A novel application of arithmetic optimization algorithm for optimal power flow solution including distributed generation. In MDPI Electronics. https://www.mdpi.com/2079-9292/12/18/3953

 


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