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https://rsuir-library.rsu.ac.th/handle/123456789/2416
Full metadata record
DC Field | Value | Language |
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dc.contributor.author | Gomesh Karnchanapayap | - |
dc.date.accessioned | 2024-07-15T06:28:46Z | - |
dc.date.available | 2024-07-15T06:28:46Z | - |
dc.date.issued | 2020 | - |
dc.identifier.uri | https://rsuir-library.rsu.ac.th/handle/123456789/2416 | - |
dc.description.abstract | Art and Technology have always been evolving alongside one another. From the invention of various paint mediums to photography and computer art, humans embrace technology in pursuit of art creation. Newer technologies such as digital painting and digital sculpting bring about convenience and flexibility to artists while aiming to maximize the artist’s creative flow. The objectives of this research were 1) to study and explore Virtual Reality as a creative platform for creating new media artwork, 2) to create and output the new media artwork as a Physical art through the use of additive manufacturing technology, and 3) to compare and analyze Virtual Art and its Physical counterpart in a commercial art exhibition setting. An analysis of audience’ survey data concerning the virtual reality art piece and physical artwork in art exhibition setting indicates that 1) virtual reality can be used to deliver a satisfying art viewing experience, 2) most audience would rather purchase physical art piece instead of the VR work because of product tangibility. | en_US |
dc.description.sponsorship | Research Institute of Rangsit University | en_US |
dc.language.iso | en | en_US |
dc.publisher | Research Institute Rangsit University | en_US |
dc.subject | Virtual reality | en_US |
dc.subject | Computer graphics | en_US |
dc.title | The research and creation of physical art through virtual reality technology | en_US |
dc.type | Other | en_US |
Appears in Collections: | DIA-Research |
Files in This Item:
File | Description | Size | Format | |
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GOMESH KARNCHANAPAYAP 1.pdf | 2.15 MB | Adobe PDF | View/Open |
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