Evaluating creative imagination: A narrative enquiry on virtual reality content under the lens of practice-based and heuristic research

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Sumana Som, Prof. Deepak John Mathew, Prof. Sivanes Phillipson, Prof. Kim Vincs


Interaction with art through digital technology is not a very recent research inquiry. In the mid-1960s, technology-based art emerged, and by 1980 onwards, experimental art and technology had grown remarkably. To bring practice and research closer to technology, art, and design, researchers have deepened their knowledge of the creative process in art and technology. On the other hand, to develop the technology blended practice required an educational base from the stage of schooling. Virtual reality (VR) is one of the platforms that could help to learn and explore new idea as well as create a new dimension for creativity practice.  Inclusion of art teaching and learning VR technology required to verify and evaluate its usability. Heuristic research undertakes exploration of human experience in a qualitative manner. It is a systematic, organized method for investigating human lived experience. The VR content required a significant evaluation criteria on development of content and usability of content

This study focusing on the behavior of the VR content and its proximity towards practice and usability. The study following descriptive methodology to create a synergy within practice-based research, heuristic criteria, and activity system.

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