I wrote a thesis on immersive art experiences (submitted and accepted on May 2022).
Seeing 'Immersive Art' become a trend and often used in the media as a buzzword, I became interested in researching the topic, specifically how they create/advertise/manage the experience towards the consumer market. I wrote about example creators of immersive art experiences, their Kodawari and background, and my own.
2022年5月に発表した、イマーシブ(没入型)アートに関する論文です。
イマーシブアートという言葉が流行する中で、各団体はどのようにアートを作り、宣伝し、また運営しているのか、そのこだわりや背景などを探りました。
*英語版のみです。
Abstract
Art is a form of communication. It can come in many forms and be expressed from different perspectives. This thesis uses literature review and field research to survey the immersive art landscape and explore various perspectives offered through examples of practices in the field and each creator's kodawari, denied as "the craftsperson's creed that manifests in craftsmanship." Then I use the insights from these sources to help distill my ideas and kodawari for a prototype. Next, based on a human-centered design concept, I test out the prototype and collect user feedback to understand the general public's thoughts. Finally, I take those feedback into account and contemplate possible futures for Immersive Art (IA). The thesis centers around the question, what technologies can we incorporate to make art experiences more immersive and accessible to those who otherwise feel alienated from the art world? For the production of IA space, I used projection mapping, spatial sound, AR, haptic sensors, audio-reactive video synthesis, MIDI controllers, and incense. There are five main topics covered: (i) existing ways of consuming/experiencing art; (ii) literature review, field research, and best practices; (iii) building a prototype design iteration for an IA space; (iv) user feedback and what it tells us (v) contemplate possible futures for IA.
Download the thesis from MIT website.
全文はMIT Websiteよりダウンロード出来ます。