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Mastering digital materiality in immersive modelling

: Israel, J.H.; Mauderli, L.; Greslin, L.


Kara, L.B.:
SBIM 2013, Proceedings ot the International Symposium on Sketch-Based Interfaces and Modeling- Sketch-Based Interfaces and Modeling : Part of Expressive 2013. Anaheim, CA, USA — July 19 - 21, 2013
New York: ACM, 2013
ISBN: 978-1-4503-2205-8
International Symposium on Sketch-Based Interfaces and Modeling (SBIM) <2013, Anaheim/Calif.>
Joint Symposium on Computational Aesthetics and Sketch-Based Interfaces and Modeling and Non-Photorealistic Animation and Rendering (Expressive) <2013, Anaheim/Calif.>
Fraunhofer IPK ()

In theory, the potential to use virtual reality systems for creating visually rich and free-spirited models and prototypes is high. In contrast, immersive modelling is not relevant in today's design practice and design researchers are often sceptical if it will ever be possible to use virtual environments (i.e. virtual material) with the same fidelity as physical materials. The aim of this paper is to search for bridges which allow designers to use the potential of immersive modelling even though no materiality (i.e. no touchable material) is present. It describes four approaches of mastering digital materiality which emerged during a design study among four design students who used an immersive modelling system for two weeks all day long. All approaches imply different means of substituting the missing material constraints. Furthermore the results of a post-study survey among the participants are discussed. The results of this study suggest that designers can find indi vidual ways to handle digital material in immersive environments which may satisfy their professional expectations and standards. They may possibly be able to develop a professional level of manipulative skills within virtual environments comparable to their work with physical material. It can be expected that more approaches to immersive modelling appear as the technology advances and designers become engaged with it.