TY - GEN
T1 - Contributors to the aesthetic judgement of 3D virtual sculptures
AU - Easton, Edward
AU - Bernardet, Ulysses
AU - Ekart, Aniko
N1 - Copyright © 2023. Copyright held by the owner/author(s). This work is licensed under a Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/).
PY - 2024/4/3
Y1 - 2024/4/3
N2 - Aesthetic judgement plays a key role in many aspects of everyday life, judging an object to be aesthetically pleasing often heightens the pleasure and enjoyment derived from that object. One area where this applies is artwork, where most genres and styles of art heavily rely on being considered aesthetically pleasing. It has been shown that an aesthetic judgement of a piece of art combines many different aspects, all contributing to the assessment. Identifying and understanding these aspects for 2D images has been extensively investigated, however, 3D items have not been considered to the same degree. In this paper, we investigate which aspects contribute to the aesthetic judgement of 3D virtual sculptures, using a gamified approach within a custom VR environment. Participants were able to express which aspects contributed to their assessment of the virtual sculptures. We found that some stalwart 2D aspects, such as complexity and order, are not as highly important for 3D items, being replaced by other characteristics such as how dynamic the sculpture appeared.
AB - Aesthetic judgement plays a key role in many aspects of everyday life, judging an object to be aesthetically pleasing often heightens the pleasure and enjoyment derived from that object. One area where this applies is artwork, where most genres and styles of art heavily rely on being considered aesthetically pleasing. It has been shown that an aesthetic judgement of a piece of art combines many different aspects, all contributing to the assessment. Identifying and understanding these aspects for 2D images has been extensively investigated, however, 3D items have not been considered to the same degree. In this paper, we investigate which aspects contribute to the aesthetic judgement of 3D virtual sculptures, using a gamified approach within a custom VR environment. Participants were able to express which aspects contributed to their assessment of the virtual sculptures. We found that some stalwart 2D aspects, such as complexity and order, are not as highly important for 3D items, being replaced by other characteristics such as how dynamic the sculpture appeared.
KW - 3D Art Generation
KW - Aesthetic judgement
KW - Gamification
KW - Virtual Reality
UR - https://dl.acm.org/doi/10.1145/3632776.3632787
UR - http://www.scopus.com/inward/record.url?scp=85190654234&partnerID=8YFLogxK
U2 - 10.1145/3632776.3632787
DO - 10.1145/3632776.3632787
M3 - Conference publication
T3 - ACM International Conference Proceeding Series
BT - ARTECH '23
A2 - Olivero, Lucas Fabian
A2 - Olivero, Lucas Fabian
A2 - da Veiga, Pedro Alves
A2 - Araujo, Antonio Bandeira
A2 - Dourado, Patricia
A2 - da Silva, Bruno Mendes
PB - ACM
T2 - The 11th International Conference on Digital and Interactive Arts
Y2 - 28 November 2023 through 30 November 2023
ER -