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A comparison study between 3D virtual reality art-making and 2D art-making with traditional art materials among adolescents
The Arts in Psychotherapy ( IF 1.847 ) Pub Date : 2023-10-11 , DOI: 10.1016/j.aip.2023.102089
Lidice Cohen

This qualitative pilot study investigated the drawing experiences of five adolescent participants to examine virtual reality (VR) as an expressive tool for art therapy for trauma-exposed youth. The participants drew their safe space with traditional art materials (TAM) and then replicated it three-dimensionally utilizing the Oculus Quest for VR artmaking. A phenomenological comparison approach allowed the researcher to explore the data collected through thematic analysis. The investigator presents five themes as the result of five transcribed and coded semi-structured interviews: lack of knowledge/confidence, novelty, empowerment, multisensory, and an unexpected finding of gender-switching to avoid cyberbullying. The results of this pilot study suggest that VR fostered the adolescents’ participation while empowering them to express thoughts, actions, and emotions in nontraditional forms.



中文翻译:

青少年3D虚拟现实艺术创作与传统美术材料2D艺术创作的比较研究

这项定性试点研究调查了五名青少年参与者的绘画经历,以检验虚拟现实 (VR) 作为对遭受创伤的青少年进行艺术治疗的表达工具。参与者用传统艺术材料(TAM)绘制了他们的安全空间,然后利用 Oculus Quest 进行 VR 艺术创作,将其进行三维复制。现象学比较方法使研究人员能够探索通过主题分析收集的数据。调查员根据五次转录和编码的半结构化访谈提出了五个主题:缺乏知识/信心、新颖性、赋权、多感官以及意外发现的性别转换以避免网络欺凌。这项试点研究的结果表明,虚拟现实促进了青少年的参与,同时使他们能够以非传统形式表达思想、行动和情感。

更新日期:2023-10-14
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