| Literature DB >> 30429813 |
Irit Hacmun1, Dafna Regev1, Roy Salomon2.
Abstract
In recent years, the field of virtual reality (VR) has shown tremendous advancements and is utilized in entertainment, scientific research, social networks, artistic creation, as well as numerous approaches to employ VR for psychotherapy. While the use of VR in psychotherapy has been widely discussed, little attention has been given to the potential of this new medium for art therapy. Artistic expression in VR is a novel medium which offers unique possibilities, extending beyond classical expressive art mediums. Creation in VR includes options such as three-dimensional painting, an immersive creative experience, dynamic scaling, and embodied expression. In this perspective paper, we present the potentials and challenges of VR for art therapy and outline basic principles for its implementation. We focus on the novel qualities offered by this creative medium (the virtual environment, virtual materials, and unreal characteristics) and on the core aspects of VR (such as presence, immersivity, point of view, and perspective) for the practice of art therapy.Entities:
Keywords: art therapy; digital art; perspective-taking; presence in immersive virtual environments; virtual reality
Year: 2018 PMID: 30429813 PMCID: PMC6220080 DOI: 10.3389/fpsyg.2018.02082
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Artistic creation in VR. (A) The virtual reality setup. The creator wears an HMD and creates via the hand-held controllers, see also Supplementary Videos. (B) Photographic stimuli from the real world can be introduced as backgrounds or objects in VR, allowing interactions between real and virtual worlds. (C) Creation in VR includes unreal characteristics such as absence of gravity in a 3D environment. (D,E) The VR environment allows dynamic rescaling of the virtual world. The creator can modify the size of the artistic creation (and by proxy their relative size) at will. (F,G) As the virtual creation is a scalable 3D environment, the creator can “step into” his creations, enhancing the immersivity, and scope of the artistic creation.
Comparison of VR art therapy and classical Art therapy mediums.
| Therapist client physical interaction | Client and art therapist in direct contact | Client and art therapist in virtual contact |
| Eye contact | Yes | No |
| Perspective | Third person | First person/Third person |
| Facial expressions | Visible | Partially obscured |
| Technological requirements | Low | High |
| Material | Physical | Virtual |
| Artistic product | Physical | Digital |
| Dimensionality | 2D/3D | 2D/3D/4D |
| Immersivity | Low | High |
| Realism (laws of physics) | Bounded | Unbounded |
| Size of creation | Fixed as chosen | Unbounded |
| Haptic feedback | High | None |
| Possibility of tele-therapy | Low | High |
| Sense of privacy/isolation | Low | High |