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dc.contributor.authorDeacon, Thomas
dc.date.accessioned2021-06-25T15:20:32Z
dc.date.available2021-06-25T15:20:32Z
dc.date.issued2021
dc.identifier.urihttps://qmro.qmul.ac.uk/xmlui/handle/123456789/72743
dc.descriptionPhD Theses.en_US
dc.description.abstractRecent developments in immersive media provide opportunities for content creators, but new tools and skills are required to negotiate spatial audio production. Production tools such as digital audio workstations have traditionally been designed for single users, whereas audio production (e.g. music, games, film) is often a collaborative process. For spatial audio production, virtual reality (VR) could transform how groups work on content together. However, there are gaps in our understanding of spatial audio production regarding (i) collaboration, and (ii) design knowledge of VR tools, especially for expert users. This thesis explores these issues across two complementary threads: Context Mapping, which involves design ethnography studies in studio settings, and Design Intervention, which focuses on the design and evaluation of VR artefacts. The first ethnographic study focused on the role of spatial communication and embodied interaction when studio producers make aesthetic assessments of audio content. A follow-up ethnographic study addressed spatial audio production, investigating how gestures support situated practices. Strong interrelationships between spatial communication, technology, and audio content were observed. To explore how technology impacts collaborative processes, multi-user VR music production systems were designed and evaluated. The first design study (Polyadic), analysed how different media, VR and desktop, affects communication and engagement in the creative process. Findings yielded significant differences between media with a preference for VR. Linguistic analyses suggest that media affects the use of referencing. The second design study (Invoke) explored joint idea projection for spatial audio production. Users appropriated virtual resources (avatars, workspaces, and objects) in sense-making processes endogenous to the collaborative spatial audio production activity. Findings also suggest that social-space formations change compared to face-to-face interaction. Both the VR artefacts were judged positively as creativity support tools. Thematic analyses of qualitative user feedback provided insight on expert user needs related to collaborative VR audio production.en_US
dc.language.isoenen_US
dc.publisherQueen Mary University of Londonen_US
dc.titleShaping Sounds in Space Exploring the Design of Collaborative Virtual Reality Audio Production Tools.en_US
dc.typeThesisen_US
rioxxterms.funderDefault funderen_US
rioxxterms.identifier.projectDefault projecten_US


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    Theses Awarded by Queen Mary University of London

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