"VR To Enhance NYU Studio Art"

A report about a remote VR class I engineered. 

A 2020 - 2021 exploration into the capabilities of virtual reality usage to enhance studio art class.

By David Lasala (visit the resulting VR gallery here)

In the summer of 2020, the provost for educational technology funded a collaboration allowing the exploration of virtual reality as a part of Projects in Ceramics, a class in Steinhardt's Department of Art and Art Professions taught by Professor Linda Sormin. Along with contributions from Paula Rondon of Steinhardt's Digital Studio and Claire Menegus of the NYU Usability Lab,  the funding provided:

Quest 2 all-in-one VR

Multiple Oculus Quest 2 headsets on desk.

Conversion of mixed media art

3d scanning software interface.

Sketchfab Content Hosting

iTLAB's initial goal to offset the impact of the coronavirus lockdown on classes merged with Linda’s goals, which included:


In September, after coordinating roles and acquiring hardware and software, our efforts turned towards getting the student sculptures converted for use in a fully virtual class environment. We confirmed our method for converting real-world objects into 3D models worked quite well, and the environments we created were not only able to display the converted artwork effectively (see below) but provided a great deal of freedom over the “installation” of the objects. 

3d digital sculpture.
3d digital sculpture.
3d digital sculpture.

During classes, we watched the students explore VR actions that are impossible in real life, like instantly scaling objects. Sculptures that were normally a few feet in diameter were scaled to 15 + feet in virtual reality with a simple “pinch/zoom” type gesture. Of course, there were challenges, predictably in the areas of comfort and ease-of-use.



But these challenges can be addressed with time and continued resource development. Foremost, our development of in-house expertise will support better training for faculty, while in-person monitoring of VR users will allow us to quickly respond to issues. Improvements in the technology will eventually allow users to interact with their own hands, removing the need to learn controller inputs, which is currently a barrier to easier adoption. Also, better lens resolution, refresh rate, and processing power in the virtual reality hardware will contribute to overall user comfort and immersion.