Design Journal Phd Report - Rev B. Sent to Chris Lim DJCAD for comment



Exploring Animation & Virtual-Reality to Represent the
Perceptual-Experiences of Art-Practitioners with Sight-loss.

Andrea McSwan _ PhD REPORT DRAFT_REV B – DESIGN JOURNAL


Overview

Whilst the sighted generally imagine people with blindness as living in a world of darkness, only a small percentage of people have total vision-loss and many visually-impaired persons have some perception of light, form, movement and shape . As mental images can be generated without sight, the ability to see is not necessary for the creation of visual art.
This practice-based PhD project explores animation and virtual reality to represent the creative practice of artists with sight-loss. Using virtual-worlds to enable sighted users to understand another person’s perceptual-experiences, this inductive research adopts an interpretive approach and incorporates the strength of case-study to compare abstract concepts of blindness to actual lived experiences.
The methodology will apply qualitative techniques, to understand the methods artists, with        sight-loss, use and how visual impairment shapes their practice. Responses will be evaluated, by analysing the data, to create an immersive animation, viewed and experienced in virtual reality.

Keywords
Virtual-Reality, Animation, Visual Impairment, Blindness, Perceptual Representation, Sensory

Introduction

Whilst the sighted generally imagine the blind enclosed in a black world (Barasch 2001; Borges 1980) only a small percentage of people have total vision-loss many visually impaired persons have some perception of light and shadow (European Blind Union 2019). As mental images can be generated in all sensory modalities (Eardley and Pring 2006; 2014) visual experience is not necessary for an abstract representation of an object (Ravenscroft 2019; Ricciardi et al. 2009).
This research project aims to represent the creative methods of art-practitioners with sight-loss, using the cinematic practice of animation and virtual reality. Animation has the ability to create a cinematic experience only available to the spectator through techniques available in animation filmmaking (Buchan et al. 2006), it can be argued that, when combined with virtual reality, animation can provide users with vivid sensory experience, enabling them to embody another person’s perceptual experiences (Ahn et al. 2013).
Qualitative semi-structured interviews were conducted in the creative environments of three visually impaired professional artists, to capture, through their descriptive storytelling, a holistic understanding of their perceptions and methods of practice. The collective prize-winning visual art of these three case-studies, covers an international field of practice including exhibitions at the Tate Modern, 3D live drawing installations at London’s South Bank, panoramic ink drawings of zen gardens in Japan, bronze pouring and casting of singing bowls in Burma, transparent voile drawings of
city-scapes, jewel-like studies of light and super-scale sculptures of braille.

Context & Literature

Globally, it is estimated that approximately 2.2 billion people live with some form of vision impairment (National Federation of the Blind 2019; RNIB 2019; WHO 2019a), 39 million of those being classified blind. (ICD-11 2018) and the remaining 85% of people with eye disorders have some remaining sight (WHO 2019b).  
Eye disease adds new challenges to the task of creating art and historically impaired vision altered or ended the work of many painters including Monet, Degas and Turner (Duffy 2019; Gruener 2015; Liebreich 1872; Marmor 2014). In terms of understanding narrative in the paradoxical pairing of blindness and visual arts, Georgina Kleege argues that the metaphorical depictions of blind artists are not only intriguing but can extend into narratives (Kleege 2018) and that visual artists develop habits of mind which enable them to retain mental images better than the average person (Kleege 1999).
Studies in visual perception have shown how the visual word form area can be activated instantly with a single word (Sacks, 2010). In terms of artistic visual perception of the blind, raised pictures, for tactile exploration, have been devised for over 200 years with educators and philosophers arguing that these haptic images would require explanation to the blind (Kennedy et al., 2000). However, experiments have shown that the blind can sense these haptic images, through touch, to recreate visual metaphors and drawings. (Kennedy, 2008) including representations of perspective (Kennedy et al., 2006). Kennedy’s research questioned whether devices created by the blind, to depict motion, could communicate effectively to the sighted. Presenting pictures of wheels drawn by a congenitally blind man to 24 adults students studying perception, his drawings depicted circles to represent static wheels and distorted elliptical wheels with criss-crossed movement lines, to suggest wheels in motion. The findings showed that the drawings conveyed their intention at a rate considerably above chance (Kennedy, 2008). Conversely, when exploring whether the tactile-kinaesthetic channel provided enough information to represent the human form in clay, congenitally blind children created disproportionate models of the human body, emphasising fingers, hands and heads that were the focus of their attention, suggesting that in the formation of an internalised representation of the human body, tactile-kinaesthetic information cannot fully compensate for visual experience (Kinsbourne and Lempert, 1980).
However, Kennedy argues that blind individuals have innate pictorial abilities and there is a usefulness of encouraging blind persons to experience the artwork of others and to create their own devices, representations and drawings as well (Kennedy, 1983)

Creative practice by artists with sight-loss has seen a growing momentum globally and photographer with blindness, Evgen Bavĉar, suggests that the blind photographer’s task is the ‘reunion of the visible and the invisible worlds’ (McCulloh 2012). Similarly, it is argued that blindness is an alternative way of knowing and is unique in perceptual experiences (Ruiz and Strickfaden 2016). Animations, presenting accounts and simulations of blindness, such as How Do the Blind Perceive the World? (Lawson 2016), A Blind Child’s Story (Rice 2009) and Born Blind (Satola 2014) are delivered in a third person narrative. With the emergence of animation in immersive virtual reality it can be argued that this new development provides a further frontier for animated expression, with empathetic qualities derived from this immersive new medium. Different types of creative media vary in their level of immersion and interactivity (Herrera et al., 2018) and Notes on Blindness is an example of a project depicting blindness, as a virtual-reality output (Middleton and Spinney 2016), where the viewer experiences the phenomenon.


Similarly, the Immersive Virtual Environment Technology (IVET) experimental research of AhnLe and Bailenson (2013) explored whether embodied experiences (EE) via IVET would elicit greater self-merging and helping toward persons with colour-blindness, compared with traditional perspective taking which relies on the imagination to put the self in another person’s shoes. AhnLe and Bailenson concluded that EE was effective for participants with less empathetic tendencies, confirmed a heightened sense of realism and finally that participants would voluntarily spend twice as much effort to help persons with colour-blindness, compared to participants who had only imagined being colour-blind (Ahn et al. 2013).

Approach 

How do art practitioners with blindness and sight-loss imagine and dream? How do they comprehend transparency, reflectivity or color? How does their visual impairment inform their artwork and methods of practice?
This inductive research aims to explore animated virtual worlds to enable sighted users to understand the perceptual experiences of artists with sight-loss. Adopting an interpretive approach this practice-based PhD project Incorporates the strength of case-study to compare abstract concepts of blindness to actual lived experiences (Neuman, 2014).
The objectives include establishment of a literature, context and practice review relating to visual impairment in the field of the visual arts. The application of qualitative methods, including individual semi-structured interviews, narrative-enquiry (Clandinin, 2000) and case-study to capture the subjective voice and experience of art-practitioners with visual impairment (Neuman 2014) to understand what informs blind art-practice, the creative methods artists with sight-loss use and how their creative environment shapes their practice. Themes and responses will be evaluated by analysing the data gathered to inform and create an immersive animation, viewed and experienced in virtual reality. The final film output will incorporate documentary sound tracks underpinned and informed by case-study and narrative enquiry and will be showcased and evaluated at a participatory public engagement event.


Methodology

This PhD research will will ask How can animation, viewed in virtual reality, represent the perceptual-experiences of art-practitioners with sight-loss and promote awareness of blind art-practice? How does sight-loss inform the artwork and methods of practice for artists with visual impairment? In what ways can 3D animation, combined with virtual reality, be used to replicate abstract interpretations of blindness and provide a new film language for artists with sight-loss?

In his studies of psychological, philosophical and social theoretical epistemologies of blindness, Hayhoe (2016) states that the epistemological approach needs to be holistic and inform accurate definitions of blindness to develop a social and scientific understanding of blindness.
The research methods of this practice-based project aim to gain understandings and insights into the imagination and perceptions of art-practitioners with sight-loss and will include narrative enquiry as a method to make meaning of experience (Clandinin 2000), generating knowledge and shaping experience, rather than simply recounting events (Bleakley 2005).
Qualitative semi-structured interviews were conducted in the creative environments of three visually impaired professional artists, to allow empirical enquiry and investigation in a real-life context (Schell 1992; Yin 2014) to capture, through their descriptive storytelling, a holistic understanding of their perceptions and methods of practice. The collective prize-winning visual art of these three case-studies, covers an international field of practice including exhibitions at the Tate Modern, 3D live drawing installations at London’s South Bank, panoramic ink drawings of zen gardens in Japan, bronze pouring and casting of singing bowls in Burma, transparent voile drawings of city-scapes, jewel-like studies of light and super-scale sculptures of braille.
Tentative findings at this early stage indicate commonalities between the artists in their experience of sight-loss, with colour palette changes of violet hues fading first and the actual process of losing sight involving vivid photo realistic hallucinations, kaleidoscope technicolour patterning and glittering patches of light, resembling static white noise. Through recall of memories and previous experiences, both imagination and dreams are in full colour and pictures.
The comprehension of spatial environments, both in terms of scale and nature may be informed through the focus of listening to external and internal activity including cars, trains, building works, people, rain and wind. When transitioning through environments, a new space may also be identified by temperature. Almost meditative in approach, the art of listening, as a focused activity is also used to identify the species of trees by the sound of the leaves when agitated by breeze. To determine recognition of people, gait and movement were acknowledged as primary indicators to gauge mood, personality and demeanour.
The data will be analysed and the findings of these interviews will inform the animated artistic world of the artists, represented in virtual reality. The interviews and interpretive analysis aim to identify narratives that tell an intellectually and emotionally compelling story, on the basis of transparent evidence (Gioia et al. 2013) whilst preserving the integrity of the raw data (Langley 1999).
To further understand the experience of sight-loss, secondary data will be generated at a public engagement event for sighted and non-sighted participants at the University of Dundee, facilitated by the RNIB. This secondary data will be obtained through qualitative questionnaires , a Dine in the Dark taster experience which will be framed to include visual and verbal presentations; a participatory workshop, a Q&A plenary panel, reactions, recordings, discussions, summaries and critiques (Sullivan 2010) will be woven into the research thesis.

Next steps and Public Engagement

How others, in this case art-practitioners with sight-loss explore and make sense of the world, the values that guide them and how to see the world through their eyes is a crucial purpose of this project’s public engagement. Consultation and establishing a dialogue are fundamental ways to realise this (NCCPE, 2019) and a public engagement event, fully recorded and photographed, aim to be delivered as a methodological approach to provide a platform for obtaining data.
During the scoping of this project a number of academic researchers and organisations in Scotland and England, expert in the field of blindness and visual arts, were identified and approached for future public engagement opportunities.
The purpose of interweaving public engagement throughout the research process is driven by three factors, responding, sharing and learning, as outlined by the National Co-ordinating Centre for Public Engagement.  Raising aspiration and sharing research benefits including learning, new insights and inspiration, through Public Engagement is a mutually beneficial process for the both the researcher and public audiences (NCCPE 2019).
This practice-based research exploring 3D animation and Virtual-Reality is positioned within the cinematic visual arts, which increasingly comes to gain familiarity with interactive technology and tools from computer science (Mitchell et al. 2016) and will culminate in a fully interactive animated Virtual-Reality experience. Suited to have the potential for many purposes, the final VR animated practice-output will be trialled at a public engagement event.  The final year of research will include a day symposium, to road-test the final prototype, disseminate knowledge and the research findings.

 

Acknowledgements
Andrea McSwan began her PhD at Duncan of Jordanstone College of Art and Design (DJCAD)
In September 2018. She is supervised by Phillip Vaughan, Fraser Bruce and Dr Caroline Erolin.

Disclosure Statement
No potential conflict of interest was reported by the author.

Biography
Andrea McSwan is a PhD researcher with a background in film set design, 3D animation and visual effects. She is currently undertaking a PhD to explore animation in virtual reality to represent the perceptual experiences of blind art practitioners. Her research interests lie in animation, visual effects, virtual-reality and film.

Address for Correspondence
Andrea McSwan Postgraduate researcher Animation & Virtual Reality, DJCAD, University of Dundee, Dundee, UK.  Email: aemcswan@dundee.ac.uk ORCiD: https://orcid.org/0000-0002-3858-8714
Twitter: @andrea_mcswan  LinkedIn: https://www.linkedin.com/in/andrea-mcswan/
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