Could AI Destroy the Planet, or Might AI Art and Gaming Save it?
Vasey, K. (2024). Could AI destroy the planet, or might AI art and gaming save it? ResearchGate.
This article explores the intersection of AI, creative technology, and climate action—asking whether the same tools often feared for their destructive potential could instead become catalysts for sustainability.
Vasey, K. (2024). Could AI destroy the planet, or might AI art and gaming save it?
Download the full article via ResearchGate here.
Aquasia: The world's first immersive metaworld focused on the future of human habitats in the face of rising sea levels
Vasey, K., Seah, C., Krehel, R., & Bos, O. (2023). Aquasia: The world’s first immersive metaworld focused on the future of human habitats in the face of rising sea levels. In SA Art Gallery ’23: ACM SIGGRAPH Asia 2023 Art Gallery. ResearchGate.
This article introduces Aquasia, an immersive metaworld blending creative tech and climate education—reimagining how we learn about rising sea levels and the future of human habitats.
Vasey, K., Seah, C., Krehel, R., & Bos, O. (2023). Aquasia: The world’s first immersive metaworld focused on the future of human habitats in the face of rising sea levels. In SA Art Gallery ’23: ACM SIGGRAPH Asia 2023 Art Gallery.
Request the full article via ResearchGate here.
Abstract.
Aquasia is the world’s first educational metaworld set in a floating city in Asia. It merges creativity, technology, and sustainability, revolutionising learning into an engaging, memorable journey.
Offering an interactive desktop and a passive 360-degree VR experience, Aquasia provides audiences with a new perspective on the challenges and possibilities of living in a world affected by rising sea levels and climate change. Audiences are challenged to rethink modern food, energy, and transport systems, uncovering technological breakthroughs for a future aquatic life on our Blue Planet.
Incorporating Asian culture and innovative technology, underpinned by UN-HABITAT research, Aquasia aims to captivate educators and learners. Our innovative project garnered the attention of Singapore’s esteemed ArtScience Museum, which invited us to launch Aquasia in their Curiosity and VR Galleries from 1–30 September 2023.
Creating and Using XR for Environmental Communication: Three Exploratory Case Studies
B. Raymond, D. Pimentel, Vasey, K. (2023). Creating and using XR for environmental communication: Three exploratory case studies. ResearchGate.
This article presents three exploratory case studies on how extended reality (XR) can be used to drive environmental awareness and public engagement—highlighting the potential of immersive media to spark meaningful climate communication.
B. Raymond, D. Pimentel, Vasey, K. (2023). Creating and using XR for environmental communication: Three exploratory case studies. ResearchGate.
Download the full article via ResearchGate here.
Water Bodies: VR Interactive Narrative and Gameplay for Social Impact
Vasey, K., Bos, O., Nasser, F., Tan, A., Li JunTing, B., Khoo, E. T., & Marsh, T. (2019). Water Bodies: VR interactive narrative and gameplay for social impact. ACM SIGGRAPH VRCAI 2019, Brisbane, Australia. ResearchGate.
Presented at ACM SIGGRAPH VRCAI 2019 in Brisbane, this paper explores how VR interactive storytelling and gameplay can be harnessed to drive social impact—using water as a central theme to connect players with environmental issues.
Vasey, K., Bos, O., Nasser, F., Tan, A., Li JunTing, B., Khoo, E. T., & Marsh, T. (2019). Water Bodies: VR interactive narrative and gameplay for social impact. ACM SIGGRAPH VRCAI 2019, Brisbane, Australia.
Download the full article via ResearchGate here.
Oceans we make: immersive VR storytelling.
Thomas, A., Kumar, A., Krehel, R., Vasey, K., Khoo, E. T., Marsh, T., & Li, B. J. (2018). Oceans we make: Immersive VR storytelling. ACM SIGGRAPH Asia 2018 Virtual & Augmented Reality, Tokyo. ResearchGate.
This paper, presented at ACM SIGGRAPH Asia 2018 in Tokyo, explores how immersive VR storytelling can deepen public engagement with ocean conservation—blending art and technology to inspire behavioural change.
Thomas, A., Kumar, A., Krehel, R., Vasey, K., Khoo, E. T., Marsh, T., & Li, B. J. (2018). Oceans we make: Immersive VR storytelling. ACM SIGGRAPH Asia 2018 Virtual & Augmented Reality, Tokyo.
Download the full article via ResearchGate here.