ARTISTA: Redefining Pottery Design with Virtual Reality and Physically
Simulated Clay
Gilda Manfredi
1 a
, Gabriele Gilio
1 b
, Nicola Capece
1 c
, Ugo Erra
1 d
and Vincenzo Baldi
2 e
1
University of Basilicata, Department of Mathematics, Computer Science and Economics, Potenza 85100, Italy
2
SAUTECH S.R.L., Cava de’ Tirreni SA 84013, Italy
Keywords:
Applied Computing Arts and Humanities, Computing Methodologies Virtual Reality, Computing
Methodologies Modeling and Simulation, Human-Centered Computing Virtual Reality.
Abstract:
Virtual Reality (VR) applications have gained significant popularity in various fields, including design and
manufacturing. This paper introduces a novel VR application that simulates a 3D clay printer. The appli-
cation utilizes the Oculus Quest 2 Head Mounted Display (HMD), enabling users to create virtual pots by
manoeuvring a virtual extruder that extrudes and deposits strands of clay in layers. Two features define this
application: incorporating a virtual coiling technique, offering guided assistance throughout the pottery pro-
totyping process, and integrating physical simulation that provides users with real-time feedback on the final
results achievable using a real 3D clay printer. Users can now design and iterate virtually without physically
printing, reducing material waste and improving the overall creative process. Moreover, this application saves
the information necessary to create the designed pottery piece with a 3D clay printer. We present a preliminary
version that enables artisans in VR to craft unique, handmade virtual pottery pieces, fostering creativity and
enabling the exploration of many design possibilities.
1 INTRODUCTION
Additive manufacturing, colloquially known as 3D
printing, has revolutionized product design, prototyp-
ing, and manufacturing processes across diverse in-
dustries (Camacho et al., 2018; Rayna and Striukova,
2016). With its capacity for innovative approaches to
intricate geometries, customized products, and eco-
friendly manufacturing (Camacho et al., 2018), 3D
printing technology has become a driving force in
modern production. Among the array of materi-
als employed in 3D printing, clay has emerged as
a captivating medium, combining artistic expression
with functional design due to its inherent malleabil-
ity and ecological appeal (Ming et al., 2022; Perrot
et al., 2018). However, while 3D printing has opened
up new horizons in creativity, the tools traditionally
used for modeling 3D objects, such as Computer-
Aided Design (CAD) or 3D modeling software, of-
a
https://orcid.org/0000-0003-0633-862X
b
https://orcid.org/0000-0002-8458-0414
c
https://orcid.org/0000-0002-1544-3977
d
https://orcid.org/0000-0003-2942-7131
e
https://orcid.org/0000-0002-3558-6369
ten present a steep learning curve (Balan et al., 2019),
making them less accessible to less experienced users,
such as artisans accustomed to shaping pots by hand.
The intricate interfaces and complex commands may
inhibit the transition from traditional craftsmanship to
digital design. Integrating Virtual Reality (VR) tech-
nology into the design process can effectively address
the need for a more user-friendly approach. VR pro-
vides an immersive and intuitive interface that elim-
inates the complexities often associated with tradi-
tional CAD or 3D modeling software. VR empowers
users to interact with virtual creations using natural
gestures and movements made possible through intu-
itive controllers. Implementing this ancient clay pro-
cessing method could be useful for providing artisans
with a more accessible and compelling tool for craft-
ing intricate 3D models and making this processing
methodology known to a wider audience.
This paper introduces ARTISTA, a VR application
that simulates a 3D clay printer. Utilizing the Oculus
Quest 2 HMD and its controllers, ARTISTA enables
artisans to seamlessly transition from shaping clay by
hand to crafting virtual pots in an immersive envi-
ronment. By providing a natural and intuitive inter-
face, ARTISTA empowers artisans to explore new de-
492
Manfredi, G., Gilio, G., Capece, N., Erra, U. and Baldi, V.
ARTISTA: Redefining Pottery Design with Virtual Reality and Physically Simulated Clay.
DOI: 10.5220/0012415300003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 492-499
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS – Science and Technology Publications, Lda.
sign possibilities and express their creativity without
the steep learning curve associated with traditional
3D modeling software. Moreover, the key feature of
ARTISTA is incorporating physically simulated clay
strands, delivering real-time feedback on the virtual
clay’s behavior as it would manifest in the tangible
world. This unique attribute allows artisans to de-
sign and iterate virtually, predicting the final results
that could be achieved using a real 3D clay printer.
Through this iterative process, artisans can refine their
designs, optimize production, and minimize material
waste, offering a cost-effective and sustainable ap-
proach to the creative process. Furthermore, the fi-
nal virtual pottery design created in ARTISTA can be
seamlessly translated into a printable format, allow-
ing artisans to bring their virtual creations into the
physical world through a real 3D clay printer. This
integration of the virtual and physical realms offers a
holistic and efficient solution for artisans to easily ex-
plore, refine, and ultimately craft their unique pottery
pieces.
2 RELATED WORK
The application of VR technology in manufacturing
processes has seen significant advancements, with re-
searchers exploring its potential in virtual design and
prototyping. Additionally, integrating physical simu-
lation within VR environments has opened new routes
for enhancing realism and user interaction. Further-
more, VR has emerged as a powerful tool for additive
manufacturing, empowering users with novel ways to
optimize design workflows. Moreover, VR has been
recognized as a user-friendly solution for non-experts
in CAD, particularly for artisans seeking to transition
from traditional craftsmanship to digital design. This
section provides an overview of the related work in
these diverse areas.
2.1 VR for Virtual Design and
Prototyping in Manufacturing
The modern demand to speed up product develop-
ment while reducing associated costs has driven man-
ufacturing companies to explore innovative technolo-
gies. Among these technologies, VR has emerged as
a transformative tool in the realm of manufacturing
applications as it plays a significant role in design-
ing new products, specifically in two key applications:
design and prototyping. For design purposes, the
Massachusetts Institute of Technology (MIT) devel-
oped a virtual workshop for mechanical design. The
project aimed to create a simulated workshop that en-
ables designers to engage in conceptual design work
while considering manufacturing processes. This vir-
tual workshop includes tools such as a band saw,
drill press, milling machine, radial arm saw, and ta-
ble saw (Mujber et al., 2004). In the context of pro-
totyping, the University of Illinois, Chicago, and Pur-
due University collaborated to design and implement
a VR-based CAD system. This work aimed to offer
a simplified method for designing complex mechan-
ical parts by utilising VR techniques (Mujber et al.,
2004). These studies underscore the vast potential of
VR as an intuitive and immersive platform for explor-
ing and refining designs, offering a more or less re-
alistic metaphor of the real task. By immersing users
within a VE that mirrors the real environment, VR ac-
celerates product development and contributes to cost
reduction through more informed decision-making.
2.2 Physical Simulation in VR
In recent years, scientists have been leading in in-
troducing physical simulation within VR environ-
ments, revolutionizing how users interact and engage
with virtual worlds. The paper (Song et al., 2008)
focused on merging physics-based simulation with
mixed-reality gaming experiences. This study em-
phasizes the fusion of precise finger tracking and
physics-based models to create lifelike hand inter-
actions within mixed reality contexts. By integrat-
ing physics simulation, users can interact more intu-
itively with virtual objects, fostering an environment
of engagement and immersion. Another example of
VR with physical simulation is the NeuroTouch re-
search project of the National Research Council of
Canada, which extends the realm of physical simu-
lation into medical education, specifically in neuro-
surgery. This project introduces physics-based sim-
ulations of tissue and blood properties and behav-
iors, offering trainees a platform to practice intricate
surgical procedures (Bernardo, 2017). The emphasis
here is on enhancing surgical proficiency through ac-
curate simulation. Further expanding the spectrum,
(H
¨
oll et al., 2018) introduces an innovative approach
to enhance hand-object interactions within VR. Using
the Coulomb friction model, the authors efficiently
implement convincing interactions, from pushing to
dexterous manipulations.
2.3 VR for Additive Manufacturing
VR has been harnessed as a transformative tool within
Additive Manufacturing (AM), fostering innovative
approaches to optimize design workflows, evaluate
parts, and enhance education. In (Dashti et al., 2022),
ARTISTA: Redefining Pottery Design with Virtual Reality and Physically Simulated Clay
493
authors recently introduce a novel approach to Virtual
Pottery modeling, integrating traditional techniques
into a virtual experience. The process involves basic
pottery creation on a VR wheel with haptic feedback,
followed by free-form modeling using clay tools and
mesh expansion. A unique sound texture is applied
to identify and address errors in the model, prepar-
ing it for 3D printing in VP applications. In (Ren-
ner et al., 2015), the authors present a software ap-
plication that immerses users in a VR environment to
simulate the AM process. The application replicates
machine movements and print attributes by parsing
G-code files from CAM software. Visual relation-
ships between print settings and physical movements
are established through color-coded segments, aiding
learning and error identification. Novice and expert
users can modify settings in the VR environment be-
fore and after printing, reducing iteration time and
costs for desired part quality. To prove the efficacy of
VR in evaluating AM parts, (Ostrander et al., 2019)
compared Immersive VR and Non-Immersive CAD.
Designers assess parts of varying complexity, reveal-
ing that VR enhances evaluation speed but may ex-
hibit limitations in identifying fine details compared
to CAD. Despite these differences, VR stands out for
its efficiency and usability in design evaluation. An-
other analysis (Ostrander et al., 2020) explores the
pedagogical potential of interactive and passive VR
for teaching AM concepts. The findings suggest that
both modes of VR are effective in teaching intro-
ductory AM concepts, with interactive VR demon-
strating a specific advantage in enhancing AM self-
efficacy. Collectively, these contributions underscore
VR’s profound impact on AM. From process train-
ing to design evaluation and education, VR enriches
the AM landscape by providing immersive and in-
teractive platforms that accelerate learning, enhance
decision-making, and transform how professionals
engage with AM processes and concepts.
3 BACKGROUND
In this section, we will describe the technologies cho-
sen for this project, with an introduction of the se-
lected game engine, the VR device, and the toolkit
employed to simulate the clay.
The application was developed with Unity 3D, a
cross-platform game engine released by Unity Tech-
nologies that is widely used for developing 2D and
3D games, simulations, and interactive experiences.
Unity is known for its intuitive and user-friendly in-
terface and vast tools. It allows the use of C# script-
ing, enabling developers to create logic and behav-
iors in the game. Moreover, Unity provides a built-in
physics engine that simulates realistic interactions be-
tween objects in the game world. To interact with the
application in VR, we have chosen the Oculus Quest
2 which offers the Quest Link and Air Link func-
tionalities, allowing users to utilize the device when
connected to a PC via a USB cable or a stable WiFi
Internet connection, thus leveraging the PC’s GPU
computing power. Furthermore, the Oculus Quest
2 features built-in tracking sensors with six Degrees
of Freedom (6DoF) technology, translating the user’s
VR head and body movements without requiring ex-
ternal sensors (Capece et al., 2018). The Oculus Inte-
gration tool, available in the Unity Asset Store, is es-
sential for developing content in Unity and provides
significant support for using the advanced function-
alities of this device. The clay consistency was sim-
ulated with Clayxels (Florian and Andrea, ), a game
toolkit available for download from the Unity Asset
Store. Clayxels proved highly useful, as it facilitates
the sculpting and animation of custom assets with vol-
umetric primitives (e.g., cubes, spheres, cylinders),
both in the editor and during gameplay. Further-
more, Clayxels allows the user to “freeze” the cre-
ated assets as standard Unity meshes and export them
in FBX format for external use. Unfortunately, the
Clayxels toolkit is not supported for mobile VR. It
needs a powerful GPU to avoid rendering issues (e.g.,
glitches) and manage the interactions between clays.
We utilized the Quest Link functionality as a solution
to address this challenge. Figure 1 depicts the scene
view window of the Unity Editor with the 3D environ-
ment developed for ARTISTA, representing a pottery
workshop. The development was done on a PC that
mounts a 13th gen Intel i9 CPU, 32 GB DDR5 RAM
and an NVIDIA GeForce RTX 4090 GPU.
Figure 1: A view of the scene created for ARTISTA. A
table is visible at the bottom of the image, serving as the
workspace for artisans to craft their pottery. In the center of
the scene, virtual controllers and the user interface are posi-
tioned above the table.
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
494
4 METHODOLOGY
The proposed application ARTISTA is based on em-
ploying the features of VR technology to create an
immersive environment where artisans can manufac-
ture with a simple and natural interface(Erra et al.,
2018), regardless of their experience in real-life man-
ufacturing or 3D modeling. Indeed, ARTISTA allows
artisans to create and simulate the 3D printing of the
artifact: the process is completely driven by the arti-
san’s hand, and the simulated clay physics provides
visual feedback of the potential outcomes that could
be replicated using a real 3D clay printer. In this sec-
tion, we provide an overview of the key features of
ARTISTA, including the selected technique for simu-
lating the modeling process, the developments in clay
physics, and the interface integration with the 3D clay
printer.
4.1 The Coiling Technique as a Guide
for Placing Clay
The initial challenge encountered was how to pro-
vide artisans, who approached virtual modeling for
the first time, with a tool for designing the shape of
the pot. Hence, to address this issue, we turned to
an ancient technique that has been employed by var-
ious cultures throughout history to create pottery and
ceramic objects: the coiling technique (Peterson and
Peterson, 2003; Castro e Costa et al., 2017). Utiliz-
ing this method, artisans form these objects employ-
ing long ropes of clay as their fundamental building
blocks. They meticulously mold ceramics by hand,
layer upon layer, using these coiled clay ropes as the
primary medium. In detail, to create a pot or ceramic
object using the coiling technique, the artisan begins
by rolling out long coils or ropes of clay by hand or by
an extrusion machine (Peterson and Peterson, 2003).
These coils are then stacked and joined together, one
on top of the other, to build up the pot’s walls, form-
ing a cylindrical shape (Peterson and Peterson, 2003;
Castro e Costa et al., 2017). Then, the coils are
smoothed and blended to create a seamless surface,
usually employing hands or proper utensils (Peterson
and Peterson, 2003; Castro e Costa et al., 2017). After
the object is constructed and dried to the desired state,
it is typically fired in a kiln to harden the clay and
transform it into a durable ceramic material. There-
fore, this technique can be easily learned by novice
artisans or those who may not have access to a pot-
ter’s wheel. The images in Figure 2 are two visual
examples that demonstrate this technique.
This technique was adapted for the application
into a VR environment to serve as a guiding tool, as-
(a)
(b)
Figure 2: Two examples of handcrafted pots created using
the coiling.
sisting users in the pot’s design. In particular, from
a collection of geometric primitives (including torus,
triangle, rectangle, pentagon, and hexagon), users can
choose the shapes that define the layers of the pot.
They have the flexibility to determine the quantity
of primitives utilized and the ability to manipulate
them. Indeed, users can rotate these primitives along
the y axis and independently resize them along the x
and z axes, enhancing the customization of their cre-
ations. Once users define the “skeleton” formed by
layers, like in Figure 3, the application allows them
to manipulate a virtual nozzle with the Oculus Quest
HMD controllers after selecting their preferred hand.
The virtual nozzle is used to extrude and deposit the
strands of clay within the virtual scene, beginning
from the first layer and progressing to the last, pro-
viding users with real-time feedback on the evolving
form of the pot they are modeling. The strands of clay
consist of Clayxels’ ClayObject components, which
are fundamental elements of this game toolkit and can
ARTISTA: Redefining Pottery Design with Virtual Reality and Physically Simulated Clay
495
Figure 3: The image depicts a set of layers that will be em-
ployed as a “skeleton” to create a virtual pot. In such a
case, concentric torus primitives were utilized to delineate
the pot.
be blended. Users can deposit the clay following the
shape of the primitive and can choose to switch to
the next one if the expected result is achieved. Oth-
erwise, if the achieved outcome does not meet their
expectations, users can undo the depositions, switch
to the previous primitives, and repeat the process. In-
deed, throughout the deposition process, only the cur-
rent layer is visible to the users until they decide to
switch to the previous or the subsequent, which then
will appear within the scene. The images presented
in Figure 4 are two distinct instances of the deposi-
tion process utilizing two different primitives, torus
and triangle, respectively.
After the strands of clay are deposited near the
current primitive, the application can adjust their po-
sitioning, aligning them more closely with the shape
of the primitive. Initially, the developed algorithm
iterates through the ClayObjects in the current layer
and adjusts their position’s vertical (y) coordinate to
match the current primitive. This means that the prim-
itive and the ClayObjects are at the same height, and
only the other coordinates require alignment. Subse-
quently, a collision evaluation is conducted using ray
casting to determine interactions with the primitive.
Generally, a ray is defined by an origin point O in
space and a directional vector d. In this specific case,
O represents the center of the primitive, and d is the
distance between the origin and the position of the
i
th
ClayObject. When the rays hit the primitive, the
ClayObjects are aligned to be exactly in contact with
the surface of the primitive. This alignment involves
overwriting the x and z coordinates of their positions
with the relative coordinates of the hit point. In ad-
dition, it checks if the ClayObject’s collider overlaps
with other colliders. If an overlap occurs, it reduces
the collider’s size iteratively until there is no over-
lap. The usage of this capability depends on the users’
choice to prioritize precision. After the current layer
(a)
(b)
Figure 4: Two instances of using the primitives as layers to
form the pot. In Figure 4a, the clay is deposited following
the perimeter of the torus primitive. In Figure 4b, the user
creates a triangular-based pot employing triangle primitives.
is completed, they can opt to employ this feature, trig-
gered by pressing a button on the controller.
4.2 Clay Physics Simulation
The clay physics simulation was initially directed to-
wards realising a custom physics engine. This deci-
sion resulted from the initial challenge when integrat-
ing Unity’s default physics engine with the ClayOb-
ject components. Indeed, despite the inclusion of the
fundamental components of the Unity physics engine,
ClayObjects showed no response to run-time simu-
lated forces, including gravity. The Clayxel docu-
mentation advises integrating these components in the
ClayContainer object, which will affect the physical
behavior of the ClayObjects as a single block. This
approach was not adopted due to the expense of em-
ploying a separate ClayContainer for each ClayObject
comprising the pot. This would result in a substan-
tial increase in memory usage and a corresponding
diminution in application performance. The custom
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
496
physics engine was developed with C# scripts, imple-
menting the component PotClay. This component en-
velops the individual ClayObject and manages its fall
and collisions with other ClayObjects and assets in
the scene. The PotClay imparts an initial velocity to
the ClayObject, enabling its fall frame by frame until
a collision occurs. In such instances, the initial ve-
locity is reset to zero, which ceases the ClayObject’s
movement. By employing this approach, it was ob-
served that the fall of the clay quite closely mirrored
real-world behavior when deposited directly onto the
table or previously laid clay layers. However, when
users aimed to replicate specific pouring effects, such
as depositing clay strands beyond the pot’s edge and
letting them cascade along the sides of the pot, it be-
came evident that the behavior of the custom physics
engine did not align with real-world physics. Indeed,
to achieve a faithful simulation of clay physics, it
was essential to establish interconnections between
the ClayObject components, forming a linked chain
of these elements. It became necessary to enhance
the physical behavior of the ClayObject and impose
constraints on the current ClayObject’s position with
the preceding one, particularly when the distance be-
tween them was minimal.
To accomplish this objective, we transformed the
ClayObjects into rigid bodies and incorporated col-
lider and joint components at run-time during their
creation in the game. In physical terms, a rigid
body (Featherstone, 2014) is an object that reacts
to external forces without undergoing deformations.
Utilizing this concept, we applied physical behav-
iors to ClayObjects, including gravity, movement, and
collision, by assigning appropriate velocity, damping,
and mass values to simulate clay material closely. A
collider is responsible for determining collision inter-
actions between objects by defining an invisible area
around a specific object where collisions can occur.
It is possible to define the behavior of colliders by
setting properties such as static and dynamic friction
and bounciness. In our case, a cuboid-shape collider
was utilized to manage collisions between the Clay-
Objects. It was customized to regulate the balance
between static and dynamic friction among the clay
elements, mitigating undesired bounciness. The joint
component (Featherstone, 2014) constrains the move-
ment of a set of ClayObjects and was utilized to repli-
cate the desired behavior for the strands of clay, as
described above.
Consequently, adopting these components ne-
cessitated abandoning the physics engine explained
above. Incorporating these components into the Clay-
Objects themselves during run-time revealed that the
default physics engine, indeed interacts seamlessly
with these components. In this context, two dis-
tinct types of joints were utilized. A fixed joint type
was initially employed to establish connections be-
tween the ClayObjects. This component creates a
fixed linkage with zero degrees of freedom between
the interconnected objects. Indeed, they are prevented
from experiencing relative rotations, although they
can shift in sync when one is subjected to move.
Throughout the development process, it became ev-
ident that utilizing this type of joint was inadequate
for accurately reproducing the physics of the strands
of clay. When these strands were deposited over the
edges of the pot, they did not behave as anticipated;
instead of falling naturally, they remained suspended
in midair and oscillated as a pendulum. The fixed
joint was substituted with a hinge joint type to en-
sure accurate replication of strand physics. In con-
trast to the first, the hinge joint allows a connection
between two components capable of rotation along a
shared axis. The inclusion of this joint to establish
connections and create the chain of ClayObjects led
to a notable enhancement in the physics simulation.
This degree of freedom given by the relative rotation
allows the clay strands to fall realistically when de-
posited over the edges of the pot. To enhance the ap-
plication’s usability, physics simulation is disabled by
default when users deposit the clay strands. Users can
activate the physics simulation by clicking on a but-
ton in the user interface. This feature simplifies the
process of shaping the pot layer by layer, and users
can evaluate the final result at their convenience. Ad-
ditionally, users can deactivate the physics simulation
and return to the previous shape of the pot if they wish
to make alterations to it or continue the deposition of
the clay strands. In this way, users have complete
control over the creative phase of pot modeling and
visualize a preview of the potential result. Figure 5 il-
lustrates an example of this feature, showing the same
pot with and without the physics simulation enabled.
Furthermore, this decision also enabled the identi-
fication and resolution of issues related to the bounci-
ness of the ClayObject. In fact, despite its intro-
duction to the collider, the ClayObjects initially dis-
played an undesired degree of elasticity when colli-
sions enabled the physics. They rebounded in multi-
ple directions, creating the impression of an explod-
ing pot, which was not the intended behavior for clay
strands. Even with the bounciness set to zero, a slight
rebound effect remained between ClayObjects, giv-
ing back the perception of the pot expanding. This
effect was caused by the default velocity of the col-
liding rigid bodies, which tended to induce bouncing
if it was not null. To address this unexpected behav-
ior, the C# script ClayNoBounce was introduced to
ARTISTA: Redefining Pottery Design with Virtual Reality and Physically Simulated Clay
497
(a)
(b)
Figure 5: Two depictions of a virtual pot are shown. Fig-
ure 5a displays the pot without physics simulation, while
Figure 5b, with active physics simulation, reveals clay de-
formations influenced by gravity and collisions, evident in
the excess clay along the border due to gravity.
manipulate and eliminate it. This script controls the
collisions between ClayObjects by setting their veloc-
ity to a zero vector, thereby preventing bouncing and
the associated pot expansion effect.
4.3 Virtual Pot 3D Printing
After users approve the pot and assess the physics-
based clay preview, they can save the model for 3D
printing. It’s crucial to note that the generated pot
model is not a basic 3D mesh with polygons. Further-
more, ARTISTA necessitates a direct interface with
the 3D clay printer in the game environment with-
out using external third-party software. Addressing
these two challenges initially involved employing a
C# script as a component of the ClayObjects upon
their creation in the game. This script is responsible
for storing crucial information related to the ClayOb-
ject, including its position coordinates, relative rota-
tion, and deposition time, which is useful for com-
puting the deposition velocity. This information is in-
dispensable to the 3D printer as it generates the G-
code, which outlines the steps required to reproduce
the virtual pot in the real world physically. In this
manner, the 3D clay printer replicates the deposition
path followed by the user at identical velocity, faith-
fully tracing the virtual pot and reproducing it in the
physical world. For instance, Figure 6 displays the
initial 3D printed version of the pot modeled in Fig-
ure 4b. Figure 6a shows the pot overview, illustrating
the extruder’s alignment with user movements. Fig-
ure 6b provides a close-up of the pot’s layered clay
strands.
5 CONCLUSIONS
In this paper, we have introduced ARTISTA, a VR ap-
plication that can enhance the creative process of pot-
tery design. ARTISTA empowers artisans and design-
ers by providing an immersive platform where they
can craft unique virtual pottery pieces. The key in-
novation of ARTISTA lies in the integration of phys-
ically simulated clay strands, which offer real-time
feedback on the virtual clay’s behavior as it would
manifest in the tangible world. This unique feature
enables artisans to design, iterate, and refine their pot-
tery virtually, predicting the final results that could be
achieved using a real 3D clay printer. By doing so,
ARTISTA can significantly reduce material waste and
enhance the overall creative process, offering a cost-
effective and sustainable approach to pottery design.
Moreover, the seamless transition from virtual design
to real-world 3D clay printing ensures that the artistry
born in the virtual realm can be brought to life. Look-
ing ahead, the future of ARTISTA holds exciting pos-
sibilities. One promising avenue involves conduct-
ing an in-depth empirical evaluation to assess how
ARTISTA impacts artisans’ and designers’ creativity,
skill development, and efficiency. Gathering user in-
sights will enable us to refine and enhance the applica-
tion’s features and user experience. To further expand
its utility, ARTISTA could incorporate dedicated ed-
ucational modules. These modules would teach pot-
tery techniques and the rich history and cultural sig-
nificance of pottery. By doing so, ARTISTA can be-
come a VR tool for beginners and experienced arti-
sans, promoting learning and creativity. Furthermore,
implementing collaborative features within ARTISTA
would enable multiple users to share the same vir-
tual pottery studio, encouraging teamwork, creative
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
498
(a) (b)
Figure 6: Preliminary example of a clay pot produced using a 3D printer.
exchange, and the potential for artisans to collaborate
on collaborative projects.
REFERENCES
Balan, L., Yuen, T., and Mehrtash, M. (2019). Problem-
based learning strategy for cad software using free-
choice and open-ended group projects. Procedia Man-
ufacturing, 32:339–347.
Bernardo, A. (2017). Virtual reality and simulation in neu-
rosurgical training. World neurosurgery, 106:1015–
1029.
Camacho, D. D., Clayton, P., O’Brien, W. J., Seepersad, C.,
Juenger, M., Ferron, R., and Salamone, S. (2018). Ap-
plications of additive manufacturing in the construc-
tion industry–a forward-looking review. Automation
in construction, 89:110–119.
Capece, N., Erra, U., and Romaniello, G. (2018). A low-
cost full body tracking system in virtual reality based
on microsoft kinect. In De Paolis, L. T. and Bourdot,
P., editors, Augmented Reality, Virtual Reality, and
Computer Graphics, pages 623–635, Cham. Springer
International Publishing.
Castro e Costa, E., Duarte, J. P., and B
´
artolo, P. (2017). A
review of additive manufacturing for ceramic produc-
tion. Rapid Prototyping Journal, 23(5):954–963.
Dashti, S., Prakash, E., Navarro-Newball, A. A., Hussain,
F., and Carroll, F. (2022). Potteryvr: Virtual reality
pottery. Vis. Comput., 38(12):4035–4055.
Erra, U., Malandrino, D., and Pepe, L. (2018). A method-
ological evaluation of natural user interfaces for im-
mersive 3d graph explorations. Journal of Visual Lan-
guages & Computing, 44:13–27.
Featherstone, R. (2014). Rigid Body Dynamics Algorithms.
Springer US.
Florian, H. and Andrea, I. Clayxels. Online available at:
https://www.clayxels.com/.
H
¨
oll, M., Oberweger, M., Arth, C., and Lepetit, V. (2018).
Efficient physics-based implementation for realistic
hand-object interaction in virtual reality. In 2018
IEEE conference on virtual reality and 3D user inter-
faces (VR), pages 175–182. IEEE.
Ming, C., Mirjan, A., Medina Ib
´
a
˜
nez, J., Gramazio, F., and
Kohler, M. (2022). Impact printing. 3D Printing and
Additive Manufacturing, 9(3):203–211.
Mujber, T. S., Szecsi, T., and Hashmi, M. S. (2004). Vir-
tual reality applications in manufacturing process sim-
ulation. Journal of materials processing technology,
155:1834–1838.
Ostrander, J. K., Ryan, L., Dhengre, S., McComb, C., Simp-
son, T. W., and Meisel, N. A. (2019). A comparative
study of virtual reality and computer-aided design to
evaluate parts for additive manufacturing. In Interna-
tional Design Engineering Technical Conferences and
Computers and Information in Engineering Confer-
ence, volume 59186, page V02AT03A029. American
Society of Mechanical Engineers.
Ostrander, J. K., Tucker, C. S., Simpson, T. W., and Meisel,
N. A. (2020). Evaluating the use of virtual reality
to teach introductory concepts of additive manufactur-
ing. Journal of Mechanical Design, 142(5):051702.
Perrot, A., Rangeard, D., and Courteille, E. (2018). 3d
printing of earth-based materials: Processing aspects.
Construction and Building Materials, 172:670–676.
Peterson, S. and Peterson, J. (2003). The Craft and Art of
Clay: A Complete Potter’s Handbook. Laurence King.
Rayna, T. and Striukova, L. (2016). From rapid prototyp-
ing to home fabrication: How 3d printing is changing
business model innovation. Technological Forecasting
and Social Change, 102:214–224.
Renner, A., Holub, J., Sridhar, S., Evans, G., and Winer,
E. (2015). A virtual reality application for additive
manufacturing process training. In International De-
sign Engineering Technical Conferences and Comput-
ers and Information in Engineering Conference, vol-
ume 57045, page V01AT02A033. American Society
of Mechanical Engineers.
Song, P., Yu, H., and Winkler, S. (2008). Vision-
based 3d finger interactions for mixed reality games
with physics simulation. In Proceedings of the 7th
ACM SIGGRAPH international conference on virtual-
reality continuum and its applications in industry,
pages 1–6.
ARTISTA: Redefining Pottery Design with Virtual Reality and Physically Simulated Clay
499