TY - GEN
T1 - When Embodiment Becomes Visible in Children’s Paper and VR Drawings Through Image Schemas
AU - Niu, Mutian
AU - Lo, Cheng Hung
AU - Yu, Zhiyuan
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
PY - 2026
Y1 - 2026
N2 - Immersive VR drawing tools are increasingly used in children’s art and design education. Research on embodiment in VR is mostly evaluated through self-report measures of presence or immersion. These methods describe the experiential qualities of VR, with limited attention to the externalization of embodied experience in children’s creative outputs. This paper takes an outcome-based perspective by analyzing the spatial structure of children’s drawings through image schemas. Thirteen Grade 5 students drew “a scene that left the strongest impression on you” on paper and in VR. The study collected 22 paper drawings and 16 VR drawings and followed by semi-structured interviews. Three trained coders analyzed the drawings using an image-schema framework that focused on container, path, and balance. We also conducted inductive thematic analysis of the interviews. Descriptively, VR drawings show more open containers, stronger directional paths, and more dynamically balanced compositions than paper drawings. The interviews revealed related experiences of extended space, changes in confidence between experienced and less experienced drawers, and the headset as a more private and experimental setting. These findings suggest that VR highlights some embodied possibilities in the spatial logic of children’s drawings. Other kinesthetic and social aspects are less visible at the level of container, path, and balance. From a methodological view, this study shows that image-schema analysis can complement self-report and behavioral measures when studying embodied design across physical and immersive media.
AB - Immersive VR drawing tools are increasingly used in children’s art and design education. Research on embodiment in VR is mostly evaluated through self-report measures of presence or immersion. These methods describe the experiential qualities of VR, with limited attention to the externalization of embodied experience in children’s creative outputs. This paper takes an outcome-based perspective by analyzing the spatial structure of children’s drawings through image schemas. Thirteen Grade 5 students drew “a scene that left the strongest impression on you” on paper and in VR. The study collected 22 paper drawings and 16 VR drawings and followed by semi-structured interviews. Three trained coders analyzed the drawings using an image-schema framework that focused on container, path, and balance. We also conducted inductive thematic analysis of the interviews. Descriptively, VR drawings show more open containers, stronger directional paths, and more dynamically balanced compositions than paper drawings. The interviews revealed related experiences of extended space, changes in confidence between experienced and less experienced drawers, and the headset as a more private and experimental setting. These findings suggest that VR highlights some embodied possibilities in the spatial logic of children’s drawings. Other kinesthetic and social aspects are less visible at the level of container, path, and balance. From a methodological view, this study shows that image-schema analysis can complement self-report and behavioral measures when studying embodied design across physical and immersive media.
KW - Children’s Art Education
KW - Children’s Experience
KW - Embodied Drawing
KW - Image Schemas
KW - Virtual Reality
UR - https://www.scopus.com/pages/publications/105045597275
U2 - 10.1007/978-3-032-29903-1_27
DO - 10.1007/978-3-032-29903-1_27
M3 - Conference Proceeding
AN - SCOPUS:105045597275
SN - 9783032299024
T3 - Lecture Notes in Computer Science
SP - 454
EP - 468
BT - Cross-Cultural Design - 18th International Conference, CCD 2026, Held as Part of the 28th HCI International Conference, HCII 2026, Proceedings
A2 - Rau, Pei-Luen Patrick
PB - Springer Science and Business Media Deutschland GmbH
T2 - 18th International Conference on Cross-Cultural Design, CCD 2026, held as part of the 28th International Conference on Human-Computer Interaction, HCII 2026
Y2 - 26 July 2026 through 31 July 2026
ER -