INTERVIEW
3D, VR, AR in illustrative place-making
Interview with Jenn Liv

All images in the article are provided by Jenn Liv

Date published: 05/01/2026

Interviewer: Ksenia Kopalova

Jenn Liv is a Chinese Canadian-American illustrator and a full-time assistant professor at the University of Arizona, School of Art in the Illustration, Design and Animation program. Her research interests focus on the intersections between gender studies, feminism, decolonization, and Asian diasporic identity. In this interview, Jenn talks about the ways she explored these areas through 3D, VR, and AR technologies.
INTERVIEW
Could you talk a little bit about the shift from professional practice to academic research? How does one inform the other for you, and do you ever feel there’s a mismatch between the two?
— Illustration as a research discipline is a very niche field, which I think has yet to be fully understood within academia. Although at first it was difficult to identify my place as an academic researcher, over time it allowed me to expand upon my current discipline through forming collaborations with other fields. However, it has taken me years to acclimate into a research based environment. I would say the major difference was transitioning from a client based brief with being given a problem to solve, versus coming up with my own research question to investigate. It was challenging for me to shift my lens towards the latter because I was so accustomed to a client-based model for a decade, being given very little time for reflection on self-authorship.

Now that I’ve entered a full time tenure-track position, at a R1 institution no less, high research activity is expected of me. Although client projects and commissions can count towards my research obligations to the university, recently I’ve found myself drawn towards exploring new technologies and immersive media. My goals have shifted towards augmented reality and XR tools as a way of elevating the illustration discipline and advancing the field. The advantage of working at a university is being able to tap into the resources and connections that weren’t as readily available to me as a freelancer. There is a lot of room for cross collaboration and interdisciplinary thinking across various fields, which allows me to broaden my perspectives on the ways that illustration as a medium can grow. It also allows me to see how illustration can be used in a variety of contexts beyond just the traditional client-based applications. 

Therefore to answer the original question, I think although at first it may seem difficult to see the connection between professional practice and research, over time it becomes exciting to see the ways illustration can be applied to various research fields, and how both can be used to elevate one another. I think it’s also important to remember that the definitions of both illustration and research can constantly change and evolve as well.
Arts-based game design research can spur creativity and connection to personal memory and lived experiences
— In your project ‘The Collapsed Space’ you are exploring the possibilities of 3D and VR in an autoethnographic narrative. Could you talk a bit about your discoveries here?

—For my thesis, I wanted to express the idea of the ‘two homes’ and collapse them together into one place as a VR piece. As someone who identifies with being a member of the Chinese diaspora, the idea of ‘home’ is something that we often question throughout our lives. Within the VR headset experience, as the viewer opens a doorway from my home in Canada, it will directly lead into the front courtyard of my grandmother’s house in China. The inspiration for this was from the famous horror game demo for Silent Hills called P.T, created by Hideo Kojima and Guillermo del Toro. 

In ‘The Collapsed Space’, I use images, memories, narratives, and artistic expression to create a virtual reality space. Collapsing these different cultures amongst generations within virtual reality creates a space that allows my family’s narratives to converge, creating new insights and discoveries. Throughout my virtual reality development process, I have combined as many aspects of my identity in the construction of the virtual reality environment as possible. By creating a computational place inside of VR, this creates a new digital space that can encompass this hybridity, communicating the intergenerational changes amongst my family. 

With the power of virtual reality’s immersion and allowing the viewer to feel embodied within the piece, I was intrigued by the potential for possible reactions to the piece and whether it could invoke a special response from my family members as the audience. Throughout the research-creation itself, I discovered that arts-based game design research can spur creativity and connection to personal memory and lived experiences. In my findings, I discovered that memory can be a collective experience and accumulated out of many quotidian moments. I learned that memories could continue to be contested and challenged, complicating, and diversifying an already complex diasporic identity. I also learned that memories could be made tangible and interactive through recreating environments within virtual reality, giving them context and visualisation.
The Collapsed Space, Modelled view of my work office in Toronto in Blender. May 15, 2022.
A deep map can be defined as a multimedia space that leads to the creation of spatial narratives and further deductions to be made from its endless connections
— There is a wealth of sources on the technicalities and practical aspects of 3D and VR, but a systematic critical inquiry into the politics of 3D imaging seems to be somewhat dispersed across the disciplines. How did you approach the methodology in your project, and which theoretical sources did you refer to in your project?

—By selecting virtual reality as my primary mode for research-creation, I wanted to use the tools of VR creation as a way of better communicating my own narrative and lived experiences of my heritage. Using game engine software technologies, I explored how designers can imprint a feeling of physicality onto game objects that can be experienced and interacted with in a visceral and sensory way. I used auto-ethnographic approaches to my own making practices, incorporating self-reflexive documentation of my lived experiences as a second-generation Chinese person raised in a Westernised environment. To feel more viscerally connected to the creation, I made the conscious choice of 3D modelling every object inside of my virtual reality piece by myself, despite being easily able to purchase or source out assets online. Modelling each object allowed me to reconnect with these spaces in real life more deeply. Even if the results from this conscious decision will most likely go unnoticed by the viewer, I wanted the final piece to feel as unique and authentic to myself as possible. I believed that sourcing each furniture asset from somewhere else would feel less authentic. My intention was to have the creation process feel as tactile and tangible as possible, even through using digital software to create these objects.

A primary method that I chose to guide my research creation is a framework known as deep mapping. Deep mapping is an ethnographic practice that acknowledges that space is not only physical but existing from memory, imagination, and experience (Bodenhamer et al 2). A deep map can be defined as a multimedia space that leads to the creation of spatial narratives and further deductions to be made from its endless connections (ibid et al 3). Deep mapping my connections amongst myself, my immediate family, my grandmother, and the estranged part of my mother’s side of the family has encouraged me to seek out lost familiarity and memories to the space once more. The context in which these memories were given within my research creation allowed for other perspectives from my other family members to flourish. Deep mapping is a powerful open-ended practice that can be approached in numerous ways. I believe that virtual reality itself is inherently a powerful tool that is well suited for this kind of research and exploration. With heightened senses of engagement, this allows for observers to become immersed within the body of work, leading to new perspectives and responses to the information being presented. I believe that virtual environments have the potential to go beyond conventional uses of mapping and can be used as a method to further the deep mapping process.
The Collapsed Space, Modelled view of my grandmother’s courtyard in Shanghai in Blender. May 15, 2022. 
Another theoretical framework that I referenced during the creation of my thesis was ‘Listening to Images’ by Tina Campt, who suggests that there is much to be learned and extracted from photographs by choosing to ‘listen’ to them rather than simply looking. Campt encourages the viewer to seek out the ‘lower frequencies’ of these images, allowing a deeper engagement with forgotten histories and suppressed forms of diasporic memory (Campt 6). While my research does not focus on sound or utilise it within the creation, VR is an inherently embodied experience and therefore this is a powerful device for engaging with the work. Placing the audience directly within the piece grants viewer multisensory access to the piece, allowing them to ‘listen’ into the subject matter in a deep and compelling way. 

Campt’s proposed framework invites us to challenge our understanding on how we perceive sound, along with reimagining how we perceive information through our senses. Deep mapping itself echoes this sentiment by subverting how we perceive information through conventional two-dimensional mapping, adding further depth that places an emphasis on sensory expression, which I have developed in my research creation project through 3D and game engine design and development to build my VR. Campt invites us to investigate the stories of the banal and mundane everyday things with her practice.

While applying this to my own making practices, I felt this the most vividly during the furniture 3D modelling process. By listening to images, I found myself listening to the everyday objects in both spaces. I would listen intently to the reference images provided to me by my relatives in China, trying my best to recreate their essence as I modelled them. I would listen to the photographs within my grandmother’s home, including the family group portraits dating all the way back to my mother’s childhood. As I fashioned each furniture piece within Blender, I felt a connection with each and everyone of these objects, especially since the furniture in my grandmother’s house has not changed for decades. Several furniture pieces in my bedroom have also stayed within our household since my childhood, carrying the history of our family within their presence. Modelling the miniscule details of feet, legs, and details of cabinet furniture would trigger specific memories and moments of lived experiences in my life, making me realise the power of banal things.
— Could you talk a bit about how you position yourself and the viewer in this project, and the considerations that shaped your approach here?
— When I was placed inside virtual reality, I immediately felt as though I was there myself. Despite how primitive the rendering felt, not being fully realised to the highest fidelity at that stage, walking through specific angles within the piece made me think back to moments in time. This gave me a method of speechless storytelling, communicating an environment to the viewer. As I entered my virtual reality space for the first time, I was reminded of moments of gathering and sharing meals at the small dining table, reconnecting with my family overseas who I normally wouldn’t be able to share this daily ritual with regularly back in Canada without their presence. I was reminded of the oddly shaped doorways and narrow hallways of the first floor of my grandmother’s house. I was reminded very viscerally of the atmosphere of being within the house, gathering my lived memories within my second home.

The embodiment of walking through each room within my grandmother’s house in virtual reality brought back not only temporal memories but also sensory experiences as well. I recall feelings such as the intense summer heat, the outdoor sounds of cicadas, and the number of mosquitos during the evening from the humidity. I remember the summer heat being so intense as a child, with a higher intensity felt than in Toronto. We would stay indoors within one room inside my grandmother’s house, which was the only room that had air conditioning. Air conditioning was often a huge necessity to survive the sweltering temperatures in Shanghai. I would remember slowly trying to decipher conversations with my family members, trying to communicate with my grandmother to show my affection for her despite not being fluent in Chinese. There were many nonverbal ways that I felt my grandmother’s affection, with small events such as taking walks around her neighbourhood, petting her cats, watching her draw with ink brushes on paper, or just simply watching a television show together in her bedroom. This visceral and sensory quality of virtual reality despite lacking actual sound or smells within the piece, added another layer of dimension of interactivity, simply by feeling like you could venture directly into the creation itself. As a creator engaging with her own work in this way, this brought a plethora of re-lived experiences.
The Collapsed Space
Jenn's Blender models: grandmother's house in Shanghai (first two images) and Jenn's space in Toronto (images 3-5).
Extending this piece to incorporate other voices and other perspectives has deepened my understanding of self, opening perspectives that may not have been apparent to me before by simply relying on my recollections alone. Introducing this piece to my younger sister, she felt a similar connection to this space, even though her experiences with my grandmother have been limited in her lifetime in comparison to mine. Like myself, she also felt an immediate resonance to the environment even from just viewing the piece. Seeing specific objects and scenes evoked an emotional response within her. However, she commented that perhaps these special feelings of closeness may not necessarily feel as visceral and vibrant to a someone who has no relation to the space whatsoever in real life. Regardless of what outsider opinions may be in response to this piece, I believe that the positionality of placing them directly within an environment will cause them to empathise with the narrative that is being presented before them. As a creator, I would like them to make their own unique observations between sensing the dichotomy within two culturally different spaces.

Immersing myself within this piece also enabled me to empathise with the viewpoint of my family members living within Shanghai. This was something I experienced both within the making practices and during the early playtesting stages. I would try and imagine the lives that were being led there, envisioning their stories and narratives that went on daily in my absence. Standing in the garden within virtual reality, I would try to see things from my grandmother’s perspective as she led her daily routine there. She led a quiet life during her retirement, often spending time on the porch with her cat, gardening in the front yard, and speaking with the other elderly women in her neighbourhood.

Observing my mother and father’s reactions to the piece, it also triggered certain memories within them as well. For my father, when viewing the spare bedroom on the first level, he shared that it was the room that he and my mother first lived in during the early stages of their marriage in China. For a time, before they had their own place, they lived in that part of my grandmother’s house, buying some of the furniture that still exists in that room until this day. The room that was used by grandmother until her passing was occupied by one of my other aunts, while my grandmother and grandfather used the room upstairs on the second floor. This was a memory that was surprisingly forgotten to my mother but something my father had still retained.
Blue Sonoran Desert AR Mural, The University of Arizona, Lundgren Consumer Science Lab. December 15, 2025. 
You are also exploring AR and motion graphics in public spaces. Could you talk a bit about the conceptual challenges in this area and the ways you address them?
— Yes, currently my main research interests have been focused on activating public art experiences with augmented reality. I am currently interested in how technology can be used to re-invent images through immersive techniques and XR tools. Based on my own research interests, I believe that the future of illustration lies within finding ways to enhance the 2D image through extended reality and immersive media.

In Summer 2025, I completed a 200 sq ft. mural for The University of Arizona in the Lungren Consumer Science Lab, in collaboration with The UCATT Office on campus. This mural was designed with an integrated augmented reality component as well. When scanned with a smartphone device in Adobe Aero, a short animation will be displayed on the viewer's screen, making the mural's visuals come to life. This mural concept was designed with the intention of reflecting the use of the space, involving cutting edge resources in extended reality. With the center graphics, I wanted to depict a woman jumping into repeating panels, going beyond her reality and immersing herself into new extended worlds. The environment, plants, and characters are all representative of our local Tucson community within Arizona's desert climate. The theme of extended reality in this piece is also further enhanced with the implemented augmented reality component as well. The color palette used was also meant to be similar to our official U of A branding colors to represent our school's identity.

The biggest challenge that we encountered was that shortly after we launched the new mural, Adobe announced that they would no longer continue to run the app in the Creative Suite collection. Although the AR experience was successfully implemented, we are now currently in the process of looking into other augmented reality apps or possibly use virtual reality instead. We are also trying to find ways to bypass using a QR code to which directs the user to the app store to download the app before being able to access the AR experience.

Taking from these experiences, I would say that AR is still quite a niche thing that still hasn’t quite established a strong foothold within the creative community. With Adobe’s decision to remove Aero from their suite, it could signify that they are moving on into other ventures or perhaps don’t see the value in it as they might once have. The technology still hasn’t quite reached a point where it can be implemented seamlessly into any experience without any hiccups or speed bumps along the way. However, I believe that AR still is a worthy technology that should still continue to be refined and developed. My desire is for it to be seen less as a novelty and more of an integral part of public art viewing experiences. I believe that its interactive capabilities can add additional value, context, and meaning into any visual piece.
Blue Sonoran Desert AR Mural - Augmented reality animation in Adobe Aero. The University of Arizona, Lundgren Consumer Science Lab. December 15, 2025.
Reading suggestions from Jenn:
Bodenhamer, David J., et al. Deep Maps and Spatial Narratives. Indiana University Press, 2015. 

Campt, Tina. Listening to Images. Duke University Press, 2017. 

Chun, Wendy Hui Kyong. “The Enduring Ephemeral, or the Future Is a Memory.” Critical Inquiry, vol. 35, no. 1, 2008, pp. 148–171., doi:10.1086/595632. 

Clarke, Andy, and Grethe Mitchell, eds. Videogames and art. Intellect books, 2007. 
Macklin, Colleen, and John Sharp. Games, Design and Play: A detailed approach to iterative game design. Addison-Wesley Professional, 2016. 

Hjorth, Larissa, and Kristen Sharp. “The Art of Ethnography: the Aesthetics or Ethics of Participation?” Visual Studies, vol. 29, no. 2, 2014, pp. 128–135., doi:10.1080/1472586x.2014.887261. 

Laiti, Outi, et al. “Sustaining Intangible Heritage through Video Game Storytelling - the Case of the Sami Game Jam.” International Journal of Heritage Studies, vol. 27, no. 3, 2020, pp. 296–311., doi:10.1080/13527258.2020.1747103. 

Low, Setha. Spatializing Culture: The Ethnography of Space and Place. Routledge, 2017. 
Macklin, Colleen, and John Sharp. Games, Design and Play: A detailed approach to iterative game design. Addison-Wesley Professional, 2016. 

Maza, Antonio José. “The Expressive Power of the Possible Worlds Theory in Video Games: When Narratives Become Interactive and Fictional Spaces.” Comunicação e Sociedade, vol. 27, 2015, pp. 289–302., doi:10.17231/comsoc.27(2015).2102. 

Mortensen, Torill Elvira. "Aesthetic Theory and the Video Game." American Journal of Play 7.1 (2014): 130. Nakamura, L. (2020). Feeling good about feeling bad: virtuous virtual reality and the automation of racial empathy. Journal of Visual Culture, 19(1), 47–64. https://doi.org/10.1177/1470412920906259 

Panofsky, Ruth, and Kathleen Kellett. Cultural Mapping and the Digital Sphere: Place and Space. The University of Alberta Press, 2015.