“…The grammar of visual imagery has been categorized extensively, such as two-dimensional images (Kress & van Leeuwen, 2021), picture books (Painter et al, 2013), social interactions (Norris, 2004), kineikonic or moving image texts (Burn, 2013), and other technology-mediated practices for learning (Jewitt, 2012). Our aim is to understand the role of embodiment in the VR painting mode, focusing primarily on the sensorial and bodily interactions (e.g., body movement, haptics, and locomotion) of the user or author in the process of designing a virtual painting.…”