An Immersive Installation Based on 3D Remote Experiences of Toronto Public Art
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Preserving New Media Art: Re-Presenting Experience
Preserving New Media Art: Re-presenting Experience Jean Bridge Sarah Pruyn Visual Arts & Interactive Arts and Science, Theatre Studies, University of Guelph, Brock University Guelph, Canada St. Catharines, Canada [email protected] [email protected] ABSTRACT Keywords There has been considerable effort over the past 10 years to define methods for preservation, documentation and archive of new Art, performance art, relational art, interactive art, new media, art media artworks that are characterized variously as ephemeral, preservation, archive, art documentation, videogame, simulation, performative, immersive, participatory, relational, unstable or representation, experience, interaction, aliveness, virtual, technically obsolete. Much new media cultural heritage, authorship, instrumentality consisting of diverse and hybrid art forms such as installation, performance, intervention, activities and events, are accessible to 1. INTRODUCTION us as information, visual records and other relatively static This investigation has evolved from our interest in finding documents designed to meet the needs of collecting institutions documentation of artwork by artists who produce technologically and archives rather than those of artists, students and researchers mediated installations, performances, interventions, activities and who want a more affectively vital way of experiencing the artist’s events - the nature of which may be variously limited in time or creative intentions. It is therefore imperative to evolve existing duration, performance based, -
Reality of Peak Oil Enters Our Fiction
Reality of Peak Oil Enters Our Fiction Imagine this scene. President Barak Obama stands up in the United States Congress to give the 2011 State of the Union Address and announces that the world has passed the peak in oil production. What would be the impact of this statement? Would Wall Street collapse and panic break out on the streets? The good news is that most experts and commentators (with a few exceptions) do not consider that we have reached peak oil yet, but an increasing number think that we are close enough to be gravely concerned. This discussion of peak oil has hitherto remained within the realms of the expert and has not yet permeated the public psyche. Recently, however, there have been enough novels examining possible peak oil reactions to conclude that this subject is becoming a popular fiction topic. With oil prices steadily climbing back above US$90 per barrel, much of the mainstream media worldwide — reflecting and reinforcing the depth of our general societal/systemic oil-addiction — appear reluctant to ask deeper questions about the end of cheap oil. Instead, they always seem to fall back on reality-denial, such as blaming an Alaskan pipeline shutdown or speculators. They normally don’t look at the underpinning fact that we live in a world where oil supply cannot keep pace with the demand, nor ask why this is the case. Sadly, for better or worse, we have to rely on works of fiction to prick our societal consciousness and to awaken people to the implications of a peak in world oil production, hopefully before the peak arrives. -
How Artists Can Develop Their Artwork, Its Market and Deliver Their Creative Content for Virtual Reality Environments?
http://dx.doi.org/10.14236/ewic/EVA2019.54 How Artists Can Develop Their Artwork, Its Market and Deliver Their Creative Content for Virtual Reality Environments? Maureen Kendal Mehmet Mulla Elaine Thomazi-Freitas Ravensbourne University Dreamstudio.io London Metropolitan University London, UK London, UK London, UK [email protected] [email protected] [email protected] This research investigates how artists, from traditional fine art and applied art backgrounds, can create innovative immersive and virtual art and build upon their tangible skills, through a digital pipeline and tools? Findings indicated opportunities to co-create partnerships, develop transferable design skills; and exhibitions which enable new markets and audiences. Virtual Reality. Immersive technologies. TiltBrush. Visual effects. Spatial audio. 1. INTRODUCTION. experience of VR technology for artists may find a new home in a virtual immersive setting. The project aimed to introduce a variety of eXtended Reality (XR) experiences to PingHub The project aims were to: network of artists and creatives, to prepare the way for an immersive platform for use by artists, gallery 1. Introduce immersive design skills to owners, globally dispersed, to enable greater these fine art artists. interconnectivity for their audiences, patrons and 2. Enable artists to use these tools artists. independently or in collaborative multi-disciplinary partnerships with The PingHub curatorial team led by Peng Seng VR specialists. Ong, investigated immersive technologies, 3. Investigate how the transfer of providers, costs and availability; the chosen artists’ creative content to a VR provider offered hands-on tasters of Virtual Reality platform could promote their work (VR) tools, global partners and an understanding of across PingHub galleries in other usability and psychological measures. -
Video Installation in Public Space
Center for Open Access in Science ▪ https://www.centerprode.com/ojsa.html Open Journal for Studies in Arts, 2018, 1(1), 29-42. ISSN (Online) 2620-0635 ▪ https://doi.org/10.32591/coas.ojsa.0101.03029d _________________________________________________________________________ Video Installation in Public Space Lili Atila Dzhagarova South-West University “Neofit Rilski”, Blagoevgrad Theater and Cinema Art Received 31 May 2018 ▪ Revised 27 June 2018 ▪ Accepted 29 July 2018 Abstract The present study is dedicated to the research of video installations placed in the public space, such as exhibition halls, streets and theatrical spaces. The theme “Video installations in the public space” is the understanding of the essence of video and space and its aspects through the production of various spatial solutions and practical imaging solutions in the field of video art. The subject of the study is essence of the problem. In the case of this study the object is the video installations, and the subject is the process of their creation, and the concept of environment. The whole range of phenomena studied is related to the works of video art, their development and expression of opportunities and the idea of environment is an aspect of exploring the space in which they are presented. Keywords: installations, video, public space, phenomenon, movement. 1. Introduction When we think of artists, we think of paint on canvas, or clay masterpieces, or beautiful, timeless drawings, but what do you think when you hear digital artists? The acceptance of digital art into the mainstream art community is a controversy that is slowly becoming history. The controversy is essentially what many people believe in that art is created by the computer, and not by the artist. -
Douglas Coupland's
College Quarterly Winter 2011 - Volume 14 Number 1 Home Beware the Ides of Coupland: Douglas Coupland’s (Oh, So Very Canadian) Perspective on the Future and What it Means Contents to Us By Marilyn Boyle-Taylor Douglas Coupland, a prolific author/artist/lecturer and now prognosticator, is in the forefront of the arts movement in both Canada and the US. His works, starting with his breakout novel Generation X: Tales for an Accelerated Culture, have consistently worked as a bellwether of current perspectives and values, both noting our cultural milestones and influencing future trends. In books, such as Microserfs and JPod, he sensitively involves the reader in the world of the technologically wired, showing the paradox of the resultant isolation and alternative community that evolves within the computer industry. Other works, such as A Souvenir of Canada, complete as an installation, documentary, and book, and his further installation of Terry Fox, display the keenness with which he filters his North American experience, and in particular, his roots as a Canadian with specific values and artifacts. Each novel, artwork, or article shows a different side of Coupland, explores new topics, yet reiterates his belief in the randomness of behaviour, or at least humanity’s inability to control our excesses. Nonetheless, he consistently leaves the reader with a paradoxical sense of hope that there is a future, perhaps even one that is superior to what we dream. Beware the Ides of Couplandis a look at his current work and his 2010 CBC Massey Lecture series, which he presents as a “novel in five hours” about the future. -
Redalyc.Virtual Art -The Aura of the Digital Fortunately, It Is Unknown
Interin E-ISSN: 1980-5276 [email protected] Universidade Tuiuti do Paraná Brasil Schuricht, Susanne Virtual Art -the Aura of the Digital Fortunately, it is unknown where the journey will end. Dr. Oliver Grau, based in Berlin, Germany, interviewed by Susanne Schurich Interin, vol. 1, núm. 1, 2006 Universidade Tuiuti do Paraná Curitiba, Brasil Available in: http://www.redalyc.org/articulo.oa?id=504450754010 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative Virtual Art - the Aura of the Digital Fortunately, it is unknown where the journey will end Dr. Oliver Grau, based in Berlin, Germany, interviewed by Susanne Schuricht Dr. Oliver Grau is a media art historian researching and lecturing at the Art History department at Humboldt University, Berlin. He studied art history, economics, archaeology and Italian literature in Hamburg, London and Siena. He has also done field research in the USA and Japan. Since 1988 he has been head of the German Science Foundation’s project on History of the Arts and Media Theory of Virtual Reality, and has led the "immersive art" project since 2001. Besides this, he and his team are developing a database for virtual art which will provide an overview of interactive installations over recent decades. He has published widely in Europe, the USA and Japan. His research focuses on the history of illusion and immersion in media and art, the history of the idea and culture of telepresence and telecommunication, genetic art and artificial intelligence. -
A N N E M a R C H A
www.annemarchand.com A N N E M A R C H A N D Washington, DC Selected Solo Exhibitions 2022 International Museum of Art & Science (IMAS), McAllen, TX, “Anne Marchand” (forthcoming) 2021 Whittemore House, Woman’s National Democratic Club Museum & Gallery, Washington, DC, “Tellus/Caelus: Seeing Earth and Sky, Recent Work by Anne Marchand”, (Curator, Claudia Rousseau) Cross Contemporary Partners, NY “Tellus/Caelus: Seeing Earth and Sky”, (3D Virtual Online Exhibition) 2020 Frostburg State University, MD, “Anne Marchand Recent Abstractions” (Covid interrupt) 2019 Missouri State University, Springfield, MO, “Abstractions: Anne Marchand” Hardin Center for Cultural Arts, Gadsden, AL, “Abstractions by Anne Marchand” Museum of Arts and Sciences, Macon, GA, “Abstractions: Anne Marchand” Morris Museum of Art, Augusta, GA, “Recent Abstractions by Anne Marchand”, (Traveling Exhibition) 2014 Green Chalk Contemporary, Monterey, CA, “Vision of Myth” 2013 Emerge Fine Art, Cary, NC, “Illumination” Evolve Urban Arts Project, Washington, DC, “Anne Marchand at Evolve” 2012 ArtExpo, Pier 92, New York, NY 2011 Montgomery College, Silver Spring, MD, “Of Shining Worlds”, (Curator, Claudia Rousseau) 2010 Vornado/Charles E. Smith, Arlington, VA, “Luminous” 2006 Zenith Gallery, Washington, DC, “Ellipsis” Selected Group Exhibitions 2021 Zenith Gallery, Washington, DC, “Herstory” Latela Curatorial x Artsy, Washington, DC, “Turning Blue, Part DEUX” (Virtual Exhibition) Cross Contemporary Partners, Saugerties, NY, “The Universe Makers”, (3D Virtual Exhibition) 2020 Cross -
Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment. -
The Failure of the Anthropostory in Douglas Coupland's Post-Millennial
Julia Nikiel Epic Fail: The Failure of the Anthropostory in Douglas Coupland’s Post-Millennial Prose Abstract: The aim of the paper is to discuss the conceptualization of humanity’s planetary agency offered by a Canadian author, Douglas Coupland, in his three post-millennial novels: Generation A, Player One: What Is to Become of Us?, and Worst.Person.Ever. Exposing the egotism of what for years he has been calling humanity’s “Narrative Drive,” Coupland comments on the fallacies of the Anthropocene. Advocating the power of stories to act as models for approaching climate change in its hyperobjectivity, the three novels hint that unless people learn to story-tell-with other terran forces and agents, the anthropostory, which positions humans as the only active agents in a sequential narrative of conquest and destitution, is bound to come to an abrupt end. Keywords: the Anthropocene, Douglas Coupland, posthumanism, extreme present, “Narrative Drive,” storyliving, making-with The Story vs. The Stories In the introductory pages of The Age of Earthquakes (2015), Douglas Coupland, Hans- Ulrich Obrist, and Shumon Basar paint the magnitude of humanity’s influence on the planet. Printed on individual pages, in black and white and with font size changing parallel to intended emphasis, short evocative statements concerning the chain reaction leading to current environmental changes read like a machine-gun volley. The message conveyed is simple: the unfolding of informational capitalism has triggered processes which directly contribute to global ecological imbalance, manifesting, among others, in the recent intensification and increased frequency of earthquakes. “The bulk of human activity is the creation and moving of information,” Coupland et al. -
Rachel Walls 1 Douglas Coupland's Visions of Regional Apocalypse
Rachel Walls Douglas Coupland‘s Visions of Regional Apocalypse. In his Vancouver fiction, Douglas Coupland implies that apocalyptic anxiety stems from the accelerated transformations of place and the increased global broadcast of apocalyptic images that are associated with globalisation. His cold war upbringing also appears to be influential on his apocalyptic imagination. However, whilst Coupland‘s visions of apocalypses are global and generational, they are also geographical. He emphasises the role of the locality in determining the specific nature of his apocalyptic fears and through his fiction maps a region of apocalypse onto Vancouver and the Northwest Coast. Although literary regionalism is troublesome, in that the assignation of region is always arbitrary and has been considered increasingly meaningless in a time where people and ideas move frequently from place to place, recent revisions of regionalism have taken these factors into account. New regionalists propose that writers remain interested in region and moreover, ”no longer simply reflect the region they describe; now they help to create the region itself.‘ 1 Coupland might be said to have a particular interest in creating a region in that he has written a number of non-fiction books that look at the impact of place on identity: two volumes on Canada and one on Vancouver. Whilst his non-fiction assertions of regional and national identity jar somewhat with his fiction‘s emphasis on globalisation as a transformative and potentially erosive force on place, his interests in creating region and nation are still evident at points in the Vancouver-situated texts Life After God, Girlfriend in a Coma and Hey Nostradamus . -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
I Want to See How You See. Curatorial Practices of Exhibiting Virtual Reality 2018
Repositorium für die Medienwissenschaft Ina Neddermeyer I Want to See How You See. Curatorial Practices of Exhibiting Virtual Reality 2018 https://doi.org/10.25969/mediarep/12210 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: Neddermeyer, Ina: I Want to See How You See. Curatorial Practices of Exhibiting Virtual Reality. In: Luisa Feiersinger, Kathrin Friedrich, Moritz Queisner (Hg.): Image – Action – Space: Situating the Screen in Visual Practice. Berlin: de Gruyter 2018, S. 203–214. DOI: https://doi.org/10.25969/mediarep/12210. Erstmalig hier erschienen / Initial publication here: https://doi.org/10.1515/9783110464979-016 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0 Attribution - Non Commercial - No Derivatives 4.0 License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0 https://creativecommons.org/licenses/by-nc-nd/4.0 Ina Neddermeyer I Want to See How You See Curatorial Practices of Exhibiting Virtual Reality Displaying time-based media art poses major challenges for the process of seeing. Despite their diversity all works in the presentation and reception in exhibitions. Sound over- the following essay can be characterized as VR-HMD thus lays, distraction effects or the missing reset button, which virtual realities consisting of CG Imagery generated in real would make it possible to start an artwork as soon as visitors time and displayed on HMDs. enter the room are everyday problems in curatorial practice.