The Art of Immersive Spaces Seminar, 11 November, 10:00 – 12:30
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Virtual Reality Paper Presentation
PAIDEUMA Issn No : 0090-5674 VIRTUAL REALITY PAPER PRESENTATION PREPARED BY PRADEEISH.P K.S.R COLLEGE OF TECHNOLOGY, K.S.R KALIVI NAGAR THIRUCHENGODU PINCODE - 637215 Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment. VR has been defined as "...a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body"[1] or as an "immersive, interactive experience generated by a computer".[2] A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones. Advanced haptic systems in the 2010s may include tactile information, generally known as force feedback in medical, video gaming and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA). -
Transilient Minds
The Screen as Architecture Olga Venetsianou University of Thessaly (Greece) Abstract the screen. The argument will be presented through a series of case studies that are This paper deals with the spatial properties of located between architecture and non- the cinematic, television or computer screen architecture, dating from the beginning of in multimedia installations. Through a series the twentieth century until now. The of case-studies dating from the interwar selected works use a diverse range of avant-garde movements to contemporary expressive means, materials and multimedia installations, we will attempt to techniques, thus breaking down the barriers illustrate the way that the screen surface is within the arts. transformed from flat and frontal to a three- dimensional space of visualization. Artistic Expansion and Multiplication of experimentations, in particular the expansion and multiplication of screen space and the Screen Space encouragement of audience participation, In regard to media art, two underlying assisted by the evolution of technology from currents are identified. The first may be analogue to digital, marked the introduction of described as an audiovisual experience immersive environments and interactive constrained by a bounding border, which relations between spectator and image. In separates fictional from real space, i.e. the digital culture, the screen functions as a frame of a painting, the proscenium arch of communication space for events and a theatre, the casing of a television, the scenarios. Moreover, contemporary border of a cinema screen. The second multimedia installations use the strong group of artworks is characterized by the illusionary powers of the moving image and attempt to discard the frame, so that the the notion of interactivity in an attempt to created space is released as an immersive converge all modalities of perception in a experience. -
New Art Historical Resources on the Web [2]
New art historical resources on the web [2] H-ArtHist Redaktion [1] The Archive of Digital Art 2.0 [2] Piktorialismus-Portal --------------------------------------------------------------- [1] The Archive of Digital Art 2.0 From: Prof. Dr. Oliver Grau <[email protected]> Date: 02.09.2014 Subject: ANN: The ARCHIVE OF DIGITAL ART 2.0 is online Krems The Archive of Digital Art (former Database of Virtual Art) has become the most important scholarly online archive for media art. In cooperation with established media artists, researchers, and institutions, it has been documenting the rapidly evolving world of digital art and its related fields for more than a decade and today contains a selection of thousands of artwork at the intersection of art, science, and technology. A New Tool Enables Collaborative Archiving With two large international grants, by FWF and ARC, the archive is evolving into a web 2.0 environment. The idea is to provide community features and user-oriented applications to enable a collective scientific exchange between artists, researchers and the public to foster interdisciplinary and global collaborative analysis and a proactive process of knowledge transfer. ADA invites scholars to create their ADA scholar profile, upload their pdf publications, announce upcoming events, lectures, conferences etc., and explore and research digital art collectively, as the archive is for research and teaching. Meta-Thesaurus Cross-links Media Art with Art History Furthermore the archive’s rich data collection - based on a 'concept of expanded documentation’ for media art - will be semantically cross-linked with classical art from the Renaissance to the present by a newly developed meta-thesaurus. -
Museum and Archive on the Move Introduction
Oliver Grau / Wendy Coones / Viola Rühse Museum and Archive on the Move Introduction Landscape of Museum and Archive The world-wide museum community is more than 55,000 institutions strong. The US has more than 17,000 alone, Japan 5,700, and Germany 6,300. It may seem that this infrastruc- ture in all its diversity and history is such a mighty monolith that drastic change would be difficult to imagine. But the digital age enters with force and alters that status quo. It comes with new tools to present, collect, access (cultural artefacts), connect, explore, research, manage, and visualize data. It comes with its own digital-born arts and cultures, which have their own history of more than five decades. Digital arts and cultures play a role in 200 biennials around the world and in hundreds of specialized festivals, but do not signifi- cantly enter the walls of the museum world. The museum setting in our contemporary world has diversified not only due to the digital revolution that has come to permeate global culture and interaction, but also due to many other non-digital transitions that have come about alongside or due to digital developments. Digital technology has introduced new multifarious ways of expression that change the nature of the object to be collected, as well and changing the expressive methods available for displaying and archiving collections. These new objects and the tech- niques used to preserve and interpret them embrace interactivity, make use of linear and non-linear structures equally, and encourage new methods and ever deepening degrees of participation. -
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. -
Open Text As
Virtual Art From Illusion to Immersion Oliver Grall tramlated by Gloria CIIStaJJce The MIT Press Cambridge, Massachusetts London, England Contents SERIES fOREWORD VIII FOREWORD by Joel Slaycon XI ACKNOWLEDGMENTS XI II Chapter 1 Introduction 2 The Science of the Image ll Immei'Sion 13 Chapter 2 Historic Spaces of Illusion 24 lmmersive Image Strategies of the Classical World 25 The Chambre du Cerf ln the Papal Palace at Avignon 33 In Rome on Mount Olympus: Baldassare Peruzzi's Sa/a delle Prospettive 37 Immersion in Biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte 41 Bai'Oque Ceiling Panoramas 46 Viewing with Mili tary P1·ecision: The Birth of the Panorama 52 Barker's Invention: Developing the Space of Illusionistic Landscapes 56 Construction and Function of the Panorama 58 The Panorama: A Conti'Oversial Medium circa 1800 62 The Role of Economics in the International Expansion of the Panorama 65 Chapter 3 The Panorama of the Battle of Sedan: Obedience through Presence 90 The Battle in the Picture 92 The Power of Illusion, Suggestion, and Immersion 96 Anton von Werner: Artist and Power Player 99 Political Objectives 101 The Panorama Stock Exchange 103 With Helmholtz's l<nowledge: "Democratic Perspective" versus "Soldiers' Immersion" 105 Strategy and Work of the Panoramlst ll3 L'Art l ndustriel 118 The Rotunda 122 Chapter 4 Intermedia Stages of Virtual Reality in the Twentieth Century: Art as Inspiration of Evolving Media 140 Monet's Water Lilies Panorama in Giverny 141 Pram pol ini's Futurist Polydimensional Scenospace 143 Film: Visions -
Alliance for the Preservation of Media Art
Wachau 13 years – biannual - 2019 Aalborg, Denmark DECLARATION FOR INTERNATIONAL & SUSTAINABLE MEDIA ARTS RESEARCH =>mediaarthistory.org Sean CUBITT, Goldsmith; Oliver GRAU, Danube U; Ross HARLEY, UNSW Sydney; Christiane PAUL, New School, New York; Diana DOMINGUES, Universidade de Brasília; Horst BREDEKAMP, Humboldt-University Berlin; Barbara Maria STAFFORD, Georgia Tech; Frieder NAKE, University of Bremen; Peter WEIBEL, ZKM; Roy ASCOTT, University of Plymouth, Sir Nicholas SEROTA, Tate; Martin WARNKE, Leuphana University, Mike STUBBS, FACT Liverpool; Benjamin WEIL, LABORAL; Andreas BROECKMANN, Leuphana Arts Program; Jeffrey SHAW, City University Hong Kong; Eduardo KAC, Chicago Arts Institute; Christa SOMMERER, University of Art Linz; Alex ADRIAANSENS, Institute for the Unstable Media, Lanfranco ACETI, Sabanci U; Howard BESSER, NYU’s Tisch School of the Arts, Ianina PRUDENKO, National Univ. Kiew; Anna Maria GUASCH, Universidad de Barcelona; Anne-Marie DUGUET, Sorbonne; Sara DIAMOND, OCAD Toronto; Vera FRENKEL, FRSC, York University, Gilbertto PRADO, Sao Paulo University; Itsuo SAKANE, IAMAS, Gifu; Lev MANOVICH, UC San Diego; ZHANG Ga, Tsinghua University; Ryszard W. KLUSZCZYNSKI, University of Lodz; Wolfgang MUENCH, LASALLE College of the Arts Singapore; Raivo KELOMEES, Estonian Academy of Arts; Jin-Woo LEE, Pohang University of Science and Technology; Bent FAUSING, University of Copenhagen; Mitsuhiro TAKEMURA, Sapporo City University; Nelson VERGARA, National University of Colombia; Monika FLEISCHMANN, Fraunhofer Research; Uršula BERLOT, -
Petra Gemeinböck
Petra Gemeinboeck | Short Curriculum Vitae 2010 | 1 Petra Gemeinböck email: [email protected] | www.impossiblegeographies.net SHORT CURRICULUM VITAE | 2010 EDUCATION 2004 Doctor of Technical Sciences Program of Visual Culture, Faculty of Architecture, Vienna University of Technology Thesis: “Negotiating the Virtual: Inhabiting Architectures of Emergence and Remoteness” 2003 Master of Fine Arts in Electronic Visualization Electronic Visualization Laboratory, School of Art and Design, University of Illinois at Chicago 2000 Diploma degree (MSc) in Architecture Faculty of Architecture, University of Stuttgart PROFESSIONAL DEVELOPMENT 2007 Graduate Certificate in Higher Education, Faculty of Education, University of Sydney PROFESSIONAL EXPERIENCE TEACHING 2009—pres. Senior Lecturer in Interactive Media Arts College of Fine Arts, University of New South Wales 2004—2009. Lecturer (Assistant Professor) in Digital Media Design Lab, Faculty of Architecture, Design & Planning, University of Sydney 2003—2004 Lecturer (Assistant Professor) in Media Practice and Theory Department of Media and Cultural Studies, University of Sussex 2001—2004 Visiting Lecturer Faculty of Architecture Vienna University of Technology 2002—2003 Visiting Artist / Lecturer Faculty of Architecture, University of Stuttgart RESEARCH AND INDEPENDENT WORK 1999—2000 Visiting Artist Competence Centre Virtual Environments (CCVE), IAO Fraunhofer Stuttgart 2001—2002 Research Assistant Electronic Visualization Laboratory, University of Illinois at Chicago 2000 Collaborator on ‘Architecture -
Into the Belly of the Image: Historical Aspects of Virtual Reality Author(S): Oliver Grau Source: Leonardo, Vol
Into the Belly of the Image: Historical Aspects of Virtual Reality Author(s): Oliver Grau Source: Leonardo, Vol. 32, No. 5, Seventh New York Digital Salon (1999), pp. 365-371 Published by: The MIT Press Stable URL: http://www.jstor.org/stable/1576818 Accessed: 05/06/2009 22:53 Your use of the JSTOR archive indicates your acceptance of JSTOR's Terms and Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp. JSTOR's Terms and Conditions of Use provides, in part, that unless you have obtained prior permission, you may not download an entire issue of a journal or multiple copies of articles, and you may use content in the JSTOR archive only for your personal, non-commercial use. Please contact the publisher regarding any further use of this work. Publisher contact information may be obtained at http://www.jstor.org/action/showPublisher?publisherCode=mitpress. Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission. JSTOR is a not-for-profit organization founded in 1995 to build trusted digital archives for scholarship. We work with the scholarly community to preserve their work and the materials they rely upon, and to build a common research platform that promotes the discovery and use of these resources. For more information about JSTOR, please contact [email protected]. The MIT Press is collaborating with JSTOR to digitize, preserve and extend access to Leonardo. http://www.jstor.org Into the Belly of the Image Historical Aspects of Virtual Reality OliverGrau Abstract IllusionarySpaces of 360 Degrees Virtualreality (VR) is a constant phenomenon in Virtual reality can entail an area of ritual action, a private, art history that can be traced back to antiquity. -
Vol 20 No 2 Book Editors Lanfranco Aceti & Paul Thomas Editorial
vol 20 no 2 book editors lanfranco aceti & paul thomas editorial manager çağlar çetin In this particular volume the issue of art as interference and the strategies that it should adopt have been reframed within the structures of contempo- rary technology as well as within the frameworks of interactions between art, science and media. What sort of interference should be chosen, if one at all, remains a personal choice for each artist, curator, critic and historian. ISSN 1071-4391 ISBN 978-1-906897-32-1 VOL 20 NO 2 LEONARDOELECTRONICALMANAC 1 E SSAY ESSAY ABSTRACT IMAGES Considering its technological and thematical contexts, digital art conveys different – even more complex – potentials of expression than traditional art forms (such as sculptures, paintings, etc.), what makes digital art a paradigmatic expression of its time? This article emphasizes the variety (R)-EVOLUTION of (complex) topics that are expressed within digital art, ranging from glo- Media Arts Complex Imagery Challenging Humanities balization, ecological and economic crises (virtual economy), media and and Our Institutions of Cultural Memory image revolution to questions of the body and its societal norms. Due to the imminent problems of archiving, the digital arts are threatened by its loss – a problem that is reinforced by the insufficient practices of cultural 1. LOSING CONTEMPORARY ART institutions to display, collect and research digital art. Post-industrial soci- by eties require digital arts based on contemporary media dispositive to re- Compared to traditional art forms – such as paint- flect upon current and future challenges, just like art history was always in- Oliver Grau ing or sculpture – Media Art has a multifarious potential of expression and visualization; although formed by its contemporary media technologies. -
On a Political Iconography of Information Societies
International Journal of Humanities and Management Sciences (IJHMS) Volume 5, Issue 1 (2017) ISSN 2320–4044 (Online) On a Political Iconography of Information Societies Prof. Dr. Dr. h.c. Oliver Grau, MAE institutions of our societies, the museums, archives, libraries, Abstract—Not museums but festivals can be considered as the funded by us, the taxpaying public. Due to the fact that this art most important media for current developments regarding issues, depends entirely on digital storage methods, which are in a technologies and discourses on Digital Art. But only few of these constant state of change and development, Digital Art is complex art and image forms appear in the permanent collections of severely at risk, as we know. And it is no exaggeration to state the museums, archives and libraries. The investigation regarding the that we face the TOTAL LOSS OF AN ART FORM from the Digital Art Festivals within the AT.MAR project resulted in the early times of our postindustrial-digital societies. It is ironic empirical identification of thematic clusters of international topics of global relevance, e.g; climate, genetic engineering and the rise of the that this loss takes place in a time, where the world of images post-human body/body-images, new extremes of surveillance, virtual around us changes faster than ever, where images have started financial economics, and the image and media (r-)evolution, whose to supersede words as a primary form of communication: The inherent complexity is reflected by artists like Victoria VESNA, Tom Internet Revolution with giants like YouTube or Flickr with CORBY, Paolo CIRIO, Jeffrey SHAW, Seiko MIKAMI. -
Adaptation of Hearts and Minds Virtual Reality Project Interaction
From CAVE2TM to Mobile: Adaptation of Hearts and Minds Virtual Reality Project Interaction Arthur Nishimoto1, Daria Tsoupikova2(&), Scott Rettberg3, and Roderick Coover4 1 Computer Science, University of Illinois at Chicago, Chicago, IL, USA [email protected] 2 School of Design, University of Illinois at Chicago, Chicago, IL, USA [email protected] 3 University of Bergen, Bergen, Norway [email protected] 4 Temple University, Philadelphia, PA, USA [email protected] Abstract. Hearts and Minds: The Interrogations Project is an interactive per- formance made for the CAVE2TM [1] large-scale 320-degree panoramic virtual reality environment that describes veterans’ testimonies about military interro- gations in Iraq during the American counter-insurgency campaign. The project is based on interviews of American soldiers and on their actual testimonies [2]. The project was achieved through technical innovation, cross-disciplinary and international collaboration. It was developed using a novel method for direct output of the Unity-based virtual reality projects into the CAVE2 environment. Other portable versions of the work were developed to reach new audiences across educational, arts and public arenas which include (1) personal computer version navigable using Xbox 360 controller; (2) web-based version available for free download; (3) Oculus Rift immersive virtual reality HMD version; (4) mobile version of the project for Apple iPad (in progress). This paper describes the development and compares the interaction experiences across platforms. Keywords: Virtual reality Á Navigation Á Interaction Á Immersive environments Á 3D user interface Á CAVE2TM List of Abbreviations 3D Three-dimensional API Application programming interface CAVE CAVE automatic virtual environment GUI Graphical user interface HMD Head mounted display VR Virtual reality VRE Virtual reality environment © Springer International Publishing Switzerland 2016 M.