Technology, Museums, and Immersion a Dissertation Submitted
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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, -
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. -
Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
The Tech Giant Everyone Is Watching
Inside Assad’s new Syria The Supreme Court swings right Cutting out medical mistakes How to make meetings less dreadful JUNE 30TH–JULY 6TH 2018 Thetechgiant everyone is watching “I keep pursuing new HIV/AIDS treatments which is why 29 years later, I’m still here.” Brian / HIV/AIDS Researcher James/HIV/AIDSPatient In the unrelenting push to defeat HIV/AIDS, scientists’ groundbreaking research with brave patients in trials has produced powerful combination antiretroviral treatments, reducing the death rate by 87% since they were introduced. Welcome to the future of medicine. For all of us. GoBoldly.com Contents The Economist June 30th 2018 5 7 The world this week Asia 32 Politics in the Philippines Leaders Rebel with a cause 11 Netflixonomics 33 Elections in Indonesia The tech giant everyone A 175m-man rehearsal is watching 33 South Korea’s baby bust 12 America’s Supreme Court Procreative struggle After Kennedy 34 Virginity tests in 12 The war in Syria South Asia The new Palestinians Legal assault US Supreme Court Justice 13 Railways 35 Banyan Anthony Kennedy’s retirement Free the rails Asia braces for a trade war comes at a worrying time: 14 China’s university- leader, page12. The 2017-18 On the cover entrance exam China term was a triumph for Netflix has transformed Gaokao gruel 36 Community management conservatives, page 21 television. It is beloved by Beefing up neighbourhood investors, consumers and Letters watch politicians. Can that last? 15 On trade, surveillance 37 University admissions Leader, page11. The technology, Xinjiang, The gaokao goes global entertainment industry is football, Brexit scrabbling to catch up with a disrupter, page18. -
Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn. -
Virtual and Augmented Reality in Marketing
Virtual and Augmented Reality in Marketing Laura Håkansson Thesis Tietojenkäsittelyn Koulutusohjelma 2018 Authors Group Laura Håkansson HETI15KIM The title of your thesis Number of Virtual and Augmented Reality in Marketing pages and appendices 56 Supervisors Heikki Hietala This thesis serves as an introduction to Virtual and Augmented Reality and explains how these two different technologies can be used in marketing. I work in marketing and have been following the evolvement of both VR and AR for a few years now. I was personally very curious to learn about how these have been implemented in marketing in the past, and what they will look like in the future, and if there are any reoccurring themes, for both VR and AR, that work best with a specific product or service. I spent a year reading the latest news and articles about various VR/AR marketing campaigns, and about the updates on these technologies that kept coming almost monthly. I also participated in different VR/AR-themed events in Helsinki to try out headsets and new AR apps, and to listen to the experts view on the potential of VR and AR. I wanted to create clear guidelines on which technology to use and how, depending on the product or service being marketed, but realized during my research that this was not possible. VR and AR are still in development, but evolving at a very fast pace, and right now it’s important to just bravely test them out without worrying about failing. I give plenty of examples in this thesis that will hopefully encourage marketers to start experimenting now, because we will see some really advanced VR and AR/MR in a few years, and those with the most experience will have great advantage in the marketing field. -
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. -
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. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
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 -
12.2% 116,000 125M Top 1% 154 4,200
We are IntechOpen, the world’s leading publisher of Open Access books Built by scientists, for scientists 4,200 116,000 125M Open access books available International authors and editors Downloads Our authors are among the 154 TOP 1% 12.2% Countries delivered to most cited scientists Contributors from top 500 universities Selection of our books indexed in the Book Citation Index in Web of Science™ Core Collection (BKCI) Interested in publishing with us? Contact [email protected] Numbers displayed above are based on latest data collected. For more information visit www.intechopen.com Chapter 4 Waveguide-Type Head-Mounted Display System for AR Application Munkh-Uchral Erdenebat,Munkh-Uchral Erdenebat, Young-Tae Lim,Young-Tae Lim, Ki-Chul Kwon,Ki-Chul Kwon, Nyamsuren DarkhanbaatarNyamsuren Darkhanbaatar and Nam KimNam Kim Additional information is available at the end of the chapter http://dx.doi.org/10.5772/intechopen.75172 Abstract Currently, a lot of institutes and industries are working on the development of the virtual reality and augmented reality techniques, and these techniques have been recognized as the determination for the direction of the three-dimensional display development in the near future. In this chapter, we mainly discussed the design and application of several wearable head-mounted display (HMD) systems with the waveguide structure using the in- and out-couplers which are fabricated by the diffractive optical elements or holo - graphic volume gratings. Although the structure is simple, the waveguide-type HMDs are very efficient, especially in the practical applications, especially in the augmented reality applications, which make the device light-weighted. -
Virtual Reality: Hype, Reality, and Hyperreality
Virtual Reality: Hype, Reality, and Hyperreality John P. Sullins Ph.D. 2002, Ph.D in Philosophy, Computers and Cognitive Science, Binghamton University Sonoma State University Philosophy Department. 2003- Virtual, Real and Hyperreal • Use of technology in cultural production • Technology + • Noetic: how we understand the world • Refers to how technologies are changing our perceptions and therefore our understanding of our world • A term that is used in digital arts TECHNOETIC THE FUTURE OF VIRTUAL REALITY | PHIL KAUFFOLD | TEDXSONOMACOUNTY PSYCHOLOGICAL SKEPTICISM • You feel that you are in good reality contact • But psychology tells us that that is wrong • What you are experiencing as reality is your own personal version of reality, and that it may or may not be the same as the reality being experienced right now by others around you • You might disagree, or might think the idea is crazy • We will use our critical thinking skills now to explore this unsettling idea HOW DO YOU KNOW WHERE YOU ARE AND WHAT IS HAPPENING RIGHT NOW? WHY DID YOU SIT IN THE CHAIR THAT YOU CHOSE TODAY?When light bouncedWHY off thatNOT other personTHE and ONE entered NEXTyour eyes, itTO was converted YOU into WITH a pattern ofTHE nerve impulses that went to your brain. OTHER• thePERSON retina, the optic nerve,IN theIT? thalamus, the visual cortex. • Your brain compared that pattern with patterns that you have seen before and that are stored in your memory. • Your brain discovered that the pattern matched the mental category (or concept) that in your language is called “a person.” • Your brain also retrieved from memory the knowledge that two physical objects cannot occupy the same space at the same time.