An Artistic Approach to Virtual Reality

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A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson.

Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space.

Key Features:

· Explores theoretical and practical aspects of using virtual reality for artistic practice.

· Includes examples and discussion of virtual reality artworks from award-winning artists.

· Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes.

· Provides historical and contemporary discussion of virtual reality artistic works.

Author(s): Cyane Tornatzky, Brendan Kelley
Publisher: CRC Press
Year: 2023

Language: English
Pages: 208

Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Preface
Author Biographies
Chapter 1 Introduction
What is Virtual Reality?
Artist Technologists
A Bit of Virtual Reality History
Early Virtual Reality Artworks
Working in Virtual Reality as a Medium
References
Chapter 2 Early Predecessors
Historical Influences
References
Chapter 3 Artists Working in Virtual Reality Pre-2010
Introduction
VRML
OSMOSE
Placeholder
Bush Souls
Angels
Dynasty
References
Chapter 4 Mechanics, Input, and Output
Introduction
Understanding Human-Computer Interaction
Basics of Virtual Reality
Gesture in Communication
Building Interactions
Translation
Mimicry
Conceptual
Interaction Components
Grip
Pinch
Move
Point
Button
Complex Interactions
Feedback
Position, Scale, and Rotation
Objects
Conclusion
References
Chapter 5 Artist Gallery – Lawrence Lek, Mohsen Hazarati, Sandrine Deumier
Lawrence Lek
Nøtel
Playstation™
Mohsen Hazrati
Fal Project
QQQ
Shiraz National Day
Sandrine Deumier
Delta: If Everything is Connected, Everything is Vulnerable
Lotus Eaters
References
Chapter 6 The Visual Conceptual Space
Introduction
The Mirror Metaphor
The Window as Metaphor
Shifting Perspective
Temporal Perspective
User-Generated Perspective
Pervasiveness of Metaphors
Benefits of Metaphor
Breaking the Rectangle
Conclusion
References
Chapter 7 Artist Gallery – Ian Cheng, Matteo Zamagni, and Rebecca Allen
Ian Cheng
Entropy Wrangler
Matteo Zamagni
Rebecca Allen
Life Without Matter
Inside
The Tangle of Mind and Matter
References
Chapter 8 Virtual Reality as a Medium
Introduction
Immersion and Interactivity
Static
Dynamic-Passive
Dynamic-Interactive
Dynamic-Interactive (Varying)
Building a Virtual Reality Experience
Character
Camera
Control
Communication
References
Chapter 9 Artist Gallery – Jacolby Satterwaite and Rachel Rossin
Jacolby Satterwhite
Domestika
We are in Hell When we Hurt Each Other
Rachel Rossin
Man Mask
I Came and Went as a Ghost Hand
The Sky is a Gap 2017
Conclusion
References
Chapter 10 The Embodied Conceptual Space
Introduction
The Senses
Embodiment
From Audience to User
Mechanical Message
Emergent Meaning
Historical Antecedents
Renegotiating Authorship
Conclusion
References
Chapter 11 Artist Gallery – Laurie Anderson and Hsin-Chien Huang
Laurie Anderson
Hsin-Chien Huang
Chalkroom
A Trip to the Moon
Aloft VR
Bodyless
KUO HSEUH-HU: Three States of Home Gazing VR
Samsara
Conclusion
References
Chapter 12 Output and Access of Artistic Virtual Reality Content
Introduction
A Meta Problem
A Candle that Burns Twice as Hot…
Presentation of Work
Monetization
The Reality of Reality
The only Limit is your Skill
Restriction of Content
Conclusion
References
Chapter 13 Conclusion
Introduction
Why Write a Book?
Virtual Reality is no Longer Relevant
Virtual Reality is the Future of Everything
Historical Context
Technical Components
Mediums and Tools
Conceptual Spaces of Virtual Reality
Experiencing (Virtual) Reality
The Artworks
References
Index