Virtual Art & Virtual Reality
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A book with participation of: Lucia Santaella (Forewords) Ana Tereza Brandão Carlos Augusto M. da Nóbrega Carlos Henrique Paulino Carlos Henrique Rezende Falci Casey Reas Cátia Rodrigues Barbosa Celina Figueiredo Lage Débora Aita... more
O livro parte das teorias e práticas em torno das imagens técnicas, tais como a fotografia, o cinema e o vídeo, para discutir a cultura visual e os regimes de imagem que surgem com a inserção as tecnologias digitais nos aparatos de... more
My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as... more
"Our visual relationships with architectural propositions are highly mediated by representations, and the image-technologies used to construct them. The context in which these propositions are explored and tested is conceptually framed by... more
Within education, concepts such as distance learning, and open universities, are now becoming more widely used for teaching and learning. However, due to the nature of the subject domain, the teaching of Science, Technology, and... more
Understanding the implications of radically new experiences
A major claim about virtual reality (VR) is that it can foster empathy through digital simulations. This article argues, however, that technologies intended to foster empathy merely presume to acknowledge the experience of another, but... more
In the recent decades, artists and researchers have shown an increased interest in applying new technologies to traditional arts in Japan, especially in the field of calligraphy art, painting, and the Zen culture. In one hand, modern... more
This paper examines questions arising in the interface between ethics, aesthetics, nature and technology: in regard to our knowledge of reality and nature; the valuation of nature; the ontological status of virtual worlds vis a vis... more
Analysis of virtual reality as fantasy and as a historical symptom. Enthusiasm conjuration, a concept developed by Derrida, is applied to technology to understand our ambivalent relationship to the concept of the Real. This text develops... more
In immersive virtual environments (IVEs), users may observe negative consequences of a risky health behavior in a personally involving way via digital simulations. In the context of an ongoing health promotion campaign, IVEs coupled with... more
The use and creation of 'Virtual Reality' (VR) models in the field of Egyptology has increased in recent years, as lower-cost digital modeling software comes within reach of more archaeological projects. The use of VR models for the... more
Wearable technologies are being used to monitor performance real time, big data is helping coaches analyze athletes so that they can be improved further and hypobaric chambers that simulate high altitude environment are being used by... more
This diploma thesis introduces the production of cylindrical and spherical panoramas and explains how to link individual panoramas to make a virtual tour. The designing process of the virtual tour of the Dresden University of Technology... more
This study wishes to describe some of the key components of an art educational domain entitled ground<c>, which is being developed specifically for three dimensional online builder’s worlds, also called the metaverse. This undertaking... more
(Originally published as a critical essay for The Real-Fake 2.0 exhibition, debuting at the Bronx Artspace, Dec. 2016)
Even though Córdoba is one of the most important historical cities in Europe, it has usually limited its heritage offer to the Cathedral-Mosque, and its immediate surroundings. To try to resolve this deficiency we have proposed the... more
The diversity of the artists' attitudes and actions as well as the multiplicity of the tools they were using triggered a steady and internally diversified process of changing the character of newly created installations. As a result, the... more
The paper accommodates Espen Aarseth’s concept of 'virtuality' and Samuel Taylor Coleridge’s concept of 'suspension of disbelief' to the context of modern story forms. The primary focus will be on the videogame. The premise is that... more
"As Georges Méliès discovered to his astonished glee in the late nineteenth century, moving pictures do more than just record reality—they create one. Through stop-trick substitutions, multiple exposures, and splices, celluloid becomes a... more
This analysis paper provides a brief survey of the sector of computer game, application domains, technological demand and presently accessible resolution. It additionally presents the background and motivation of virtual surroundings... more
This thesis presents a detailed case study analysis of three VR projects ‘Modigliani VR: The Ochre Atelier’ at the Tate Modern, ‘Jupiter Hall’ at the Hermitage Museum, and 'DigiMuse programme’ at the National Museum of Singapore in the... more
This chapter examines digital virtual environments as a site for art and proposes a formal aesthetics for art in digital virtual environments. The study arises from the author's decades-long practice producing art in virtual environments... more
This paper considers the experience of embodiment in current and (possible) future virtual reality applications. A phenomenological perspective is adopted to explore user embodiment in those virtual reality applications that both do and... more
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Today, virtual reality is becoming ubiquitous and tremendous trends. Ubiquitous virtual reality (uVR) realizes virtual reality on ubiquitous smart space. In this platform, u-Content has been introduced as a new kind of realism that will... more
La imagen-espejo posmoderna es una forma de representación autorreferencial que encuentra su origen remoto en el pop art y el arte conceptual, y cuyo influjo es esencial en el cine de fin de siglo: intertextualidad, apropiacionismo,... more
Post-conceptual art is that contemporary art that builds upon the legacy of Conceptual Art, where the concept(s) or idea(s) involved in the work take precedence over traditional aesthetic and material concerns. Post-conceptual art has... more
The will to experiment architectural design processes on a virtual space is the main feature of this project; in this case the typology of museums has been adopted to investigate the potential of virtual reality on architectural... more
‘Seventh Ray’ is a Mixed Reality (MR) platform inspired by Mystery School initiation techniques of the ancient world. The platform employs the latest in perceptual and sensory augmentation technologies to explore the meaning and modern... more
In this text I wish to delve into the creation of textual content as well as its visualization through typographic design mechanisms inside three dimensional virtual worlds, which are known as the metaverse. I am particularly focused upon... more
Since the late nineteenth century, the introduction and use of cameras in anthropological research has been a real revolution. Thanks to these tools, it was possible to record interviews, traditions, rituals and customs belonging to... more
Course Description: This course investigates the use of three-dimensional virtual media in museum, gallery, and online exhibition contexts, with an emphasis on Virtual Reality (VR). This course prepares students both practically and... more
In this article I propose an approach to a new model of audiovisual representation call virtual playful (MRVL). For this, I rely in part on modeling that focuses on Hollywood cinema, proposed by Jesús González Requena. But, because the... more
With a £5 Google Cardboard and a cell phone, everyone can live a 360° immersive experience. Youtube provides a huge amount of content, professional or private. Blockbusters like Starwars, groups like Gorillaz post their... more