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Virtual reality / Video art – application and research

Posted in Contextual Research

Contemporary demand for VR is increasing with more museums and galleries releasing exhibits in VR. There are three main creative executions that the work encompasses: 1. Interactive Videos –environments that use three dimensional planes to inherits the digital work displayed in a physical space. 2. 360-degree spherical panoramas – using camera orbits or rotating imagery that surrounds the observer. 3. Museum quality exhibitions – normally using a multitude of outlets and high-quality digital equipment to interact with the observer and dominate the physical space that surrounds them. The medium blends worlds of traditional media such as film, books or illustrations, and digital experiences.

There are simple ways to explore VR such as demos and applications created by professional coders and developers. For example, creating VR painting with Tilt Brush, designing 3D polygonic objects with Blender. Styly is an example of a creative platform that allows the user to create work that combines Augmented Reality (AR) with VR using a stage and various media importation methods. There is the alternative of developing and coding VR experiences, which can take time to learn and develop.

Using the creative platform STYLY to create a virtual reality environment.

By using the creative platform STYLY, I was able to create a virtual reality environment. Implementing various media in a format that the viewer could interact with. The software also offers AR capabilities, and so allows the created scene to be interacted with a smartphone. Hardware is needed to experience VR capabilities to their full capacity. Headsets such as the Oculus Quest 2, Sony Playstation VR or HTC Vice Cosmos are popular options today. Low budget options include the Art Vision VR smartphone glasses, devices such as the Art + Vision headset, which incorporates a smartphone into a built-in-cradle to watch 3D videos and explore VR apps.

Ergonomics are an important factor to include when examining the affects of VR headsets on the body. Dedicating space that’s free from obstacles before using the headset and limiting sessions to 20 – 20 minutes until you know how your body will react to being in virtual reality.

A good starting is practicing 3D modelling, animation and rendering. Like with 2D art, mastering the basics of edges, lines, angles, perspective, shadows, highlights. One must learn how to manipulating 3D lighting, and simulating textures in 3D and their implementation in a virtual 3D sculpture.There are numerous tools and open source applications to do this. SketchUp and Unreal Engine 3D design tools that many designers used for creating video games and immersive experiences. Other apps and design tools are relatively affordable. Tilt Brush for Oculus Rift – £19.00. Tilt Brush currently exists as an open-source format available on Github.

As mentioned before contemporary demand for VR is increasing… and so art follows, with more art critics and directors accepting its prominence in the contemporary art scene. Virtual Reality TATE definition: A technology that enables a person to interact with a computer-simulated environment, be it based on a real or an imagined place.

Jacolby Satterwhite, Domestika, 2017. Courtesy of the artist and Mitchell-Innes & Nash, New York City

Jacolby Satterwhite is celebrated for a conceptual practice addressing crucial themes of labor, consumption, carnality and fantasy through immersive installation, virtual reality and digital media. He uses a range of software to produce intricately detailed animations and live action film of real and imagined worlds populated by the avatars of artists and friends. These animations serve as the stage on which the artist synthesizes the multiple disciplines that encompass his practice, namely illustration, performance, painting, sculpture, photography and writing. Satterwhite draws from an extensive set of references, guided by queer theory, modernism and video game language to challenge conventions of Western art through a personal and political lens. An equally significant influence is that of his late mother, Patricia Satterwhite, whose ethereal vocals and diagrams for visionary household products and ethereal vocals serve as the source material within a decidedly complex structure of memory and mythology.

Hito Steyerl – ‘Being Invisible Can Be Deadly’ TateShots

Hito Steyerl (born 1 January 1966) is a German filmmaker, moving image artist, writer, and innovator of the essay documentary. Her principal topics of interest are media, technology, and the global circulation of images. Steyerl holds a PhD in Philosophy from the Academy of Fine Arts Vienna.

Using Final cut pro to create a video using generative art

By using video editing software, I was able to take recordings of the creative platform, assort them into a compilation and add audio. Experimenting with video art was important to my practice, as this media would be the premise of the work to be projected in the physical space.

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