Virtuality and the Art of Exhibition

Virtuality and the Art of Exhibition PDF Author: Vince Dziekan
Publisher: Intellect Books
ISBN: 9781841504766
Category : Art museums
Languages : en
Pages : 0

Book Description
Designed around contextual studies of virtuality and the art of exhibition, this volume applies practice-based research to a broad range of topics, including digital mediation, spatial practice, the multimedia museum, and curatorial design.

The Virtual Reality Gallery

The Virtual Reality Gallery PDF Author: Harriet Yvonne Miller
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

Book Description
Welcome to the vibrant, immersive world of art reimagined through technology! In our Special Report, "The Virtual Reality Gallery: Transforming the Art of Exhibition," you'll be guided on an enthralling journey that blends the realms of fine art and cutting-edge tech. This thoughtfully authored report by Harriet Yvonne Miller takes you from the dawn of virtual reality in the art world to the tantalizing future prospects of augmented reality galleries. She meticulously uncovers how VR has revolutionized artists' creative process, transformed audience experiences, and widened the accessibility and inclusivity within the art world. Explore how virtual reality is transforming traditional art exhibitions into 360-degree, immersive experiences. Discover real-world examples of VR galleries bringing art to every corner of the globe. Understand how this tech evolution is breaking barriers, opening up new opportunities for artists, and democratizing the art landscape. Whether you're an art enthusiast, a tech curiosity seeker, or someone poised at the intersection of these two worlds, this report is your key to uncovering the wonders of art in the age of virtual reality. Don't just learn - come, experience! Securing your copy of this report is like fast-forwarding to the future of art exhibitions - it's a journey you don't want to miss out on!

Beyond Matter, Within Space

Beyond Matter, Within Space PDF Author: Lívia Nolasco-Rózsás
Publisher: Hatje Cantz Verlag
ISBN: 3775757589
Category : Art
Languages : en
Pages : 578

Book Description
Exhibition spaces are physical places of knowledge production and exchange. Their spatial properties play an important role in contextualizing information. Virtual stagings of exhibitions should therefore retain these properties. The Beyond Matter research project (2019–23) aims to unravel the intertwining of physical and virtual structures and their impact on spatial aspects in art production, curating, and art education, and thus to identify ways to preserve cultural heritage in the digital age. This publication offers a comprehensive overview of the diverse research activities, exhibition and book projects, and symposia that have taken place or emerged in the course of the international Beyond Matter project at the various partner institutions.

Virtual Art

Virtual Art PDF Author: Oliver Grau
Publisher: MIT Press
ISBN: 9780262572231
Category : Art
Languages : en
Pages : 438

Book Description
An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.

Without Walls

Without Walls PDF Author: Vince Dziekan
Publisher:
ISBN:
Category : Multimedia (Art)
Languages : en
Pages : 358

Book Description

Alt-Alterity

Alt-Alterity PDF Author: Amy Xiaofan Jiang
Publisher: Underground Art And Design LLC
ISBN:
Category : Art
Languages : en
Pages : 306

Book Description

Virtual and Augmented Reality in Education, Art, and Museums

Virtual and Augmented Reality in Education, Art, and Museums PDF Author: Guazzaroni, Giuliana
Publisher: IGI Global
ISBN: 1799817989
Category : Computers
Languages : en
Pages : 385

Book Description
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Exploiting the potential of virtual reality. Innovative practices in museums

Exploiting the potential of virtual reality. Innovative practices in museums PDF Author: Nina Boldyreva
Publisher: GRIN Verlag
ISBN: 3668775141
Category : Performing Arts
Languages : en
Pages : 69

Book Description
Master's Thesis from the year 2018 in the subject Art - Arts Management, , language: English, abstract: 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 context of museological trends and global market. Specifically, it lays the foundation for understanding and analysing the two aspects of this immersive technology: first, how VR applications in museums have fostered the development of partnerships between art and tech worlds which can be understood as a new collaborative ecosystem, and second, how this new type of advanced technological exhibitions can empower to capitalise on these partnership opportunities while achieving museum’s mission. Importantly, this new form of cooperation has an economic component which ensures value creation, in this case, for VR projects, whether in-house, online or in different hosting venues. The attempt is to integrate the findings to demonstrate how VR technology can become a new channel to achieve museum’s objectives while remaining relevant and sustainable, and suggest a list of important factors to consider for an effective use of VR in museum practice. The present research aims at addressing the gap in the current academic literature by providing an analysis of VR in museum practices, in order to guide future designs of museum VR exhibitions. The thesis provides a solid foundation for further studies of this new collaborative ecosystem between the cultural and technological worlds.

Curating the Digital

Curating the Digital PDF Author: David England
Publisher: Springer
ISBN: 3319287222
Category : Computers
Languages : en
Pages : 207

Book Description
This book combines work from curators, digital artists, human computer interaction researchers and computer scientists to examine the mutual benefits and challenges posed when working together to support digital art works in their many forms. In Curating the Digital we explore how we can work together to make space for art and interaction. We look at the various challenges such as the dynamic nature of our media, the problems posed in preserving digital art works and the thorny problems of how we assess and measure audience’s reactions to interactive digital work. Curating the Digital is an outcome of a multi-disciplinary workshop that took place at SICHI2014 in Toronto. The participants from the workshop reflected on the theme of Curating the Digital via a series of presentations and rapid prototyping exercises to develop a catalogue for the future digital art gallery. The results produce a variety of insights both around the theory and philosophy of curating digital works, and also around the practical and technical possibilities and challenges. We present these complimentary chapters so that other researchers and practitioners in related fields will find motivation and imagination for their own work.

From Technological to Virtual Art

From Technological to Virtual Art PDF Author: Frank Popper
Publisher:
ISBN:
Category : Art
Languages : en
Pages : 482

Book Description
Frank Popper traces the development of immersive, interactive new media art from its antecedents through today's digital, multimedia, & networked art.
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