Paper
28 February 2014 Virtual art revisited
Author Affiliations +
Proceedings Volume 9012, The Engineering Reality of Virtual Reality 2014; 901206 (2014) https://doi.org/10.1117/12.2042614
Event: IS&T/SPIE Electronic Imaging, 2014, San Francisco, California, United States
Abstract
Virtual reality art at the turn of the millenium saw an explosion of creative exploration around this nascent technoloy. Though VR art has much in common with media art in general, the affordances of the technology gave rise to unique experiences, discourses, and artistic investigations. Women artists were at the forefront of the medium, shaping its aesthetic and technical development, and VR fostered a range of artistic concerns and experimentation that was largely distinct from closely related forms such as digital games. Today, a new wave of consumer technologies including 3D TV’s, gestural and motion tracking interfaces, and headmount displays as viable, low-cost gaming peripherals drives a resurgence in interest in VR for interactive art and entertainment. Designers, game developers, and artists working with these technologies are in many cases discovering them anew. This paper explores ways of reconnecting this current moment in VR with its past. Can the artistic investigations begun in previous waves of VR be continued? How do the similarities and differences in contexts, communities, technologies, and discourses affect the development of the medium?
© (2014) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
S. Ruzanka "Virtual art revisited", Proc. SPIE 9012, The Engineering Reality of Virtual Reality 2014, 901206 (28 February 2014); https://doi.org/10.1117/12.2042614
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KEYWORDS
Virtual reality

Panoramic photography

Eyeglasses

3D displays

Reflection

Televisions

Head-mounted displays

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