In this paper we discuss Mrs. Squandertime, a real-time, persistent simulation of a virtual character, her living room, and the view from her window, designed to be a wall-size, projected art installation. Through her large picture window, the eponymous Mrs. Squandertime watches the sea: boats, clouds, gulls, the tide going in and out, people on the sea wall. The hundreds of images that compose the view are drawn from historical printed sources. The program that assembles and animates these images is driven by weather, time, and tide data constantly updated from a real physical location. The character herself is rendered photographically in a series of slowly dissolving stills which correspond to the character's current behavior.
This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a 'go together' world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we 'become virtual' in real time with others.
This paper describes the construction of a single screen, projection-based VR display using commodity, or otherwise low-cost components. The display is based on Linus PCs, and uses polarized stereo. Our aim is to create a system that is accessible to the many museums and schools that do not have large budgets for exploring new technology. In constructing this system we have been evaluating a number of options for the screens, projectors, and computer hardware.
In this paper we discuss issues involved in creating art and cultural heritage projects in Virtual Reality with particular reference to one interactive narrative, 'The Thing Growing'. In the first section we will briefly discuss the potential of VR as a medium for the production of art and the interpretation of culture. In the second section we describe 'The Thing Growing' project. In the third section we discuss building an interactive narrative in VR using XP, an authoring system we designed to simplify the process of producing projects in VR. In the fourth section we will discus some issues involved in presenting art and cultural heritage projects in VR.
This paper describes an architecture for virtual reality software which transparently supports a number of physical display systems and stereoscopic methods. Accurate, viewer- centered perspective projections are calculated, and graphics display options are set, automatically, independent of application code. The design is intended to allow greater portability of applications between different VR devices.
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