Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
2022, Lezione all'International School of Cultural Heritage della Fondazione Scuola dei beni e delle attività culturali, Roma, 13 maggio
The lecture deals, from a mediological point of view, with the complex sector of immersive digital visualization (Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, Enhanced Reality, Hybrid Reality, 3D Graphics, 360 ° Photo / Video, Real Time Experience), putting it in relation to the broad concept of spectacularization that, starting from the advent of the digital age, affects the whole field of art and culture. In particular, some key words of digital media theory will be examined: remediation, which reproposes in new forms the contents of the past; embodiment, which defines the presence of the body in the mediated space; mobile-locative paradigm, which establishes new ways of using content; storytelling, which defines the relationship with narrativity. In conclusion, taking note of the failure of "heavy" VR (synthetic images, helmets, gloves, sensors), the lecture proposes a "light" approach to the hybrid forms of immersive digital visualization. During the lecture, a large number of examples of digital products in the artistic-cultural field are examined, distinguishing the creative activity from the institutional use in cultural heritage.
HDA, 2019
The words like “Augmented Reality”, “Immersion” and “Interaction” are kept being used in promoting the entertainment services. To make classical art more attractive to the public, these technologies are also implemented in the museums and galleries. By transforming an analogue art work and putting it into the digital world these institutions expect to create the effect of gamification and therefore make the perception of art easier and smoother. But if we take a look on the artistic strategies, we may see that the idea of immersivity was never about making art easy to consume. According to the Merriam-Webster dictionary, one of the meaning of immersivity is “the absorbing involvement”. In context of art, it means spectator enters the reality of the art work. The laws of this reality reveal themselves gradually and, if we talk about modern and contemporary art, which has left behind the attempt to reproduce the reality, are much different from those that the spectator is used to. For unveiling of these laws artists for ages have used different tools, both in terms of form and content, like polychorality in Renaissance church music, Kurt Schwitter’s “Merzbau” installation, Brecht’s “Verfremdungseffekt” in theatre etc. Development of technologies has opened new possibilities of creating the immersivity via the art form. Nevertheless, according to Heidegger, purpose of technology is the storage of resources and commodities. And the museums can be regarded as a technology of preserving artworks by aestheticising them, giving a contemplative nature. However, as Boris Groys argues in his article “Art, Technology, Humanism”, art is gradually transforming from an object of contemplation into the action. Thus, with this change the old exhibiting and curating practices are becoming obsolete and one should look for a new way of presenting art that will fit the contemporary state of it and the one of spectators as well. Use of Augmented Reality technology can facilitate the merge of reality of spectator and the digital reality of an artwork. To demonstrate this use case of Augmented Reality (AR), I have created the virtual exhibition “I am not here for you”, that consists of 6 audio and 1 visual artworks, and is dedicated to the topic of a role of women in the urban space. This concept together with the way of being presented works on making the spectator perceive the relation of the environment to the topic brought up in the artworks. The exhibition is available via the mobile application that uses the phone’s camera interface to detect the location surrounding the spectator and placing the artworks around. After trying out this format of exhibition, collecting the opinions of its spectators and connecting the outcome with the theoretical research done beforehand, I came to conclusion that virtual exhibitions are beneficial in terms of accessibility, immersivity and preventing the mediation of digital artwork by the physical object. But it remains to be the risk that the technology itself can distract from the purpose it is used for.
2020
Just as photography and film went through periods of experimentation and doubts between scientists and artists until they were consolidated as artistic media, virtual reality headsets (VR) will also have their natural time until they find their own ways of artistic creation. Although experiments with VR systems are still subject to uncertainties among artists in relation to their authenticity as a form of artwork creation, it is possible to perceive that the technology presents potential to bring new aesthetical possibilities, by its elements of immersion and interaction. On the other hand, as this is a recent digital technology, it is necessary to explore its totality to understand its creative limits. Based on some examples, this work promotes a brief discussion about the aesthetical and technical potentialities that VR systems can offer artists in the creation of aesthetic and immersive experiences.
The contemporary psychic mechanism for interpreting the world opposes two essential domains - that of The Real and that of Illusion. From this domain emerges similar oppositions of positive and negative, the legitimate and the illegitimate, the subject and the object. The hypothesis of the present text is to suggest that this measuring of the world in terms of rational oppositions is untenable, particularly given the threat, in this age of transparency, of its absolute fulfillment. Human interaction and meaning necessarily requires Evil and this excess of sociality and socialization which emerges from the language of hyper-reality becomes increasingly insufferable. From this state there (re)emerges a new moral conception - that of symbolic exchange. VR becomes first the road of escape from rationality and immerses us in a new system of symbolic exchange which reconstitutes Evil in relational terms. That is, Evil provides a context for a 'scene'. VR begins as a hopeless response to the contemporary world of over-socialization, self-consciousness and impossible exchange and in this, deploys a new system interpreting human interaction in the world itself.
Journal of Literature and Art Studies, 2015
Customized Reality-- the Lure and Enchantment of Digital Art, 2018
When entering modern society, we transform traditional social life with technical methods, disenchanting those illusion generated from mythology and religion since the pre-historic period. German sociologist and philosopher, Max Weber described the unrationalized mentality, which tends to consider those mysterious phenomena as part of life, as “the world remains a great enchanted garden.” Facing the sense of disenchantment within modernity, artists also follow the contemporary current and make use of digital technology to interpret those unseen illusions, dream, and fantasy through the process of data visualization. However, in the spectacle era when visuality takes full control, artists sophisticatedly manage the interactivity of digital media and the aim to create virtual space with imagery, grafting virtual limbs to the viewers’ bodies. In this sense, artists take visuality as the extension of human’s mind, perception, and body, and further enable the viewers to gain real perception. Baudrillard declared that our time has achieved the state of “hyperreal,” and the artistic practice of new media is exactly the way to reveal the reality and exceed the reality; it further simulates a kind of spatial reality with a new reality. This exhibition takes a peek at the disenchanting ritual during the process of artistic creation of new media, leading viewers to step into the time and space simulated by artists to experience the new perception after their mind being extended. The aim of the exhibition is to tell apart virtual and real senses and to question the so-called “reality” within this context. New media artists try to achieve the state of disenchantment; yet, as enchanting the society, they twist the way we comprehend the world with a new reality.
ARTISTIC CULTURE. TOPICAL ISSUES
The paper studies the virtual art phenomena emerging as a result of active interplay of digital technologies and art that started in the mid-20th century. This interplay resulted in significant changes in the techniques of the creative art, as well as in the appearance of new trends and genres of art. In addition, the audience’s perception of the work of virtual art has undergone transformations also. The latter is related to interactivity as an integral component of virtual art. At the same time, artworks have different levels of interactivity—from the traditional passive perception, e.g. in the format of virtual museum tours, to the active participation of the viewer in the creation of the work of art. The aim of the paper isto determine the current concepts of virtual art based on the analysis of iconic art projects that represent different methods of working with virtual reality technology. The paper examines the phenomenon of virtual art from several viewpoints: the revival of ...
Media- N The Journal of the New Media Caucus, 2018
In this paper, we discuss three alternative approaches to the dominant histories of techniques of illusion and interaction that emerged in the context of the panel “Alternative Beginnings: Towards an-Other history of immersive arts and technologies” sponsored by the New Media Caucus presented at the 2018 College Art Association Conference. Bringing together recent insights by media archaeologists (Huhtamo and Parikka 2011, Parikka 2012), decolonial thinkers (Mignolo 2011a, b), feminist and indigenous media scholars (Zylinska 2014, Todd 1996, Todd 2015) we invited papers that gave visibility to diverse genealogies of immersion, outside the dominant western art historical canon, to contextualize our current interest for embodied and multi-sensorial experiences. Focusing on the Latin American context – both geographically and epistemologically— the three critical approaches proposed include a discussion on the decolonizing potential of immersion as it moves away from a purely ocular regime towards an embodied one, an exploration of strategies that delink the development of immersive technologies from the military and for-profit game industry, and an emphasis on how localized sites can highlight the decolonizing potential of the local/global relationship in our possible rethinking of immersive technologies.
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2023
The paper addresses the digital curation of immersive and virtual spaces for the cultural heritage sector. One of the research objectives is to define a methodological and operational workflow for developing a virtual environment designed using a social virtual environment. The use of social worlds in virtual reality (VR) is one of the possible entry points to the metaverse, understood as a way of experiencing digital reality. The possibility of creating a digital space that replicates real space offers not only the opportunity for people to gather in a virtual place but also allows designers to provide a parallel and augmented experience in terms of content.The case study aims to create the digital twin of the temporary Phygital Exhibition, which opened in July 2022 at the Sordevolo Passion Museum in the Church of Santa Marta. Unlike the permanent collection, which recounts the tradition of popular theatre in Sordevolo for the performance of the Passion of Christ, the Phygital Exhibition focuses on documenting the activity related to the design and construction of the scenography. In the virtual environment, the physical space is replicated with a low level of detail to emphasize the VR exhibition, composed of a series of panels with the possibility to interact with historical documentation, drawings, and pictures. The virtual space is also enriched by video and 3D models not available in real space, which documents the transformation of the scenography over the years.
Journal of Modern Education, 2019
This article focuses on specific questions of the use of computers in art while historicising the relationship between art and technology, specifically reflecting artistic processes designed for virtual reality, such as the works Rising by Marina Abramovic, Rainbow by Olafur Eliasson, and Phryne by Jeff Koons. Keywords: art, technology, virtual reality
Bulletin Of The Mineral Research and Exploration
WIREs Climate Change, 2024
Corriere del Mezzogiorno , 2005
Postdigital Science and Education, 2023
Problemy Pielęgniarstwa, 2018
Conflict and International Politics before the Outbreak of the First World War, 2015
Deleuze and Guattari Studies , 2019
El pensamiento de J. D. García Bacca, una filosofía para nuestro tiempo. Actas del Congreso Internacional de Filosofía: Centenario del nacimiento de Juan David García Bacca, 2003
Cadernos de Cultura e Ciência, 2015
Tercera Epoca, 2010