SENSORY AND EMOTIONAL IMMERSION IN ART, TECHNOLOGY AND ARCHITECTURE
Richard Almond ( 2011 )
This paper studies the concept of "immersive environment" in relation to art, architecture.
As early as the Italian Renaissance era, artists and architects alike have attempted to construct immersive environments by understanding the rules of perspective and crating visual illusions to extend space to the third dimension. Technological gadgets started developing and eventually lead to mediums such as video games, 3D films and virtual reality. These inventions allows players first-hand experience in the virtual world, games were not merely motion videos but an alternate world where players could fully interact with, emotionally and eventually physically participate in these immersive environment. Through this research paper, it is found that the virtual world does not have to be a representation of reality to be immersive, instead sensory stimulation with digital technology could increase the sense of presence in the virtual world creating a massive impact on the future of art and architecture.
This paper relates to most to the research topic of "technology and immersive environment". Technology continues to evolve rapidly giving people the chance to construct their own worlds. Artists are now able to express themselves in a different, more interesting manner, they are able to literally share their imaginative realms with viewers through modern technology which disrupt a person perception of reality, fully engaging themselves in a fictional space.
Almond, R. (2011) ‘SENSORY AND EMOTIONAL IMMERSION IN ART, TECHNOLOGY AND ARCHITECTURE’, Mackintosh School of Architecture Glasgow School of Art [Online]. Available at: http://www.rafolio.co.uk/dissertation.pdf (Accessed: 12 November 2018).
VIRTUAL ENVIRONMENTS BEFORE PIXELS: YAYOI KUSAMA'S IMPACT ON VIRTUAL REALITY
Agata Marta Soccini ( 2017 )
Yayoi Kusama, one of the pioneers of immersive installation influence on virtual reality.
Historical progression in art have characterized the process of digitalisation in art. The project Art in Virtual and Augmented Reality propose to redefine virtual reality, its aesthetics and its credit as a technique in art and not just a technological device. Soccini focused on works which the perception of self and the environment as well as the sense of presence and immersion are essential. Contemporary artists such as Yayoi Kusama have impacted the role of virtual reality in art by creating non-digital virtual immersive environment. The study suggest that Kusama's Infinity Mirrored Room reminds audience of live "physical" experiences through the VR representing otherworldly fictional landscapes while a 2D painting might form links to classical masters such as Vincent Van Gogh.
Kusama has innovated immersive environments and installations throughout her career as an artists. The House of Eternal Return by Meow Wolf and the Mori Building Digital Art Museum by teamLab 's experiential art have also been connected to artists such as Kusama with their physical installations which they further enhanced with digital technology of virtual and augmented reality.
Soccini, A. M. (2017) ‘Virtual Environments before Pixels: Yayoi Kusama's Impact on Virtual Reality’, The Chartered Institute of IT; Electronic Visualisation and the Arts (EVA 2018), July 13 [Online]. Available at: https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2017.81 (Accessed: 12 November 2018).
IMMERSIVE ART IN AUGMENTED REALITY
Todd Margolis ( 2018 )
This chapter of the book addresses the increasing use of augmented reality via mobile over sensorially immersive version which was based on virtual reality.
Immersive technology have progressed tremendously, augmented reality have taken a turn from the "traditional" sensorial experience to s new social form of immersion. In today's day and age, pepople tend to expect connection between people and information therefore new inventions continued emerging to fulfill the latent need of society. Margolis discussed how the boundaries between the virtual and reality have blurred and new mobile form of augmented reality forms more social interactivity which artists have began experimenting in context of cultural potential through this newly developed medium.
This chapter is definitely relevant to the artworks chosen, Meow Wolf's House of Eternal Return and teamLab's Mori Building Digital Art Museum both of which incorporated mobile AR in addition to their physical visual and aurally immersive installations.
Margolis, T. (2018) ‘Immersive Art in Augmented Reality’, In: Geroimenko V. (eds) Augmented Reality Art. Springer Series on Cultural Computing. Springer, Cham, February 24 [Online]. Available at: https://link-springer-com.ezproxy.lib.cas.cz/chapter/10.1007/978-3-319-69932-5_9 (Accessed: 12 November 2018).
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