Virtual Art

Virtual Art
Author: Oliver Grau
Publsiher: MIT Press
Total Pages: 438
Release: 2004-09-17
Genre: Art
ISBN: 0262572230

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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.

Immersed in Technology

Immersed in Technology
Author: Banff Centre for the Arts
Publsiher: MIT Press
Total Pages: 400
Release: 1996
Genre: Art
ISBN: 0262133148

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Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.

From Technological to Virtual Art

From Technological to Virtual Art
Author: Frank Popper
Publsiher: Unknown
Total Pages: 482
Release: 2007
Genre: Art
ISBN: UOM:39015067638000

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

Char Davies Immersive Virtual Art and the Essence of Spatiality

Char Davies  Immersive Virtual Art and the Essence of Spatiality
Author: Laurie McRobert
Publsiher: University of Toronto Press
Total Pages: 209
Release: 2007-01-01
Genre: Art
ISBN: 9780802090942

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In this first book-length study of the internationally renowned Canadian artist Char Davies, Laurie McRobert examines the digital installations Osmose and Ephémère in the context of Davies' artistic and conceptual inspirations. Davies, originally a painter, turned to technology in an effort to create the effect of osmosis between self and world. By donning a head-mounted display unit and a body vest to monitor breathing and balance, participants are immersed in 3D-virtual space where they interact with abstract images of nature while manoeuvring in an artificial spatial environment. Char Davies' Immersive Virtual Art and the Essence of Spatiality explores spatiality through a broad scope of disciplines, including philosophy, mythology, biology, and visual studies, in order to familiarize the reader with virtual reality art - how it differs from traditional artistic media and why immersive virtual art promises to expand our imaginative horizons. This original study provides us with an important exposition of two of Char Davies' acclaimed projects and an exploration of the future impact of digital virtual art on our worldviews.

Virtual Art Therapy

Virtual Art Therapy
Author: Michelle Winkel
Publsiher: Routledge
Total Pages: 242
Release: 2022-05-05
Genre: Psychology
ISBN: 9781000556254

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This book provides a practical and research-based exploration of virtual art psychotherapy, and how its innovations are breaking new ground in the mental health field. With seventeen chapters authored by leaders documenting their research on creative arts therapies online, along with findings from the Virtual Art Therapy Clinic, this volume presents examples, strategies, and experiences delivering arts-based therapeutic services and online education. Clinical practice examples support and provide evidence for the transition from in-person to virtual sessions. By combining the collected expertise of all the contributing authors, this book encourages art therapists to support further growth in the field of virtual art therapy.

Virtual Art History

Virtual Art History
Author: Tanya Szrajber
Publsiher: Taylor & Francis
Total Pages: 122
Release: 1998
Genre: Art
ISBN: 9057550741

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First Published in 2004. Routledge is an imprint of Taylor & Francis, an informa company.

Virtual and Augmented Reality in Education Art and Museums

Virtual and Augmented Reality in Education  Art  and Museums
Author: Guazzaroni, Giuliana,Pillai, Anitha S.
Publsiher: IGI Global
Total Pages: 385
Release: 2019-11-22
Genre: Computers
ISBN: 9781799817987

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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.

Daily Painting

Daily Painting
Author: Carol Marine
Publsiher: Watson-Guptill
Total Pages: 194
Release: 2014-11-04
Genre: Art
ISBN: 9780770435332

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A unique system for jump-starting artistic creativity, encouraging experimentation and growth, and increasing sales for artists of all levels, from novices to professionals. Have you landed in a frustrating rut? Are you having trouble selling paintings in galleries, getting bogged down by projects you can’t seem to finish or abandon, or finding excuses to avoid working in the studio? Author Carol Marine knows exactly how you feel—she herself suffered from painter’s block, until she discovered “daily painting.” The idea is simple: do art (usually small) often (how often is up to you), and if you’d like, post and sell it online. Soon you’ll find that your block dissolves and you’re painting work you love—and more of it than you ever thought possible! With her encouraging tone and useful exercises, Marine teaches you to: -Master composition and value -Become confident in any medium including oil painting, acrylic painting, watercolors, and other media -Choose subjects wisely -Stay fresh and loose -Photograph, post, and sell your art online -Become connected to the growing movement of daily painters around the world