{"id":202738,"date":"2017-06-30T17:18:19","date_gmt":"2017-06-30T21:18:19","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/how-virtual-reality-could-change-the-art-world-jstor-daily\/"},"modified":"2017-06-30T17:18:19","modified_gmt":"2017-06-30T21:18:19","slug":"how-virtual-reality-could-change-the-art-world-jstor-daily","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/how-virtual-reality-could-change-the-art-world-jstor-daily\/","title":{"rendered":"How Virtual Reality Could Change the Art World &#8211; JSTOR Daily"},"content":{"rendered":"<p><p>    Theres a new player on the virtual reality (VR) scene.    Acute Art ismarketed directly to artists    and     will be available in the fall.To    preview the platform, the studio invited artists Marina    Abramovi, Olafur Eliasson, and Jeff Koonsto try out some    new material. The making-of    video discusses the potential of a viable    commercial VR.  <\/p>\n<p>    Over the decades,     VR has moved from the edges to the mainstream, always    greeted with skepticism and fears that its just another    passing fad. But we now have     consumer-grade specs like the Oculus Rift and controllers like    the Touchfor games.Virtual reality    in art has always been less sleek, more DIY, and with lots of    stops and starts.  <\/p>\n<p>    As Raymond Gozzi Jr. wrote about virtual realitys    promise and threat back in 1995,it has    caught peoples imaginations and inspired fantasies far out of    proportion to what the technology can actually deliver, now or    in the foreseeable future.  <\/p>\n<p>      To the outside observer, there is only the strange spectacle      of a person wearing a bulky helmet waving a gloved hand      around and moving in weird, unpredictable ways. I am told      that the graphics are rudimentary and the illusion is      partial. There is a slight delay between your movement and      the corresponding movement of the environment. The      head-mounted display is bulky and heavy. And after a while,      some users start to feel queasy and ill.    <\/p>\n<p>    Gozzi feels the main potential of virtual reality is as a    miniaturizing metaphor, a way to make a large and complex    problem simple and digestiblethough theres a risk that making    somethingtoo digestible can diminish its power    and meaning.A great example is Abramovis    interactive work for Acute Art, which focuses on the theme of    climate change. If you choose environmentalism, Marina lives;    if you choose consumption, she drowns from rising sea    levels.  <\/p>\n<p>    The virtual environment becomes an idealized stand-in for an    imperfect reality.  <\/p>\n<p>    Theres an obvious irony here; the virtual environment    becomes an idealized stand-in for an imperfect (in this case,    rapidly declining) reality. Any recreation of a natural    landscape can be a distraction from, or a reminder of, its    loss. This is encapsulated beautifully in the New Palmyra    3D scanning and printing project, where Syrian activist    Bassel Khartabil created 3D models of heritage architecture    under threat of destruction during war. (For his efforts, he    was detained by the Syrian military in 2012 and has been    missing since 2015.)  <\/p>\n<p>    The more seamless a new VR platformthe farther away from    bulky, heavy, and queasythe more it risks devaluing its source    material. Why travel to visit an iceberg and see its crumbling    firsthand when you can virtually interact with an immaterial    glacier that will never melt?  <\/p>\n<p>    While VR was certainly more challenging to use in the    1960-2000s, its very imperfect naturethe ad-hoc assemblages of    various technologieswas often what made those projects    special. In 1994, Dan OSullivan wrote in Choosing Tools for    Virtual Environments, about work that was    disjointed and full of seams, concluding that VR    environments shouldnt strive to be perfect. A little bit of    abstraction goes a long way. It commits the participants to use    their own imaginations, involves them more fully in the    process, and brings some of our IRL experiences into the    virtual space:  <\/p>\n<p>      Beyond producing perceptual illusions, interactive media can      tap the imagination by making a partner of it. If the      audience has an investment in the creation of an imaginary      world, less technology is required to maintain the illusion.      Less work maintaining the illusion means a greater ease of      creativity. Creative work feeds back again to better capture      the imagination.    <\/p>\n<p>    From the previews, Acute Art doesnt seem quite    photorealistic, and maybe thats for the best.  <\/p>\n<p>    By: Raymond Gozzi, Jr.  <\/p>\n<p>    ETC: A Review of General Semantics, Vol. 52, No. 4    (Winter 1995-96), pp. 456-460  <\/p>\n<p>    Institute of General Semantics  <\/p>\n<p>    By: Dan O'Sullivan  <\/p>\n<p>    Leonardo, Vol. 27, No. 4 (1994), pp. 297-302  <\/p>\n<p>    The MIT Press  <\/p>\n<p>  Comments are closed.<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Original post: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/daily.jstor.org\/how-virtual-reality-could-change-the-art-world\/\" title=\"How Virtual Reality Could Change the Art World - JSTOR Daily\">How Virtual Reality Could Change the Art World - JSTOR Daily<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Theres a new player on the virtual reality (VR) scene.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/how-virtual-reality-could-change-the-art-world-jstor-daily\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-202738","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/202738"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=202738"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/202738\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=202738"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=202738"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=202738"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}