
Proceedings Paper
Virtual art revisitedFormat | Member Price | Non-Member Price |
---|---|---|
$17.00 | $21.00 |
Paper Abstract
Virtual reality art at the turn of the millenium saw an explosion of creative exploration around this nascent technoloy.
Though VR art has much in common with media art in general, the affordances of the technology gave rise to unique
experiences, discourses, and artistic investigations. Women artists were at the forefront of the medium, shaping its
aesthetic and technical development, and VR fostered a range of artistic concerns and experimentation that was largely
distinct from closely related forms such as digital games.
Today, a new wave of consumer technologies including 3D TV’s, gestural and motion tracking interfaces, and headmount
displays as viable, low-cost gaming peripherals drives a resurgence in interest in VR for interactive art and
entertainment. Designers, game developers, and artists working with these technologies are in many cases discovering
them anew. This paper explores ways of reconnecting this current moment in VR with its past. Can the artistic
investigations begun in previous waves of VR be continued? How do the similarities and differences in contexts,
communities, technologies, and discourses affect the development of the medium?
Paper Details
Date Published: 28 February 2014
PDF: 7 pages
Proc. SPIE 9012, The Engineering Reality of Virtual Reality 2014, 901206 (28 February 2014); doi: 10.1117/12.2042614
Published in SPIE Proceedings Vol. 9012:
The Engineering Reality of Virtual Reality 2014
Margaret Dolinsky; Ian E. McDowall, Editor(s)
PDF: 7 pages
Proc. SPIE 9012, The Engineering Reality of Virtual Reality 2014, 901206 (28 February 2014); doi: 10.1117/12.2042614
Show Author Affiliations
S. Ruzanka, Rensselaer Polytechnic Institute (United States)
Published in SPIE Proceedings Vol. 9012:
The Engineering Reality of Virtual Reality 2014
Margaret Dolinsky; Ian E. McDowall, Editor(s)
© SPIE. Terms of Use
