Art & Technology #19: Spatialization of Technical Images
Major Leap of the Virtual Reality and Today’s Art


Among digital technologies drawing greatest attention today is virtual reality (hereinafter “VR”). Providing an artificial environment similar to but different from the actual world, VR has recently seen rapid concentration of capital and technologies, with continuously launched specific devices and contents.
This owes to the visualization of the effect and possibility of VR, following the development of the computing and processing capacity of a computer that performs datafication and treatment of various audio-visual elements, and the development of many output devices that represent the results, including a monitor and a projector. Now, a door for a new experience has opened.
Reboot of VR: Emergence of Oculus Rift and the Meaning Thereof

The beginning of the full-scale research on technologies for experiencing VR and fundamental technologies of the related devices was the development of a “Head mounted display (HMD)” in 1968 by Ivan Edward Sutherland, a computer scientist at the University of Utah. He attached a monitor to a helmet to display images in front of a person, attempting a new way of acquiring information and experiencing images. Image media in the past such as TV have provided image experience not quite different than that through a picture in terms of a physical structure. The displayed contents were similar to the reality; they were firmly separated from the factual world by square frames, and the viewers could only appreciate the image inside the frame. In such situation, an HMD was proposed not as image experience through the window, but as an attempt for an experience on another level.

Furthermore, as the “Oculus Rift” launched, HMD saw a big turn of direction. The Oculus Rift is a HMD-type VR headset device with which VR can be experienced. The existing HMD devices had a viewing angle of 45 to 60 degrees because of a large screen; the Oculus Rift has a viewing angle of 110 degrees, which takes more than one sight of a viewer to see the provided image. In addition, the Oculus Rift is equipped inside with a head tracking sensor that responds to rotation of one’s sight, and uses a method of minimizing screen delay in response to turning of one’s head, covering up the user environment with images. This led to a significant paradigm change in display devices designed for the user’s immersion, by aiming the realization of the environment itself with images. This VR headset enables the user to experience the technical images created by technical media as a single image environment. Here, the user not just “sees” the video played by the device, but “exists” in the situation in the video. When the Oculus Rift was released for the first time and the developer kit and trial contents were provided, people put on headsets and screamed of joy, staggering and falling down as the roller coaster in the video moved wildly. Knowing that it was virtual reality and a virtual situation, they perceived it as real.
Art of Spatializing Technical Images

One of such examples in art is artist Jung Yeon-doo. He held a private exhibition, Just Like the Road Across the Earth, at Japan’s Art Tower Mito in November 2014, where he presented Blind Perspective, an artwork created with MAGR (Music and Audio Research Group) of Seoul National University. In this piece, the 40-meter long hallway of the exhibition place was combined with a virtual space. A bunch of garbage was sitting in the actual exhibition place; when a viewer put on a VR headset and entered the place, a beautiful and peaceful scene of the nature was seen. Since the coordinates of the garbage in the actual place and the coordinates of the trees and rocks of the nature display coincided with each other, the viewer could experience the virtual nature without bumping into the actual garbage or being disturbed by any other exterior elements. By overlapping the ruins of Fukushima right after it had been severely damaged by the Tohoky earthquake with the beautiful nature before the accident occurred in a single place, the work projected the two different times of the past as the virtual and the factual scenes in the present.

Daniel Steegmann Mangrane showed Phantom (kingdom of all the animals and all the beasts is my name) at the New Museum Triennal titled Surround Audience in New York, 2015. In this work, the exhibition place was also turned into a forest through a VR headset. The place was a white cube that could be seen in any other museums before putting on the device; seen through the device, the place became the Atlantic Rainforest (Mata Atlântica) of southern Brazil, where the viewers could walk along and experience the virtual world. The data of a specific place which was collected and recreated by the artist became an environment that the viewers actually felt and experienced.
Another similar example is Clouds over Sidra, which was invited to Post City, the theme exhibition of the 2015 Ars Electronica Festival. A video produced by Chris Milk, the work is a documentary on change of city structures and societies due to a war, disaster, and population increase as in the Syrian refugee crisis and the influx of people from the Middle East that Europe is facing today. In the video, a child named Sidra, who had lived for 18 months at the Zaatari refugee camp that had housed about 130,000 Syrian refugees, describes the life in the camp in a calm manner. Milk used the Oculus Rift to present this documentary as a video work of a virtual environment with the viewing angle of 360 degrees. The viewers were placed at the same place where the narrator was. While Sidra described the situation in front of the viewers, the viewers could turn their heads to see other parts of the place where they and Sidra were standing, and other incidents happening at the place. It is an effective combination of a narrative and a technology that can provide more vivid sense of realism and empathy than in the existing form of documentaries.
Separation and Fusion of the Factual and the Virtual, and the Possibility of Art Therein

Vilem Flusser suggested the “telematic society” as an actual environment, where one can import or manipulate a real situation at somewhere far away through the network, that is, where one can gather pieces of information at other places to represent them here, in front of one’s eyes, with which one can have a physically similar or exaggerated experience and send a feedback. This means the expansion of a space, and can be concluded positively, as the birth of “Homo ludens.” On the other hand, technologies can also enable us to clearly distinguish the two worlds. Friedrich Kittler says that technologies reveals the real world we are living in more distinctly, that is, in the situation where one’s perception is based on technical media, elements that had not been recognized yet can be found, enabling distinguishment between the newly learned perception and the existing one. These various thoughts and predictions may not be focused only in a partial way, but be mixed with each other in the rapid change of the environment.
Showing active moves again, VR is breaking the existing frame as a surface of technical images and an entrance to the telematics society, approaching us as an expanded environment. In this situation, what is important is finding the difference of the factual and the virtual in the middle of such flow of development. Though the virtual and material worlds coexist, differences between them still exist and are necessary for us. Art can enforce and enlarge a specific point of view to present the other side that we could have ignored. The various artworks mentioned above focus on suggesting special perceptual experiences provided by VR and the meaning thereof. Through games and TV programs to non-daily parts of life such as art, we should have an attitude as a stroller who walks around the differences between the factual and the virtual in this era. ■ with ARTINPOST
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Daniel Steegmann Mangrane <Phantom (Kingdom of all the animals and all the beasts is my name)>
Virtual reality environment, oculus, optitrack tracking system Developed by ScanLab Projects, London
New Museum Triennial, Surround Audience, New York, 2015 / Image from http://www.danielsteegmann.info/works/41/index.html -
Daniel Steegmann Mangrane <Phantom (Kingdom of all the animals and all the beasts is my name)>
Virtual reality environment, oculus, optitrack tracking system Developed by ScanLab Projects, London
New Museum Triennial, Surround Audience, New York, 2015 / Image from http://www.danielsteegmann.info/works/41/index.html -
Yeondoo Jung, Installation view of <Blind Perspective> 2014
Image from https://vimeo.com/150754289
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Yeondoo Jung <Blind Perspective> 2014
View through VR headset / Image from https://vimeo.com/150754289
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Yeondoo Jung <Vergil's Path> 2014
3D Video which used Oculus Rift
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Haru Ji & Graham Wakefield <Flux in the Allo Sphere> (panoramic photograph) 2012
Image from http://artificialnature.mat.ucsb.edu/flux.html
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VR View from Oculus Rift
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Oculus Rift will be released in the first half of 2016
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Oculus Rift’s viewing angle vs. HMD’s viewing angle
Image from Oculus VR Homepage video
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Haru Ji, A 33 foot diameter sphere sits inside a three story, 2,000 square foot, nearly echo-free chamber at the University of California, Santa Barbara, Allo Sphere Research Group
Image from http://discovermagazine.com/2014/julyaug/15-fantastic-voyages
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<VR 1280 HMD>
VR will become real as much as reality once all technology including Haptic, HMD, video, material and GPS reach the appropriate standard and is combined properly
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Jeffrey Shaw <T-Visionarium>