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Art & Technology #32: Virtual Reality (VR)

The Link between Reality, Imagination and Illusion

Expanding dimensions

At Culture Station Seoul 284’s last year exhibition <Van Gogh Inside: Festival of Light and Music>, visitors found unique eye gears that allowed for a different, interesting museum experience. These gears were VR headsets with which visitors were able to experience virtual reality. As soon as visitors wore the VR device, the exhibition space they were standing in transformed into the café frequented by Vincent Van Gogh. If lucky, they could even spot the artist walking into the café. This very unique experience was made possible by virtual reality (VR) technology. VR refers to a virtual or imaginary environment created through computer technology, and it has been the most popular topic of discussion lately. The application of VR in art exhibitions has also been growing.

Using virtual images and digital technology, VR stimulates the visual, auditory or tactile senses of its users and makes the computer-generated simulation appear real. The experience in this space-time similar to that of the real world allows people to freely navigate between reality and imaginations. Humans spend a great amount of their time on the web, which is also a virtual space. While the experience in this virtual space on the web is limited to “viewing” two-dimensional screens, VR expands the real world by incorporating the virtual world, and thereby creates a simulated three-dimensional environment. In this way, the real world has come to converge with a new digital world.

Desires for a new environment

VR-applied art provides the audience with immersive experiences of virtual realities. It can be said that the development of VR is related to the human desire to explore new environments. There is an artist duo who precisely captured and reflected this human desire in their work. The German artist duo Banz & Bowinkel recently participated in the exhibition <The Unframed World: Virtual Reality as Artistic Medium>, which closed in early March 2017 at HeK (Haus der Elektronischen Künste), a contemporary art foundation based in Basel. In an interview with Berlin Art Link, Banz & Bowinkel foresaw and emphasized the imperative role of VR in the contemporary art scene.

The duo said, “For mankind there have always existed many reasons to explore new surroundings and often in a mythical way. Legends of gold and endless resources, a belief in holy lands, hope in a new society, and today the vision to transcend the mind from the body into a machine or to live on other planets. It is the wish to live in better conditions. Its [VR’s] potential lies in creating experiences, conceiving aesthetics that can’t be made in any other medium. These new technological tools exceed traditional artistic practices in certain ways.

The digital revolution changed the conditions of our world and so the methods through which we explore these worlds changed too. Like with early photography as an expression of the industrial revolution.” They also mentioned that art must transcend these new technologies. Banz & Bowinkel added, “Their influence on our culture is really broad. When the first industrial revolution occurred, it completely changed the way people lived. Today there is hardly any left that is untouched by digital technologies. Computers run everything…The computer’s structure is quite different to ours. It doesn’t think but its conclusions can be quite interesting yet also quite devastating, depending on the scenario… We should at least care about our environment that is mainly created and run by computers.”

Expansion to mobile device applications

The New Museum, a leading institute of contemporary art in New York, recently drew attention by presenting an online exhibition using VR. Co-organized by the New Museum and Rhizome, an online platform leading digital art, the exhibition was titled, <First Look: Artists’ VR>, and was designed as a mobile virtual reality application, downloadable on both iOS and Android devices. Notable is the fact that the application was complimentary to boost audience accessibility. Six prominent artists in the field of VR art, including Peter Burr, Jeremy Couillard, Jayson Musson, Jon Rafman, Rachel Rossin and Jacolby Satterwhite exhibited their newly commissioned works. In this exhibition, Jayson Musson presented <An Elegy for Ancestors>, a memorial to victims of brutal police violence, and Jon Rafman exhibited <Transdimensional Serpent>, a VR video installation in which the audience travels to different worlds on a giant white serpent.

<First Look> was an exhibition that tested the possibilities of mobile virtual reality. Of course, this was not the first VR exhibition held in a museum—in fact, the Dali Museum had created a video based on the unique view of the world found in the surrealist artist Salvador Dali’s paintings, and released the video online throughout the duration of the exhibition. However, <First Look> is the first ever exhibition to be presented in the form of a mobile application to make the show easily accessible to all. Since 2003, the New Museum has been successfully running its VR program, and in 2012, the museum launched an exhibition program along with a digital commission project titled “First Look.” The New Museum has also been dedicated to NEW INC, a museum-led residency program supporting VR, technology, digital artists and startups.

The VR art experience

VR art invites the audience to go beyond the simple act of viewing art on a white wall by having them experience works in a virtual three-dimensional space. With the growing number of VR artworks that step outside the traditional exhibition space, there has also been a greater amount of research on ideal ways of viewing VR art. In that sense, the New Museum’s mobile virtual reality exhibition format was applauded for having provided convenience in viewing digital art anywhere at any time. Though the demand for VR art is constantly increasing, audience experience of VR art is only in the developing stages. The New Museum’s curator Lauren Cornell said in an interview with The Creators Project, “I would say that there is a real swell of interest in VR right now as it becomes more attainable. That said, it’s costly and challenging to negotiate distribution and exhibition. It remains to be seen how truly accessible a medium it will be.” ■ with ARTINPOST

  • Eduardo Hernández <Refugees> 2017

    VR documentary 7min (Netherlands) photo NeMaf2017

  • Eduardo Hernández <Refugees> 2017

    VR documentary 7min (Netherlands) photo NeMaf2017

  • Eduardo Hernández <Refugees> 2017

    VR documentary 7min (Netherlands) photo NeMaf2017

  • Eduardo Hernández <Refugees> 2017

    VR documentary 7min (Netherlands) photo NeMaf2017

  • Eduardo Hernández <Refugees> 2017

    VR documentary 7min (Netherlands) photo NeMaf2017

  • Eduardo Hernández <Refugees> 2017

    VR documentary 7min (Netherlands) photo NeMaf2017

  • Roomtone <Soundscape> 2017

    VR Installation view photo NeMaf2017

  • Installation view of <Virtually Real> at Royal Academy of Arts

    © Red Photographic

  • Image by Andrew Burrell of Dale Middleby using Glossopticon, a VR experience by Hendery, Burrell and Thieberger 2016

    http://miscellanea.com/artworks/glossopticon-vr

  • Jon Rafman <Poor Magic> (Detail) 2017

    Single-channel HD Video, Sculptural Installation, Runtime: 8:30min Copyright: Jon Rafman Courtesy: the artist and Sprüth Magers

  • Jon Rafman <Poor Magic> (Detail) 2017

    Single-channel HD Video, Sculptural Installation, Runtime: 8:30min Copyright: Jon Rafman Courtesy: the artist and Sprüth Magers

  • Jon Rafman <Open Heart Warrior>(Detail) 2016

    Three-channel HD video, Sculptural Installation, Runtime: 13:30 min Copyright: Jon Rafman Courtesy: the artist and Sprüuth Magers

  • Jon Rafman <Transdimensional Serpent>(Detail) 2016

    Virtual Reality Installation, Runtime: 4:38 min Copyright: Jon Rafman Courtesy: the artist and Sprüth Magers ORANIENBURGER

  • Rachel Rossin <Just A Nose> 2016

    VR experience for Oculus Rift Photograph: Franz Wamhof Exhibition: The Unframed World, 2017, copyright HeK (House of Electronic Arts Basel)

  • Alfredo Salazar-Caro <Portrait of Elizabeth Mputu> 2016

    3D scanned data, custom software Photograph: Franz Wamhof Exhibition: The Unframed World, 2017 copyright HeK (House of Electronic Arts Basel)

  • Alfredo Salazar-Caro <Portrait of Elizabeth Mputu> 2016

    3D scanned data, custom software Photograph: Franz Wamhof Exhibition: The Unframed World, 2017 copyright HeK (House of Electronic Arts Basel)

  • Alejandro G. Inarritu <CARNE y ARENA> 2017

    User experiencing the art installation. Photo credit: Emmanuel Lubezki

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