Virtual Reality and Artificial life Rush, in New Media and Paul, in Digital Art, both discuss the use of advance technology in the art world, from creating works using artificial intelligence to creating a virtual reality for the audience to be immersed into. After reading about projects such as If, Then created by Kenneth Feingold in 2001 or Giver of Names by David Rokeby, 1991-today viewers are left to question what the line is between technology and art. Where does one aspect end and the other begin, or does such a line exist anymore? Some may even argue that society has reached the point where one does not exist without the other. If a viewer looks at the piece Giver of Names (1991-present) they are likely to see the artistic aspect at first. The person is able to take the pieces and arrange them on the pedestal how they please; the shadows shown on the wall behind them all give the piece its artistic aesthetic. Once the pieces are arranged the computer will scan them and perform a search of the words program into its system based on what it has seen to make sense of what the ...
Controversial artists such as Mike Parr and Stelarc place emphasis on shock-value and meaning rather than traditional skills and aesthetics, and use their own bodies as a medium, while working with new mediums and technology such as video, performance, sound, and robotics. As Postmodern art continues to push the boundaries of what is - and isn’t acceptable as art, the general public is left to wonder ‘what comes next?’.
...g digital museums already exists, because it would allow more people to discover works of art that are much in demand, without having to queue and be surrounded by people. The progresses in digital imagery are going to get even more faultless, but one should remember that it remains a copy, and that nothing is worth being transported by the emotion and the magic of contemplating the work of art itself.
Art made with video is not the type of artwork that comes to mind when a museum is mentioned. Combining video with sculpture is a very unique form of art that a few have explored successfully, such as Tony Oursler. Oursler has taken art into another realm with video that could not have been thought imaginable as he brings his sculptures to life and gives them personality while touching on topics that are considered part of people’s private lives and human behavior. The Reserve Channel is available. Sitting and observing one of Oursler’s sculptures evokes a different experience in comparison to looking at an inanimate sculpture or two-dimensional artwork.
Art is something strange and even meaningless in my family tradition. I am from a family of the medical discourse community. Most of my family members have medical degrees. Therefore, they hoped that I could follow the family tradition. However, I chose to follow my dream. According to the book, East Eats West, by Andrew Lam, he mentioned ““America will tell you to look out for number one, to think for yourself […] follow your dream … take care of yourself first … you cannot make anyone else happy if you don’t love yourself” (45). I have to make myself happy before helping and satisfying other people. Therefore, I chose to continue my education in the Digital Media Art (DMA) field because I love technology and art. I believe that I will do well in this profession. Art is created for many reasons, and art can be beautiful, frightening, or provocation (Barrio). In order to explain the discourse community of Digital Media Art, I will use the interview that I had with Ms. A, a professional artist in Graphic Design, and some other research articles. I will include the background and experience, career path, and writing and communication skills of an artist. Also, I will conclude into my writing what surprised me during the interview and what I need to do to make my goal real in the
The reader can disconnect the work of art from its past uses and new combinations can be brought. The liberation of art gains ‘entirely new functions’.
The purpose of this paper is to explain how virtual reality is used in everyday life. It is used in many ways in today's society. Several people immediately think of video games or entertainment when they hear virtual reality. Virtual reality is not only used for entertainment purposes but it is also used for medical and educational purposes. It can help people overcome their fears, deal with and treat social anxiety, and it can also be a helpful teaching tool to connect students and teachers in long-distance learning.
From the creation of art to its modern understanding, artists have strived to perform and perfect a photo realistic painting with the use of complex lines, blend of colors, and captivating subjects. This is not the case anymore due to the invention of the camera in 1827, since it will always be the ultimate form of realism. Due to this, artists had the opportunities to branch away from the classical formation of realism, and venture into new forms such as what is known today as modern art. In the examination of two well known artists, Pablo Picasso and Jackson Pollock, we can see that the artist doesn’t only intend for the painting to be just a painting, but more of a form of telling a scene through challenging thoughts, and expressing of the artists emotion in their creation.
Virtual art is the product of long-standing traditions in art merged with revolutionary technological advances. With innovations emerging almost as fast as end-users can test and master new systems, technology has dramatically altered our daily lives and changed our thought processes. Like many technological advances, virtual and cyber realities have been embraced, and often created by, artists that experiment with the myriad of possibilities that technology can offer. While there have been many works of art inspired and created by means of digital advances, the medium has yet to be defined and its boundaries have not yet been identified. Since technology and virtual art are just beginning to be explored, the medium is in its infancy and thus cannot be judged based upon traditional mores of art. Before virtual art can achieve prominence and respect within the art world, many barriers of tradition must first be abolished.
Throughout the semester, we have intensively studied how computer science relates to the world around us, through video games, database systems, and artificial intelligence. But what we have not discussed is how all of these subjects in computer science, like pep8, pseudo code, gates and circuits, relate to our artistic world; dance, music, and live theatre. Listening to a piece of music, or as an audience member watching a dance or theatre performance, one assumes that the entire production, stemmed solely from the creativity of those involved. What most do not realize, is the intensive knowledge of computer science that these artists are required to have to make a production happen. The technical crew of a show raises the curtain on technical and theatrical automation, and a musician uses many different software programs to create digital music. But what would happen if these responsibilities were given solely to an intelligent computer? Or moreover, what would happen if a computer was given the aptitude for the same artistic understanding that is required to do these forms of art? This kind of intelligent environment could expand the expressive potential of the arts and in computer science in many ways, but how will it affect the viewers and performers perception of the traditions of music, dance, and theatre? While intelligence technology often enables new ways of creation, it can also harbor a lack of creativity in the arts, and lacks the “real world” knowledge that an artist, musician, dancer, or choreographer has. Exploring how the arts have affected and contributed to creations in artificial intelligence so far, will help us to understand and predict how it will hinder or benefit the creativity and reality of the arts, as ...
directly. The rise of what is known now as a 'digital art' or 'internet art' reaches beyond the
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
The technological aspect of digital art often leads to questioning of whether or not it can be considered art. Digital art has been accepted and embraced by the commercial and entertainment industries for many years, but is finding it much harder to become part of the fine arts community. Digital art has many hurdles to overcome before it will be fully accepted by the mainstream tradit...
The term of virtual reality was found by Jaron Lanier a founder of VPL researcher at 1989.He is also known as an American writer, computer scientist and composer of classical music. Virtual reality is computer generated 3D environments which user can enter and interact with virtual environment by using of electronic devices such as keyboard, mouse, wired glasses, shutter glasses its involves real time simulation. “The user able to “immerse” themselves to varying degrees in the computer s artificial world which may either be a simulation reality” ( (Pont, 1995) .Virtual reality is for human to visualize with auditory and touch sensation. There are few types in virtual reality which are immersive virtual reality, argument virtual reality, desktop virtual reality and video mapping reality. Immersive virtual reality system make user feeling involvement in the virtual world and equipped with Head Mounted Display known as HMD. Another type is argument virtual reality .Argument virtual reality is integrate computer generated virtual objects into physical world. Furthermore, desktop virtual reality involves three dimensional (3D) on regular desktop without any tracking equipment like playing games. Lastly, video mapping virtual reality allows user interact with body like jumping, hand move with the virtual world. The often hardware are use in virtual reality which are Head Mounted Displays, glove, stereoscopic displays will make user feel of in virtual world when they use these hardware’s although they in real world. Technological development in virtual reality 3D help many area like education, medical, surgery, manufacture, military, architecture, entertainment, prototype and so on. It...
n.d. - n.d. - n.d. The Atlantic — News and analysis on politics, business, culture, technology, national, international, and life €“ TheAtlantic.com. Retrieved April 21, 2012, from http://www.theatlantic.com/magazine/archive/2008/07/is-google-making-us-stupid/6868/. Resnick, M. (2006). The 'Secondary'. Computer as Paintbrush : Technology, Play, and the Creative Society
The Purpose of this research paper is to explore the possibilities in virtual reality that helps with education. Is it possible to use virtual reality in the educational system? What does it bring to the table that conventional teachings do not? What other devices are coming to the market that can be used? In this paper we will also be looking at few examples of virtual reality video games that are now used in the glass room or are about to be.