An Artistic Approach To Virtual Reality
Download An Artistic Approach To Virtual Reality full books in PDF, epub, and Kindle. Read online free An Artistic Approach To Virtual Reality ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Cyane Tornatzky |
Publisher | : CRC Press |
Total Pages | : 202 |
Release | : 2023-10-25 |
Genre | : Computers |
ISBN | : 1000970043 |
A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: · Explores theoretical and practical aspects of using virtual reality for artistic practice. · Includes examples and discussion of virtual reality artworks from award-winning artists. · Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes. · Provides historical and contemporary discussion of virtual reality artistic works.
Author | : Noël Carroll |
Publisher | : Springer Nature |
Total Pages | : 1047 |
Release | : 2019-10-30 |
Genre | : Philosophy |
ISBN | : 3030196011 |
This handbook brings together essays in the philosophy of film and motion pictures from authorities across the spectrum. It boasts contributions from philosophers and film theorists alike, with many essays employing pluralist approaches to this interdisciplinary subject. Core areas treated include film ontology, film structure, psychology, authorship, narrative, and viewer emotion. Emerging areas of interest, including virtual reality, video games, and nonfictional and autobiographical film also have dedicated chapters. Other areas of focus include the film medium’s intersection with contemporary social issues, film’s kinship to other art forms, and the influence of historically seminal schools of thought in the philosophy of film. Of emphasis in many of the essays is the relationship and overlap of analytic and continental perspectives in this subject.
Author | : Cyane Tornatzky |
Publisher | : |
Total Pages | : 0 |
Release | : 2023 |
Genre | : Information visualization |
ISBN | : 9781003363729 |
A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: Explores theoretical and practical aspects of using virtual reality for artistic practice Includes examples and discussion of virtual reality artworks from award-winning artists Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes Provides historical and contemporary discussion of virtual reality artistic works.
Author | : Vladimir Geroimenko |
Publisher | : Springer |
Total Pages | : 322 |
Release | : 2014-06-17 |
Genre | : Computers |
ISBN | : 3319062034 |
Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
Author | : Mario Gutierrez |
Publisher | : Springer Science & Business Media |
Total Pages | : 218 |
Release | : 2008-03-29 |
Genre | : Computers |
ISBN | : 1848001177 |
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
Author | : Rae Earnshaw |
Publisher | : Springer Nature |
Total Pages | : 392 |
Release | : 2020-06-22 |
Genre | : Computers |
ISBN | : 3030420973 |
This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
Author | : John Wood |
Publisher | : |
Total Pages | : 226 |
Release | : 1998 |
Genre | : Body, Human (Philosophy) |
ISBN | : 9780415140058 |
Intended to inform, provoke and delight, this book explores the ideas of embodiment, knowledge, space, virtue and virtuality to address fundamental questions about technology and human presence.
Author | : Melody Bowdon |
Publisher | : Taylor & Francis |
Total Pages | : 343 |
Release | : 2023-12-22 |
Genre | : Education |
ISBN | : 1003829279 |
Ethical Considerations of Virtual Reality in the College Classroom collects case studies that address both pedagogical and ethical foundations of extended reality tools in postsecondary learning environments across disciplines. With today’s institutional programs and faculty leveraging cutting-edge virtual, augmented, and mixed reality opportunities to teach and promote achievement goals, it is imperative that new research into these technologies speaks directly to their challenges and affordances within broad academic settings. This book showcases real-world examples of faculty members who chronicle and develop their use of VR tools across learning contexts and student populations by creating their own digital experiences, adapting open-source tools, integrating commercial products, amplifying crucial course content, analyzing outcomes data, and more. Nontechnical readers will come away with a new understanding of key terms and concepts associated with virtual reality and essential heuristics for evaluating the ethical implications of immersive approaches.
Author | : David Guralnick |
Publisher | : Springer Nature |
Total Pages | : 385 |
Release | : |
Genre | : |
ISBN | : 3031734270 |
Author | : William R. Sherman |
Publisher | : Morgan Kaufmann |
Total Pages | : 940 |
Release | : 2018-11-08 |
Genre | : Computers |
ISBN | : 012801038X |
Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures