2 research outputs found

    Creating Digital Musical Instruments with libmosaic-sound and Mosaicode

    Get PDF
    Music has been influenced by digital technology over the last few decades. With the computer and the Digital Musical Instruments, the musical composition could trespass the use of acoustic instruments demanding to musicians and composers a sort of computer programming skills for the development of musical applications. In order to simplify the development of musical applications several tools and musical programming languages arose bringing some facilities to lay-musicians on computer programming to use the computer to make music. This work presents the development of a Visual Programming Language (VPL) to develop DMI applications in the Mosaicode programming environment, simplifying sound design and making the creation of digital instruments more accessible to digital artists. It is also presented the implementation of libmosaic-sound library, which supported the VPL development, for the specific domain of Music Computing and DMI creation

    Virtual Reality and the Arts: Opportunities for Creativity and Innovation

    No full text
    DOI: 10.17605/OSF.IO/HK4JQ Virtual Reality and the Arts: Opportunities for Creativity and Innovation. Dr. Santhosh V, Assistant Professor, Department of Commerce, Kristu Jayanti College (Autonomous), Bengaluru, Karnataka, India. ORCID iD: 0000-0003-1690-4533 Abstract: This article explores the potential opportunities that Virtual Reality (VR) presents for artists in terms of creativity and innovation. VR technology allows artists to create immersive and interactive experiences, providing audiences with new ways to engage with art. The article discusses the advantages of VR in creating a sense of presence, multi-sensory experiences, and greater accessibility to art. Additionally, it highlights the potential for collaboration between artists and technologists and the ability to create entirely new art forms. The article also discusses opportunities for creativity and innovation in VR art, including interactivity, experimentation, and virtual exhibitions. As VR technology continues to evolve, it has the potential to revolutionize the way we engage with art, creating new opportunities for artists and audiences alike. Keywords: Virtual Reality, VR Technology, Creativity, Innovation, Multi-Sensory Experiences, Accessibility, Technologists, New Art Forms, Interactivity, Experimentation, Virtual Exhibitions. Spanish: Este artículo explora las posibles oportunidades que la tecnología de Realidad Virtual (VR) presenta para los artistas en términos de creatividad e innovación. La tecnología VR permite a los artistas crear experiencias inmersivas e interactivas, proporcionando al público nuevas formas de interactuar con el arte. El artículo discute las ventajas de la VR en la creación de un sentido de presencia, experiencias multi-sensoriales y una mayor accesibilidad al arte. Además, destaca el potencial de colaboración entre artistas y tecnólogos y la capacidad de crear formas de arte completamente nuevas. El artículo también discute las oportunidades para la creatividad y la innovación en el arte de VR, incluyendo la interactividad, la experimentación y las exposiciones virtuales. A medida que la tecnología VR continúa evolucionando, tiene el potencial de revolucionar la forma en que interactuamos con el arte, creando nuevas oportunidades para los artistas y el público por igual. Palabras clave: Realidad Virtual, Tecnología VR, Creatividad, Innovación, Experiencias Multisensoriales, Accesibilidad, Tecnólogos, Nuevas Formas de Arte, Interactividad, Experimentación, Exhibiciones Virtuales. Introduction: Virtual Reality (VR) has been rapidly evolving since its inception, offering a range of applications in various fields. One of the most exciting areas where VR can potentially create a significant impact is the arts. VR technology allows artists to create immersive and interactive experiences, providing audiences with new ways to engage with art. In this article, we will explore the potential opportunities that VR presents for artists in terms of creativity and innovation. The use of VR in the arts is not a new concept. Artists have been experimenting with VR for decades, using the technology to create installations, performances, and interactive experiences. However, the recent advancements in VR technology have opened up new possibilities for artists to create immersive and interactive experiences that were once impossible to achieve. One of the most significant advantages of VR in the arts is its ability to create a sense of presence. VR technology can transport audiences to new worlds and environments, creating an immersive experience that is impossible to achieve through traditional art forms. For instance, VR can simulate a 360-degree environment, allowing audiences to experience a work of art from every angle and interact with it in real-time. This creates unparalleled engagement and intimacy, creating a deeper connection between the viewer and the artwork. Another opportunity VR presents for artists is the ability to create multi-sensory experiences. In addition to visual and auditory stimuli, VR can simulate touch, smell, and even taste, allowing artists to create multi-dimensional works of art. This presents a unique opportunity for artists to explore new forms of expression, breaking free from the limitations of traditional art forms. Furthermore, VR allows for greater accessibility to art. Traditionally, art has been limited to physical locations, making it difficult for people who cannot visit museums or galleries to engage with art. However, with VR, audiences can experience art from anywhere in the world, making it more accessible to people who may not have had the opportunity to experience it otherwise. This opens up new opportunities for artists to connect with audiences, creating a more inclusive and diverse art world. VR also presents opportunities for collaboration between artists and technologists. Using VR in the arts requires a unique skill set that combines artistry, programming, and design. This gives a unique opportunity for collaboration between artists and technologists, leading to new forms of expression and innovation. One of the most exciting opportunities that VR presents for artists is the ability to create entirely new art forms. VR is a relatively new technology, and artists are still exploring its potential. As VR technology continues to evolve, we can expect to see entirely new art forms emerge, pushing the boundaries of what is possible. In conclusion, VR presents significant opportunities for artists to explore new forms of creativity and innovation. The ability to create immersive, multi-sensory experiences and the potential for collaboration between artists and technologists presents a unique opportunity for artists to break free from the limitations of traditional art forms. As VR technology evolves, we can expect new art forms to emerge, creating a more diverse and inclusive art world. VR can revolutionise how we engage with art, creating new opportunities for artists and audiences. Opportunities for Creativity in VR Art: Virtual reality offers artists an unprecedented level of creative freedom. By breaking away from traditional two-dimensional media, artists can now create immersive, three-dimensional worlds that can be explored more engagingly and interactively. For example, VR technology allows large-scale sculptures that can be viewed from different angles and analysed in virtual space. This ability to create a fully immersive environment opens up new possibilities for artists to experiment with new forms of expression. VR technology also allows artists to incorporate interactivity into their work, creating a new level of engagement with audiences. Interactive installations that respond to the movement and actions of viewers can create a unique experience that blurs the line between the art and the viewer. By offering a more engaging and immersive experience, artists can reach new audiences and create deeper connections with their work. Additionally, VR technology enables artists to push the boundaries of traditional mediums and experiment with new art forms. For example, VR painting allows artists to create three-dimensional paintings that can be explored and interacted with in virtual space. This allows for a new level of exploration and experimentation, as artists can manipulate their work's size, shape, and texture in previously impossible ways. Furthermore, VR technology also allows for collaborative art-making. Artists can work together in virtual space, regardless of their physical location, to create shared works of art. This can break down traditional barriers in the art world and create new opportunities for collaboration and cross-disciplinary work. In summary, VR technology offers artists unparalleled creativity, experimentation, and collaboration opportunities. By breaking away from traditional mediums and incorporating interactivity and immersion into their work, artists can create new and exciting experiences for audiences. As VR technology continues to evolve, we can expect to see even more groundbreaking applications of this technology in the arts. Opportunities for Innovation in VR Art: VR technology can potentially revolutionise how art is created and experienced. It allows for the creation of new forms of art that were previously impossible to achieve, as well as new methods for creating and distributing art. One of the most significant innovations in VR art is the ability to create virtual exhibitions. By creating a virtual space for art, artists can showcase their work to a global audience without the limitations of physical location. This presents a unique opportunity for artists to reach new audiences and connect with viewers more personally. VR technology also allows for the creation of collaborative art projects. By working together in a virtual space, artists can create new forms of art that would not be possible through traditional methods. This collaborative process not only pushes the boundaries of art but also fosters new relationships and connections between artists from different backgrounds and regions. Another opportunity for innovation in VR art is the ability to create art that incorporates other senses beyond sight, such as sound and touch. With the use of haptic feedback technology, artists can create artworks that are not only visually immersive but also tactilely stimulating. For example, a virtual sculpture that responds to touch and produces different sounds based on the movement of the viewer's hands can create a multi-sensory experience, unlike anything that can be achieved through traditional art forms. Moreover, VR technology also presents opportunities for artists to explore new forms of storytelling. Artists can create virtual narratives to immerse viewers in a fully interactive and participatory storytelling experience. This new approach to storytelling allows artists to push the boundaries of traditional narratives and explore new ways of engaging audiences. Finally, VR technology also allows for the creation of art that is more accessible to a broader audience. By using VR, artists can create artworks that are specifically designed for people with disabilities, allowing them to experience art in a more meaningful way. For example, virtual exhibitions can be designed with audio descriptions and text-to-speech technology, making them more inclusive for people with visual or hearing impairments. In conclusion, virtual reality presents significant opportunities for creativity and innovation in the arts. With the ability to create immersive and interactive experiences, artists can push the boundaries of traditional art forms and create new forms of expression. Moreover, the ability to create virtual exhibitions, collaborative art projects, and more accessible art experiences can connect artists with new audiences and foster a more inclusive and diverse art community. The potential for VR technology in the arts is immense, and as the technology continues to advance, we can expect to see even more groundbreaking and inspiring artworks. Challenges in VR Art: Despite the many opportunities VR presents for artists, significant challenges must be addressed. One of the most critical challenges is the cost of VR technology. While the price of VR hardware has decreased significantly in recent years, it is still a significant investment for artists, particularly those just starting. Another challenge is the lack of standardization in VR hardware and software. This makes it difficult for artists to create work that can be easily accessed and viewed by audiences on different VR platforms. As VR technology continues to evolve, it is essential for there to be greater standardization to make VR art more accessible to audiences. Additionally, VR art also presents challenges related to the sensory experience. While VR can provide a fully immersive experience, it also has the potential to create discomfort or even nausea in some viewers. This can limit the accessibility of VR art to specific audiences and needs to be considered by artists when creating their work. Moreover, creating VR art requires a new set of skills and knowledge. Artists must understand 3D modelling, animation, and programming to create immersive and interactive experiences. This presents a significant learning curve for artists unfamiliar with these technologies and can limit the accessibility of VR art to those with technical expertise. Finally, there are challenges related to the preservation and documentation of VR art. As VR technology continues to evolve, finding ways to preserve VR art for future generations is essential. This includes developing standards for archiving and documentation and ensuring the longevity of the hardware and software used to create VR art. Overall, while VR art presents many exciting opportunities for artists, addressing these challenges is essential to fully realize its potential as a new form of artistic expression. Conclusion: Virtual reality presents various opportunities for artists to explore new forms of creativity and innovation. VR technology allows for immersive and interactive experiences that engage audiences in new and exciting ways. By breaking away from traditional two-dimensional media, artists can create three-dimensional worlds limited only by their imagination. The potential for VR art is immense, and as VR technology continues to evolve, we can expect to see even more ground-breaking applications of this technology in the arts. However, significant challenges also need to be addressed, including the cost of VR technology and the lack of standardization in hardware and software. Despite these challenges, the possibilities for VR art are limitless, and we can expect this technology to continue to shape and transform the art world. References: Baía Reis, A., & Ashmore, M. (2022). From video streaming to virtual reality worlds: an academic, reflective, and creative study on live theatre and performance in the metaverse. International Journal of Performance Arts and Digital Media, 18(1), 7-28. Chandra, Y., & Leenders, M. A. (2012). User innovation and entrepreneurship in the virtual world: A study of Second Life resid Dixon, S. (2006). A history of virtual reality in performance. International Journal of Performance Arts & Digital Media, 2(1). Hsu, W. C., Lin, H. C. K., & Lin, Y. H. (2017, May). The research of applying Mobile Virtual Reality to Martial Arts learning system with flipped classroom. In 2017 International Conference on Applied System Innovation (ICASI) (pp. 1568-1571). IEEE. Pilgrim, J. M., & Pilgrim, J. (2016). The use of virtual reality tools in the reading-language arts classroom. Texas Journal of Literacy Education, 4(2), 90-97. ents. Technovation, 32(7-8), 464-476. Schiavoni, F. L., & Gonçalves, L. L. (2017, November). From virtual reality to digital arts with mosaicode. In 2017 19th Symposium on Virtual and Augmented Reality (SVR) (pp. 200-206). IEEE. Gong, Y. (2021). Application of virtual reality teaching method and artificial intelligence technology in digital media art creation. Ecological Informatics, 63, 101304. González-Zamar, M. D., & Abad-Segura, E. (2020). Implications of virtual reality in arts education: Research analysis in the context of higher education. Education Sciences, 10(9), 225. Hui, J., Zhou, Y., Oubibi, M., Di, W., Zhang, L., & Zhang, S. (2022). Research on art teaching practice supported by Virtual Reality (VR) technology in the primary schools. Sustainability, 14(3), 1246. Mohd Jelani, N. A., Zulkifli, A. N., Ismail, S., & Yusoff, M. F. (2019). A Review of virtual reality and motion capture in martial arts training. International Journal of Interactive Digital Media (IJIDM), 5(1), 22-25
    corecore