3,828 research outputs found

    Cataloging Virtual Reality Artworks: Challenges and Future Prospects

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    In 2019, Pepperdine Libraries acquired two virtual reality artworks by filmmaker and artist Paisley Smith: Homestay and Unceded Territories. To bring awareness to these pieces, Pepperdine Libraries added these works to the library catalog, creating bibliographic records for both films. There were many challenges and considerations in cataloging virtual reality art, including factors such as the nature of the work, the limits found in Resource Description and Access (RDA) and MARC, and providing access to these works. This paper discusses these topics, as well as provides recommendations for potential future standards for cataloging virtual works

    The digital evolution of art: current trends in the context of the formation and development of metamodernism

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    The involvement of gadgets and digital technologies is becoming an increasingly integral part of everyone's personal life and work life. Art has also adapted to the rapid digital evolution and computerization in all creative fields. This trajectory of development provokes a new form and philosophy of artistic development, which is called metamodern. This article examines the theoretical foundations of metamodernism and defines the main provisions of this cultural phenomenon through the prism of the development of digital technologies and the latest means of artistic direction. The main purpose of this research work is the study and in-depth analysis of the formation and development of metamodernist intentions in the modern cultural environment and the definition of the conceptual content of metamodern art. Also, the author of the article determined the purpose of distinguishing metamodernism because of the differences in its essential characteristics from the characteristics of modernism and postmodernism. The methodological approach of the research is the search and theoretical analysis of Ukrainian and foreign sources aimed at studying the phenomenon of metamodernism in view of the digital evolution of art. The author of this article used the method of analysis, cultural-historical, descriptive, comparative and theoretical-literary methods of research. As a result of scientific research, the formation and development of digital art and metamodern art were analyzed. The author also tried to identify the nearest trends in the development of the philosophy of metamodernism in the Ukrainian artistic field

    Video Game Art Reader

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    This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes

    Re-presenting China in Digital Immersive Art: Virtual Reality, Imaginaries, and Cultural Presence

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    The thesis explores how digital technology, in particular virtual reality and augmented reality, is playing a role in China’s rejuvenation, especially in relation to cultural displays, performances, and art exhibitions. This project examines how audiences, both in China and globally, respond to ‘Digital China’, a concept describing how people’s everyday lives in China are becoming superconnected by digital technology. Qualitative methodology with a multi-perspectival approach is applied to advance the aim of the project

    Mixed Reality Images: Trilogy of Synthetic Realities III

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    The interplay of physical reality and digital media technologies is getting enhanced by new interfaces. The age of hyper-reality turns into the age of hyper-aesthetics and immersive image technologies - like mixed reality - enable a completely novel form of interaction and user relation with the virtual image structures, the different screen technologies, and embedded physical artefacts for interaction. "Mixed Reality Images" contributes to the wide range of the hyper-aesthetic image discourse to connect the concept of mixed reality images with the approaches in modern media theory, philosophy, perceptual theory, aesthetics, computer graphics and art theory as well as the complex range of image science. This volume monitors and discusses the relation of images and technological evolution in the context of mixed reality within the perspective of an autonomous image science

    Urban Games: Convergence of physical and virtual

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    Redefining the city as interactive media can reveal new possibilities for architects and designers. Today, designers must augment architecture and urbanism by incorporating new aspects of virtual habitation. This paper investigates contemporary attitudes toward digital public spaces, from media facades, augmented reality games, and mobile apps to guerrilla-like techniques such as tactical media, activist gaming, and electronic civil disobedience. It looks at these notions as renewed forms of public participation that build upon the past analog models. It touches on the relationship between ownership and authorship of the public realm, and the role design, art, and technology play in this balance. Ubiquitous technologies, democratization of access to and means of creative production, and virtualization of physicality allow for broader participation in cultural authorship and ownership, an opportunity that may not be fully realized if not embraced effectively. In this redefined image of the city, online and mobile games become important contributor to genius loci and emerging social networks. Furthermore, this paper discusses the mutually-informing relationship between the imaginary (virtual) and the real (physical). It presents the city as a virtual construct modulated by pervasive and ubiquitous computing, social networking, and (geo)location-based participatory events such as augmented reality (AR) gaming. In the perceptual dimension, video games, such as Grand Auto Theft, Mirror's Edge, or Assassins' Creed, are becoming potent advocates or adversaries of traditional image (notion) of the city. The combination of purely virtual reality (VR) game cities and augmented reality (AR), information-laced and geo-located environments transforms our expectations towards urban landscapes. This paper investigates the following aspects of augmented urbanisms: the virtual city of computer games and movie narratives, the physical city overlaid with virtual information accessible via augmented reality browsers and electronic social networks. It also looks into how these new electronic agents facilitate an unconventional use of the city
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