scholarly journals Exhibiting Mutator VR: Procedural Art Evolves to Virtual Reality

Leonardo ◽  
2019 ◽  
pp. 1-14
Author(s):  
William Latham ◽  
Stephen Todd ◽  
Peter Todd ◽  
Lance Putnam

Organic Art (1987) was reincarnated as Mutator2 (2013) which evolved into Mutator VR: Mutation Space (2016). We describe the graphics and audio systems, particularly the procedural generation and visual effects, and their creative exploitation as an art installation. Mixed “real” and “unreal” features and effects, inspired by Surrealist art, create highly immersive psychedelic organic experiences. Interface simplicity and discoverability is critical for VR exhibitions; as is the balance between an experience constrained by artist's choices and a freer (but riskier) one with greater public choice. Public gallery installation of Mutator VR creates special challenges.

2021 ◽  
Vol 22 (2) ◽  
pp. 223-231
Author(s):  
Wook-Sang Chang ◽  
Sun-Young Park

Author(s):  
Wei Wu ◽  
C. B. Sivaparthipan ◽  
Ivan Sanz-Prieto

Automobile architecture is a crucial phase in the process of design. The model assessment process in the hybrid vehicle modeling assessment becomes more in-depth, and designers exchange ideas. The critical aspect of automotive modeling is that various models have varying views on vehicle styling. The evaluation process is long, complicated, and efficient in automotive simulation. The evaluation process takes time. Therefore, in the paper, an Automobile Modelling Optimization Design Based on Virtual Reality Technology (AMOD-VRT) is proposed to improve automobile modeling and design research to be more interactive. Computational Design Method is used to create and design the entire vehicle as well as its surrounding environment. An Integrated Virtual Analysis can enclose the models mentioned above and create a virtual environment in which the user can interact to design a model virtually by themselves. The paper provides complete virtual design modeling of an automobile, allowing the user to work more efficiently based on the results. By applying virtual reality technology in the automobile design phase, interactive and network-based remote research on automobile modeling can make the automobile design progression more appropriate, easier to communicate with designers and decrease automobile design’s development cost and cycle. The simulation analysis is performed based on safety, performance, and efficiency, proving the reliability of the proposed framework. Various parameters obtain the simulation results on automobile design as the automobile vehicle design performance ratio is 87.16%, increasing the visual effects in AMOD ratio is 88.77%, improving visual effects with optimized design ratio is 84.5%, interaction and collaboration of automobile modeling ratio are 82.26% and reduce vehicles accident using virtual reality ratio is 93.80%. The computer-based virtual reality technology in the automotive industry can effectively accelerate new product development in the future.


2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


Author(s):  
Valentina Nisi ◽  
Mara Sofia Dionisio ◽  
Paulo Bala ◽  
Tom Gross ◽  
Time's Up ◽  
...  

This article describes the design of the Lucid Peninsula, a Physical Narrative Art Installation, developed to engage a wide variety of audiences with a possible future, in which the practice of lucid dreaming plays an important role. In this article, the authors present and discuss the results from the in-the-wild evaluation of the audience reception of the artwork. Of particular concern is the assessment of the role of the virtual reality (VR) interfaces designed to deepen involvement and interaction with the art piece. This article reports on the conception and production of the installation as well as its evaluation and derived insights. The study provides evidence of the positive role of the 360° mobile VR assets in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation. Results show how the VR interface supported engagement, positive affect, and reflections on the physical narrative scenario.


Leonardo ◽  
2021 ◽  
pp. 1-10
Author(s):  
Charlotte Kent

Abstract Where VR is largely associated with a dependency of realist imagery, the award-winning visual effects professional, Kevin Mack and oil painter Jane Hamill use VR to produce abstract works. Abstract art and early abstract film reveal the importance of such experimentation to each medium's latent potential and how those early oddities, in due course, enter the mainstream. I examine Mack and Hamill's respective works to propose that experimenting with abstraction in virtual reality is crucial to its unfolding as a creative medium.


Leonardo ◽  
2018 ◽  
Vol 51 (2) ◽  
pp. 124-127 ◽  
Author(s):  
Águeda Simó

Virtual reality systems are an ideal platform for exploring spatial effects because of their ability to combine stereo imaging techniques and interactive real-time graphics. They allow the creation of artworks that, on the one hand, exhibit a dynamic organization of the environment’s spatial depth and, on the other, create an interaction with the stereoscopic optic flow. In this article, the author discusses the advantages of horizontal stereoscopic displays and describes how she has used the Responsive Workbench to display the evolution of a flat land into a three-dimensional world in her artwork Endocytosis. She uses endocytosis—a fundamental cellular trafficking process that moves material into the intracellular space—as a metaphor for this evolutionary process.


2017 ◽  
Vol 26 (2) ◽  
pp. 138-156
Author(s):  
Lance Putnam ◽  
William Latham ◽  
Stephen Todd

This article discusses the challenges in creating Mutator VR: Vortex, a virtual reality experience based on interaction with semi-autonomous, organically inspired agents. The work allows the immersant to morph between a vast number of procedurallygenerated microworlds, each with its own visual elements, sounds, agent dynamics, and user interactions. We outline two methods used for procedural generation that are based fundamentally on integration of different modalities. Curve-based synthesis is used for simultaneous generation of entity sounds and shape and flow grains are employed to determine both agent dynamics and user interaction with the agents.


CICES ◽  
2018 ◽  
Vol 4 (1) ◽  
pp. 113-124
Author(s):  
Renovita Sarassati ◽  
Amrullah Amrullah ◽  
Ahmad Saipullah

3D animation is the creation of moving images in 3 dimensional digital space. This is done by creating a frame that simulates each image. In 3D video animation learning is very much in the interest of today's society and the future, so the 3D media is very important in making animation, filmed with a virtual camera, and the output of the video which is already rendering or Realtime, if the goal is to create a game. 3D animations typically display at speeds in excess of 24 frames per second. The concept of 3D animation itself is a model that has the shape, volume, and space. 3D animation is at the heart of gaming and virtual reality, but usually 3D animation is also used in graphical presentations to add visual effects or movies.


2017 ◽  
Author(s):  
Madis Vasser ◽  
Markus Kängsepp ◽  
Murad Magomedkerimov ◽  
Kälver Kilvits ◽  
Vladislav Stafinjak ◽  
...  

AbstractBackgroundWe present VREX, a free open-source Unity toolbox for virtual reality research in the fields of experimental psychology and neuroscience.ResultsDifferent study protocols about perception, attention, cognition and memory can be constructed using the toolbox. VREX provides a procedural generation of (interconnected) rooms that can be automatically furnished with a click of a button. VREX includes a menu system for creating and storing experiments with different stages. Researchers can combine different rooms and environments to perform end-to-end experiments including different testing situations and data collection. For fine-tuned control VREX also comes with an editor where all the objects in the virtual room can be manually placed and adjusted in the 3D world.ConclusionsVREX simplifies the generation and setup of complicated VR scenes and experiments for researchers. VREX can be downloaded and easily installed from vrex.mozello.com


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