Beyond Representation in Virtual Reality: The Abstract Art of Jane Hamill and Kevin Mack

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.

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 ◽  
Vol 30 (3) ◽  
pp. 244-260
Author(s):  
Helena Knyazeva ◽  

An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in the permanent process of making and multiplying a spectrum of possibilities, lead to the growth of the evolutionary tree of paths of development. It is shown that such an understanding of virtual reality corresponds to concepts and notions developed in the modern science of complexity. The most significant concepts are considered, such as the nonlinearity of time, the relationship of space and time, the uncertainty of the past and the openness of the future, the choice and construction of the future at the moments of passing the bifurcation points. Some cultural and historical prototypes of these modern ideas of virtual reality are given. It is substantiated that the vision of virtual reality being developed today can play the role of a heuristic tool for understanding the functioning and stimulation of human creativity.


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.


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.


2021 ◽  
Author(s):  
Raqi Syed

This talk showcases ideation, art direction, and lighting design for the virtual reality experience, MINIMUM MASS. It will outline the technological and creative constraints around implementing a photographic visual style, performance requirements, and the overall look and feel of a surreal but gritty reality. Covering the principles of how cinematic lighting can be achieved for 6dof VR, it will give a detailed look into the UE4 based pipeline used to create the experience’s natural and speculative environments. It demonstrates the path of an environment from conception to production with a particular focus on how feature offline visual effects lighting practices can be adapted for indie immersive real-time workflows.


2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Jin Zhi

VFX HE Online Mentoring Programme 2017 is funded by BFI & UK Creative Skillset. The project is led by the University of Greenwich and supported by three BAFTA Oscar award-winning VFX facilities: The Moving Picture Company (MPC), Framestore Visual Effects, (Oriental) DreamWorks. The idea behind this year’s programme is to give an in-depth understanding of VFX productions especially internal VFX pipelines, the internal collaboration between departments of world-leading VFX facilities, professional advice, VFX recruitment, etc. including hard skills as well as soft skills. We believe that VFX HE Online Mentoring Programme 2017 has provided a systematic chain of understanding and learning VFX, and a direct professional voice from the VFX industry to the UK VFX learners in higher education. 


Author(s):  
Rina Bernabei ◽  
Kelly Freeman ◽  
Jacqueline Power

Contemporary product designers are increasingly attempting to utilize the latent potential of the product narrative and the impact it can have on the end-user and their relationship with products. Storytelling in product design allows a dialogue and conceptual exchange to be established between products and end-users. This chapter will consider the end-user’s relationship with products and the designer’s role in this emotional and conceptual exchange of storytelling in product design. This will be outlined through a framework defined by the authors as Narrative; Manufacture; History; and Interaction and will consider the work of contemporary designers Philippe Starke, Hella Jongerius, Dick Van Hoff, Ron Arad, Tokujin Yoshioka, Peter Jagt and Frank Tjepkema. The paper will be supported by a main case study of the work of Bernabeifreeman, the award winning industrial design practice of the authors.


2021 ◽  
Author(s):  
Raqi Syed

This talk showcases ideation, art direction, and lighting design for the virtual reality experience, MINIMUM MASS. It will outline the technological and creative constraints around implementing a photographic visual style, performance requirements, and the overall look and feel of a surreal but gritty reality. Covering the principles of how cinematic lighting can be achieved for 6dof VR, it will give a detailed look into the UE4 based pipeline used to create the experience’s natural and speculative environments. It demonstrates the path of an environment from conception to production with a particular focus on how feature offline visual effects lighting practices can be adapted for indie immersive real-time workflows.


Sign in / Sign up

Export Citation Format

Share Document