27.10.17

Virtual Spaces

From Platos allegorical Cave to caves that exist on a spectrum of realities. The caves at Lascaux in France are often cited as examples o the first immersive narrative virtual spaces - as first Virtual Worlds - but these are now only accessible through various simulations. The caves are the subject of a film by Werner Herzog, below.



The history of the Caves and how they came to exist in four versions of simulation (five if you count the film) is in this Guardian article. Below, Lascaux 4.



Augmented Realities - Allison Crank proposes a virtual future after the shops and Malls are gone here. While the reality of Augmented reality shopping is this:



Hyper Realities could look like this...



Happy Finish, the final presenter at the Tate VR Symposia demonstrating a welcome change in approach from the view of technology presented in 1994

"Georgia O’Keeffe’s New Mexico in 360 has been Tate’s most viewed video of all time.” 

Sofie Roberts, Producer, Tate Digital. 

Tate Modern contacted Happy Finish to create a unique 360ºVR film that transports viewersinto the universe of the renowned trailblazer artist, Georgia O’Keeffe, to promote the exciting new show. VR not art - but in support of it...



26.10.17

Virtual Bodies



VR and the Body
Sylvia Xueni Pan discusses the requirements for the body to make believable virtual experiences happen.

VR as the ultimate empathy machine
Once the body is inside a VR experience, what are the unique experiences that are or might become possible? Chris Milk here, talks about VR as the ultimate empathy machine... 

In the Research Project 'Machine to be another, VR headsets were used to test out ideas around empathy and identity by allowing the immersing to explore the world through some one else eyes.

being Another...Species?
Design Company Marshmallow Laser Feast have combined Virtual Reality with Lidar Scanning Technology to show how it can be used to allow the user to se the word as an animal. Their innovative outdoor approach involves the design of the prosthetics of VR. More of that here and also see Walter Pichler, further down.



VR and Body as Interface and design tool
In the Nineties, one of the most successful Art works that sued VR technology was by Artist Char Davies. Osmose required the user to apply techniques used in deep sea diving  - to navigate through the Virtual Environment by breathing in and out to move up or down in the world.



Today it is possible to allow the brainwaves of the user to directly control the environment, not just for navigation, but to determine the form and nature of the space, in an iterative feedback loop.


While Flock is a recent attempt at a multiple body, co -located VR experience, where you can fulfil our long held dream to become a bird...

Immersive theatre is being recorded live for playback later. https://www.youtube.com/watch?v=v4CcAR_4NV0

VR as Designed interface In 1967 the Artist Walter Pichler Proposed this sculptural Prototype, called TV-Helmet (Portable living room). More here



VR as Design TOOL
VR can be used as a creative tool as we have seen with TILT BRUSH, now design is possible through tools such as Gravity Sketch.



Which could lead to things like this happening... Sketch Furniture by FRONT



The nature of employment may change when we become permanently immersed in our work and can be tracked at all times, as if Gilbreths motion studies had come to their full conclusion. However it is ideas of Plato from his cave based allegory, that are most prophetic...



16.10.17

Great Blog over at Edible Geography




I was looking for Increasing Disorder In A Dining Table and found a great site: Edible Geography here, where it says this about the image including a new attribution:

This drawing by architects Sarah Wigglesworth and Jeremy Till, titled Increasing Disorder In A Dining Table, documents the progression of a meal from a perfectly laid table, through a motion-trace palimpsest of the dinner party in action, to the wreckage of dirty dishes and crumpled napkins that confronts the host(s) after the last guest has departed. Or the other way round, if you read from left to right…

15.10.17

HYPER-REALITY from Keiichi Matsuda

HYPER-REALITY from Keiichi Matsuda

Hyper-Reality presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media. If you are interested in supporting the project, sponsoring the next work or would like to find out more, please send a hello to info@km.cx
by Keiichi Matsuda | km.cx
more at hyper-reality.co

Vitamins (Now Special Projects) | Out of the Box

Out of the box - book from Special Projects on Vimeo.