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Published byRandolf Bennett Modified over 8 years ago
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Return to reality and physical interaction Boyung Jun
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virtual reality VR is an environment that is simulated by a computer. Most virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information. Some advanced and experimental systems have included limited tactile feedback. - wikipedia.orgenvironmentcomputer stereoscopic displays
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Augmented reality AR is a field of computer research which deals with the combination of real world and computer generated data. Most of AR works is displaying VR in the real-space. Therefore, only VR comes into the Reality, not vice versa. - free-definition.com
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During the mechanical ages we had extended our bodies in space. Today, after more than a century of electric technology, we have extended our central nervous system itself in a global embrace, abolishing both space and time as far as our planet is concerned. -Marshall McLuhan, Understaning Media(1964)
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Mapping presentation Renaissance Painting+Panorama + Virtual Reality = > create a world just as it exactly exists Representation of reality Sensory immersion The Embodied Virtual Reality=> Juxtaposition with reality Re-presentation of reality Physical navigation or interactivity
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Mapping presentation Plato’s cave- Illusion=real One-way or passive interaction Representation of time and space Out of Plato’s cave -Back to real space and object Active physical interaction New time and space
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Renaissance Perspective
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“The School of Athens” by Raphael (1518), fine example of architectural perspective with a central vanishing point, marking the end of the classical Renaissance.
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Panorama
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Anton von WERNER and 13 other Painters, The Battle of Sedan, Berlin 1883.
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Virtual Reality
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HMD, 1995.
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Cave
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Presence and Presentness Left: Robert Morris,
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From VR to Reality = Embodied VR Reality becomes a part of VR as well as VR becomes a part of Reality Overcome a large scale of Two- dimensional screen presenting illusive reality Extend to the Three-dimensional physical space re-presenting reality
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Characteristics of Embodied Virtual Reality
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For centuries a small number of writers were confronted by many thousands of readers. This changed toward the end of the last century. With the increasing extension of the press, which kept placing new political, religious, scientific, professional, and local organs before the readers, an increasing number of readers became writers-at first, occasional ones. It began with the daily press opening to its readers space for "letters to the editor…. Thus, the distinction between author and public is about to lose its basic character... At any moment the reader is ready to turn into a writer. The work of art in the age of mechanical reproduction, Walter benjamin
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1.Physical Interactivity
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Perceptual conversion: From artist and artwork- centered stage to observer- oriented one Artist and audience become co-creators
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2. New Time and Space
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Traditional painting&panorama- frozen moment with fixed point of view VR-real-time feedback but only happen in the optical space Embodied Virtual Reality- converge multi-layered time and space based on the physical reality 1. overlap VR and Reality 2. Creating time and space by audience
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ARTISTS
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Jeffrey Shaw -physical interaction
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Legible City, 1989
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Joachim Sauter -multi-layered time
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"Invisible Shape of Things Past”
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"Invisible Shape of Things Past"
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"Invisible Shape of Things Past”
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Marcel Duchamp, Nude descending a staircase, 1912
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Rafael Lozano-Hemmer -multi-layered space
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DISPLACED EMPERORS, 1997
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Conclusion
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the conjunction of reality and virtual reality - physical interactivity as well as multi-layered time and space the embodied virtual reality is the process for the perfect virtual reality or a totally different genre?
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