I am looking forward to the day that we can walk through a computer-generated infinite gallery in virtual reality, looking at paintings and sculptures entirely generated by machine learning algorithms. Humans are going to have to catch up!
I tend to disagree, if it's computer generated it is not art in the general sense. Art is the expression and application of human creative skill and imagination and AI doesn't have any creativity nor imagination, nor does it have any context within the current culture. However, art can exist within this context if humans are involved somehow or have some input, and I don't mean just the coder's input.
VR is opening up new ways to experience art
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Re: VR is opening up new ways to experience art
#42Earlier quoted context omitted.
When people ask me what unique things VR brings over other viewing technologies my answer is quite often "scale". You can get 3D via stereoscopic displays. You can get the realism and wrap-around view from huge monitors or projectors but VR let's you see the true scale of something in a way that no other technology can (aside from "actually being there"). For viewing objects where their scale is a critical aspect, VR…
I haven’t found any games that exploit this yet. Traditionally it has been very difficult to make games that feature truly large entities that behave actively and not in very broad and uninterested patterns due to things like camera constraints and what not. Shadow of Colossus and it’s siblings come to mind as close examples of this almost working. But VR could make it great.
Re: VR is opening up new ways to experience art
#43Re: VR is opening up new ways to experience art
#44I wonder if people’s perception of 'modern' paintings will change if they view them through VR. Many modern paintings are massive in scale (bigger than my bedroom in some cases) and/or have many thick, voluminous layers of paint. Jackson Pollock is a good example. Those paintings look plain and childish when viewed on a tiny screen that fits in your pocket, as you don’t feel their scale, you don’t sense the depth of…
There are also VR-native artworks where scale can be just another dimension to the art, like color or mood.
Here is Goro Fujita's "Worlds in Worlds" for an example: https://www.youtube.com/watch?v=EzsG1uqfDTQ
Re: VR is opening up new ways to experience art
#45The only comment so far is someone named Mark who said, "If you consider that art maybe the article has merit. I guess I am just to old school and really do not see the example in this article as art. I see it as computer generated graphics not art." I'm surprised people still think this way.
I feel this way. Similar to how I don't consider online acquaintances actual friends. On the other hand, I would consider the program that creates such graphics a work of art, but the graphics themselves are merely derivatives and have no special value to me. Instead of seeing anything computer generated as 'amazing' anymore, it's just 'so what?' The N64 was amazing, everything since then is an improvement, to be sur…
Here are some examples out of many many more:
Wired by Zeyu Ren. https://vimeo.com/308957829
Alex's Sci-fi World by Matt Shaeffer. https://www.youtube.com/watch?v=qWNo1H2tVhg
Bird Gamayun by Anna Zhilyaeva https://www.youtube.com/watch?v=HUW49IKs1kE
Re: VR is opening up new ways to experience art
#46If you have not experience VR art or have been disappointed by what you have experienced, then do yourself a favor and get to North Adams, MA to experience Chalkroom.
Re: VR is opening up new ways to experience art
#47First we have VR-native art. Like Quill, Tiltbrush, Medium, etc. that let you lay down paint strokes in mid air in space for volumetric illustrations (an entirely new medium that didn't exist before), or sculpt virtual objects.
Then we have VR as a mean to create 3D assets for games. Medium, Gravity sketch, etc. Sculpt in VR, export, retopo. Same as what you'd do with a ZBrush workflow except you sculpt the thing organically. Currently most useful for organic shapes, possibly hard surfaces depending on the tool used.
Coming soon, VR for rigging and animating assets.
Then we have VR-based museums for traditional art. Then VR-based museums for VR-based art.
Then we have VR for movie pre-production, where it is used to visit a movie set before it is fully built, like Spielberg used in Ready Player One. This can also be used to figure out key shots angles.
Re: VR is opening up new ways to experience art
#48I wonder if people’s perception of 'modern' paintings will change if they view them through VR. Many modern paintings are massive in scale (bigger than my bedroom in some cases) and/or have many thick, voluminous layers of paint. Jackson Pollock is a good example. Those paintings look plain and childish when viewed on a tiny screen that fits in your pocket, as you don’t feel their scale, you don’t sense the depth of…
THIS! This is exactly what I have spent the last few years working on. Though its on one of these small screens, I've been striving to bring a greater appreciation of the old masters with gameplay mechanics. (You basically repaint the paintings in the game (in a fun way)) I feel this, and what I'm working on is only the beginning of a growing group of technologies and design that brings understanding and appreciation…
Re: VR is opening up new ways to experience art
#49On the subject, I just received an oculus quest, and I'm pretty blown away by it. I know that it will never compete with a PC-tethered device on image quality, but the quality is good enough and they have nailed almost every inconvenience that would stop the layperson from using VR regularly. It's lightweight, it's wireless, you don't need a dedicated room, the UX is seamless; you can just pick it up and start playin…
With VRidge (https://riftcat.com/vridge) I was able to setup my Pixel 3 in a Daydream headset, use 2 older smartphones as my tracked controllers, and enjoy everything from BeatSaber to SkyrimVR. Image could be better and smoother, but I don't care. I'm throwing fireballs and am fully confident the VR age is here for all intents and purposes. I'll drop the $$$$ on a dedicated setup in a few more months, I'm sure.
VRidge sent out an email earlier today about supporting the Oculus Quest.
Re: VR is opening up new ways to experience art
#50I am convinced art is one of VR killer apps. First we have VR-native art. Like Quill, Tiltbrush, Medium, etc. that let you lay down paint strokes in mid air in space for volumetric illustrations (an entirely new medium that didn't exist before), or sculpt virtual objects. Then we have VR as a mean to create 3D assets for games. Medium, Gravity sketch, etc. Sculpt in VR, export, retopo. Same as what you'd do with a ZB…