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VR is opening up new ways to experience art

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Re: VR is opening up new ways to experience art

#21
post #2

On 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…

I keep reading rave reviews about the Quest, and I'm getting really really close to buying one... I'm most worried about the longterm playability of the device. Will the novelty wear off, or is it actually something I'll continue to use.

Re: VR is opening up new ways to experience art

#23

What is the best way to create VR art? I'm very interested in the medium but currently do not have a rig or capable home computer, but am not opposed to picking one up. Any recommendations?

Any 3D art made with traditional modeling and procedural mesh solutions and placed inside an engine like Unreal or Unity should just work out of the box.

However the nuances of VR art are harder to take advantage of without goggles yourself, being able to test perspective and scale immediately is very beneficial and leads to creative solutions.

Re: VR is opening up new ways to experience art

#24
post #4

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.

There will be good AI-generated art that moves and connects with people and there will be bad AI-generated art that does nothing. This is the same as the humans that produce it today. It shouldn't matter how easy or how hard it is to produce or whether it has a human touch.

Personally, most computer generated art I see doesn't do anything for me besides act as surface-level eye candy, but I do think it's possible and VR might be a way to connect.

Re: VR is opening up new ways to experience art

#25
post #20
post #2

On 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…

I was recently at a purported “VRCade” and was expecting to have the same sort of experience you’re describing. Instead I got to play some of the dumbest games with the most terrible graphics I’ve ever experienced. If that had been my only experience with VR I’d think it was stupid. Having owned a VR headset before I know better, but others might be really turned off by that.

I think the reason for these over-simplified games is because VR is already a very new experience for a lot of people, and events showcasing VR to the general public don't want to add to the learning curve and possible motion sickness by having them play games with complex mechanics.

I had a Samsung Gear VR with which I'd play a Tron-like ping pong game. Lots of fun initially, almost no learning curve, but gets repetitive very quickly.

Re: VR is opening up new ways to experience art

#26
post #20
post #2

On 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…

I was recently at a purported “VRCade” and was expecting to have the same sort of experience you’re describing. Instead I got to play some of the dumbest games with the most terrible graphics I’ve ever experienced. If that had been my only experience with VR I’d think it was stupid. Having owned a VR headset before I know better, but others might be really turned off by that.

Are you saying that the quest has stupid games with terrible graphics? The ones I've played are only slightly scaled down from the rift games I've played. Beat saber, space pirate trainer, super hot, etc are all on the quest and are just as amazing as ever. I don't think VR is the right format for hardcore PC gaming, if that's your complaint. The platform really shines with simple games with clever emergent gameplay.

Re: VR is opening up new ways to experience art

#27
post #21
post #2

On 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…

I keep reading rave reviews about the Quest, and I'm getting really really close to buying one... I'm most worried about the longterm playability of the device. Will the novelty wear off, or is it actually something I'll continue to use.

I believe it will be no more or less of a novelty than any other headset.

Re: VR is opening up new ways to experience art

#28
post #2

On 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…

I love not being tethered. Beat saber on the Quest is, dare I say, a better experience than on the Rift!

100%! I've been absolutely addicted to it since I got the quest and play for about two hours per night. It's so enthralling when you stop thinking and get into a trance like state. I've even started losing weight! I would never jog for two hours, but I have to force myself to put down the game and go to bed, and I'm always drenched in sweat by the time I stop. I think untethered VR will be HUGE in the fitness industry once they get breathability locked down.

Re: VR is opening up new ways to experience art

#29

Earlier quoted context omitted.

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.

> 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. How can you draw that line? If a coder is working on a generative art project, writes an algorithm, runs it, likes the result, is that not art? Is an iterative process required where the coder throws away the first results and revises their system until they personally feel it's bee…

Not to mention the amount of human art data the model is likely based on anyway.

Re: VR is opening up new ways to experience art

#30
post #16
post #12

Earlier 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…

Animals is what excites me most by this. Many documentaries lack real, human scale when showing animals either living or extinct. The prospect of seeing just HOW large dinosaurs were is something that makes the 6 year old inside me just giddy with excitement.

Certainly, dinosaurs are exciting but I recently blew my kids minds showing them pictures of how large a moose actually are in real life (they seem closer to "small elephant" size than "big deer" size).
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