沉浸式环境、VR、AR在近年来乌克兰当代艺术中的应用

Oksana Chepelyk
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摘要

本文致力于在画廊或博物馆的物理空间、虚拟现实和互联网上的新虚拟平台上,以及在21世纪的增强现实和混合现实中,实现沉浸式环境的理论阐述和情境化的科学问题。本研究的目的是确定近年来乌克兰当代艺术中沉浸式环境的形成以及VR和AR项目创作实践的特点。本研究的任务是阐述沉浸式环境和虚拟现实发展的理论基础,回顾和分析使用数字技术创造沉浸式和AR的项目。研究方法包括沉浸式的理论和实地研究以及作者的实验开发。主要方法是全面系统地发展虚拟理论、视觉和光度方法、分析在线VR平台的概念、空间结构和技术特征以及艺术实现。感官的概念涉及其中,它描述了对周围世界信息的感觉、感知和解释。探索了在“MetaPhysical Time space”、“Refraction of Reality”、“Living Energy”项目中(将纳入国家艺术话语)以及在虚拟现实节(如碳媒体艺术节)框架下的虚拟现实中在物理空间中创造沉浸式环境的特点,«Frontier»和«Virtuality»是新技术艺术发展的试验场。分析了新的在线VR平台的可能性,如Mozilla Hubs、WebXR、AltspaceVR、artspaces.kunstmatrix、Cryptovoxels、Transmadatac虚拟博物馆。在互联网平台上创建VR项目的实践:Artefact Chornobyl 33和Artefact Chornobyl+MADATAC、《VR对撞机》和《创世纪》被视为案例研究。已经检测到从物理空间中的沉浸式环境到虚拟现实的漂移。AR项目的多载体性质以及与图书出版、公共艺术对象、当代雕塑和城市实践的不同类型的联系已经被揭示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive Environments, VR, AR in Ukrainian Contemporary Art of The Recent Years
The article is devoted to the scientific problem of theoretical elaboration and contextualization of immersive environment realized in the physical space of a gallery or museum, in VR and on the new virtual platforms on the Internet, as well as in hybrid space, in the augmented and mixed reality of the 21st century. The aim of the research is to identify the peculiarities of the formation of the immersive environment and of the practices of VR and AR projects creation in Ukrainian contemporary art in recent years. The task is to elaborate the theoretical bases of the development of immersive environments and VR, review and analysis of projects that use the digital technologies in order to create an immersion and AR. The methodology of the study consists in theoretical and field research of immersivity and in the author’s experiments development. The main method is a comprehensive and systematic approach to the development of the theory of virtuality, visual and photometric methods, analysis of concepts, spatial structure and technological features of online VR platforms and artistic realizations. The concept of sensorium is involved, which describes the feeling, perception and interpretation of information about the world around. The peculiarities of creating immersive environments in physical space in the projects «MetaPhysical Time-Space», «Refraction of Reality», «Living Energy» were explored (to be included into the national art discourse), as well as in VR in the frame of VR-festivals, such, as Carbon Media Art Festival, «Frontier» and «Virtuality» that serve as a testing ground for the development of new technological art. The possibilities of new online VR platforms, such as Mozilla Hubs, WebXR, AltspaceVR, artspaces.kunstmatrix, Cryptovoxels, Transmadatac Virtual Museum, are analyzed. The practice of creating VR projects on platforms on the Internet: Artefact Chornobyl 33 and Artefact Chornobyl + MADATAC, «VR Collider» and «Genesis» are considered as case study. Drift from immersive environments in physical space to virtual reality has been detected. The multi-vector nature of AR projects and different types of connection with book publishing, public art objects, contemporary sculpture and urban practice have been revealed.
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