A collection of projects and research focusing on spatial / intangible interfaces for virtual reality.
Links: Tangible Interfaces
A collection of projects and research focusing on tangible interfaces for virtual reality. Continue reading Links: Tangible Interfaces
Art: ANIMALIA SUM – I am animals. I eat animals.
PREMIERE 14th July 2019 @ 48h Neukölln!
FLU-10 / Neukölln Arcaden 1st Floor / Karl-Marx-Str. 66 / 12043 Berlin
Friday 19:00 until Saturday 00:00 / Saturday 13:00 until Sunday 00:00 / Sunday 13:00 until 19:00 /
Continue reading Art: ANIMALIA SUM – I am animals. I eat animals.
Article Recommendation: How Immersive Virtual Reality Theatre Pushes the Limits of Storytelling
Unlike most other VR experiences, immersive VR theatre allows audience members to interact inside of VR in real time with both performers and physical objects to create a sense of deep immersion and presence. Continue reading Article Recommendation: How Immersive Virtual Reality Theatre Pushes the Limits of Storytelling
Article Recommendation: What You Need to Know about Collecting Virtual-Reality Art
How does one collect virtual reality? Consumer-grade technology, from companies like HTC or Oculus, is putting VR artwork within the reach of more and more viewers and as the possibilities of virtual reality develop, and VR artwork along with them, the art world is forced to wrestle with how to sell and care for such unique creations. Continue reading Article Recommendation: What You Need to Know about Collecting Virtual-Reality Art
English: Parallel Worlds – Virtual Reality in Art and Museum
Pre-Release from the magazine: POSTREF PREREF, 2018/2019 – A publication of the University of Applied Sciences and Arts Dortmund, Design College, in Cooperation with DASA. „Crossmedia and the future of Scenography“. Lead by: Prof. Lars Harmsen and Dipl. Ing., M.A. Alesa Mustar. Released: January 2019 Continue reading English: Parallel Worlds – Virtual Reality in Art and Museum
German: Parallelwelten – Virtual Reality in künstlerischen und musealen Kontexten
Vorveröffentlichung aus dem Magazin: POSTREF PREREF, 2018/2019 – Publikation der Fachhochschule Dortmund, FB DESIGN, in Kooperation mit der DASA. Themenschwerpunkt „Crossmedia und die Zukunft der Szenografie“. Unter der Leitung von: Prof. Lars Harmsen und Dipl. Ing., M.A. Alesa Mustar. Erschienen: Ende Januar 2019 Continue reading German: Parallelwelten – Virtual Reality in künstlerischen und musealen Kontexten
Parallelwelten / Parallel Worlds / Links to the Projects
Links to the projects mentioned in the article and the lecture.
Links zu den im Artikel und im Vortrag erwähnten Projekten. Continue reading Parallelwelten / Parallel Worlds / Links to the Projects
Simulating Smell, Temperature and Touch: The War of the Worlds – an immersive VR-Theater experience
A new experience combining state-of-the-art technologies and immersive theatre, reimagining H. G. Wells’ The War of the Worlds. VR headsets and multisensory storytelling techniques stimulate the senses – smell the grass and feel the chill of the story’s famous Horsell Common, and physically feel the ground shake as the first cylinder lands. A Production by dotdotdot. Continue reading Simulating Smell, Temperature and Touch: The War of the Worlds – an immersive VR-Theater experience
CUBE | VIRTUAL NATIVES, sculpture
Gallery Roehrs & Boetsch announced the inaugural exhibition ‘Virtual Natives – Sculpture’ in its new virtual gallery for virtual art: CUBE. Continue reading CUBE | VIRTUAL NATIVES, sculpture
Kremer Collection in a VR museum
The Kremer Museum shows parts of the Kremer Collection in a VR museum designed by architect Johan van Lierop, Founder of Architales and Principal at Studio Libeskind. The museum features over 70 17th Century Dutch and Flemish Old Master paintings from the Collection and is accessible exclusively through Virtual Reality (VR) technology. The App is available on Steam, Viveport and for Oculus (Go & Rift) and Samsung Gear VR.
http://www.thekremercollection.com/the-kremer-museum/
https://www.viveport.com/apps/d01d8992-a3af-4800-a1ee-5be383435f69/The_Kremer_Collection_VR_Museum/
https://store.steampowered.com/app/774231/The_Kremer_Collection_VR_Museum/
https://www.oculus.com/experiences/app/2097674173595005/
Turn your 360° photo into a 3D environment
Imverse SA presents LiveMaker, a software to make realistic 3D/VR content starting from an individual photo.
Make photorealistic scenes for your immersive entertainment experience, interactive media, film previz, game or for cultural heritage, digital galleries, education, simulation training, real estate, architecture, virtual renovation design and much more!
Export your project (fbx, obj and more) and continue building and sharing your experience in your favorite game engine, 3D software or web browser.
For more info go to: https://www.imverse.ch/livemaker/
Virtual Archaeology – Wadi Al Helo
Wadi al Helo, arabic for sweet valley, is located in the eastern area of the Emirate of Sharjah. The valley with its historic village and several watchtowers plays an important role in the history of the Emirate, and as cultural heritage site for the whole United Arab Emirates. As part of ‘Sharjah’s Gateway to Trucial States’ project (SGTS) the site is part of Sharjah’s bid to be included with seven more emirate cultural heritage sites on the prestigious list of World Heritage Sites by UNESCO. Continue reading Virtual Archaeology – Wadi Al Helo
Article: Is Virtual Reality Art the Real Deal?
More artists are jumping on the VR bandwagon, but does the experience match the hype—or is it inherently “nauseating”?
Read the full article at https://garage.vice.com Continue reading Article: Is Virtual Reality Art the Real Deal?
Modigliani VR – The Ochre Atelier at Tate Modern
Tate Modern’s first VR experience places visitors inside the final studio of Italian artist Amedeo Modigliani.
Continue reading Modigliani VR – The Ochre Atelier at Tate Modern
From Virtual to Reality with Jonathan Yeo – Homage to Paolozzi (Self Portrait)
“This is the first sculpture to be designed with innovative virtual reality software and then realised in bronze as part of a major new exhibition at the Royal Academy in London. The exhibition, From Life, examines how artists’ practice of making art from life is evolving as technology opens up new ways of creating and visualising artwork.” Continue reading From Virtual to Reality with Jonathan Yeo – Homage to Paolozzi (Self Portrait)
Yinka Shonibare VR
Using AI to craft an artistic VR experience for the Royal Academy. The result: A fantastically detailed and authentic experience, allowing viewers to discover Yinka’s new artwork and explore a historic painting from a whole new angle. The experience fuses Yinka’s own work with his influences to create an entirely new art piece, demonstrating that technology is constantly offering artists new platforms to express themselves.
Continue reading Yinka Shonibare VR
The Wndr Museum
The Wndr Museum, an art- and science-related pop-up set to open in Chicago’s West Loop neighborhood on August 17, will feature Yayoi Kusama’s “Infinity Mirror Room” installation Let’s Survive Forever, a work first shown at David Zwirner gallery in New York in 2017. Continue reading The Wndr Museum
Artist: Vladimir Storm
Vladimir Storm is focused on creative and art direction, VR / AR / MR, real-time VFX and interactive CG, CNNs and computer vision, machine learning and AI. He‘s got 10+ years of experience in software development, IxD, UX, graphic and game design while he has been working as a creative and art director on various software / game / science / tech and art projects. Continue reading Artist: Vladimir Storm
Artist: Dennis Rudolph
Dennis Rudolph (*1979) is a Berlin based artist. He is the founder and co-chief of the project space STATE OF THE ART BERLIN.
Continue reading Artist: Dennis Rudolph
Fisheye Magazine’s special issue on virtual reality
The latest special issue of the french magazine Fisheye , is dedicated to virtual reality. 100 pages of immersion into the exuberant worlds of contemporary artists. A complete overview of this futuristic art. Continue reading Fisheye Magazine’s special issue on virtual reality
New Videos by Keiichi Matsuda (Hyper-Reality)
Filmmaker Keiichi’s research examines the implications of emerging technologies for human perception and the built environment. He is know for his dystopian short film “Hyper-Reality” Continue reading New Videos by Keiichi Matsuda (Hyper-Reality)
Here we are – a Turing torture
A VR and Real Life Experience by Felix Kraus and The Swan Collective. The installation can be seen at the Mixed Realities exhibition at the Kunstmuseum Stuttgart. Continue reading Here we are – a Turing torture
TeamLab opens permanent Digital Art Museum in Tokyo
For the last several years, digital art collective teamLab has staged impressive installations all around Japan and abroad. Various museums have played host and fans have lined up for hours to immerse themselves in the short-lived digital projections that are often as interactive as they are colorful. Now, teamLab is getting their own museum of digital art thanks to a collaboration between real estate company Mori Building. Continue reading TeamLab opens permanent Digital Art Museum in Tokyo
Audi: Enter Sandbox
Audi Sandbox is an in-store installation that lets you test-drive the new Audi Q5 in VR on a self-made track made out of sand. Continue reading Audi: Enter Sandbox
Two new exhibitions at DiMoDa – The Digital Museum of Digital Art
The Digital Museum of Digital Art (DiMoDA) presents its third full exhibition, New Talismans, curated by DiMoDA and Mind//Body, co-curated with Nhung Walsh for Siggraph Asia 2017.
Continue reading Two new exhibitions at DiMoDa – The Digital Museum of Digital Art
Mixed Realities. Virtuelle und reale Welten in der Kunst
Ausstellung im Kunstmuseum Stuttgart. 5. Mai – 26. August 2018 Continue reading Mixed Realities. Virtuelle und reale Welten in der Kunst
Anish Kapoor and Marina Abramovic battle it out at launch of new VR works
Last month the senior artists presented their VR-projects at London’s Royal Academy of Art and shortly after at the Art Basel Hong Kong. Continue reading Anish Kapoor and Marina Abramovic battle it out at launch of new VR works
EURYDIKE – Art Installation. Music Theatre. Real Life Game. Mixed Reality Experience
The VR-Theatre-Real-Life-Experience “Euridike” is nominated for the German Video Game Award.
Continue reading EURYDIKE – Art Installation. Music Theatre. Real Life Game. Mixed Reality Experience
Virtual Reality – How To Design Virtual Spatial System
A workshop by Pablo Dornhege at the Berlin Summer University of the Arts.
The workshop conveys substantial knowledge about virtual reality and how it can be used as a design tool. Continue reading Virtual Reality – How To Design Virtual Spatial System
VRHAM! 2018 – Open Call
VRHAM! ist das erste Virtual Reality & Arts Festival in Deutschland. Künstler*innen aus der ganzen Welt können hier einmal jährlich Virtual Reality-Art präsentieren, kreieren und weiterentwickeln, die mit den Grenzen zwischen Kino, Storytelling, Dokumentation und künstlerischem Schaffen spielt, sie verändert oder sogar aufhebt. Continue reading VRHAM! 2018 – Open Call
Barneys New York announces “Mantle”, a Virtual Reality Experience
Barneys New York, the luxury specialty retailer, today announced its spring campaign, Mantle, a virtual reality experience with the Martha Graham Dance Company and Samsung Electronics America, Inc. The iconic New York institutions have joined forces to create a virtual reality short film that blends fashion, technology and contemporary dance, premiering in Barneys New York stores in exclusive designer looks straight from the runway. The experience can be viewed in Barneys New York stores with Gear VR powered by Oculus, through the Samsung VR app, and online at Barneys.com, on March 6.
https://www.barneys.com/category/editorial/videos/mantle/N-rq7117
Augmented Reality wird endlich praxisreif
“Der Einsatz von Datenbrillen beschleunigt Arbeitsprozesse und sorgt für höhere Produktivität.”
Continue reading Augmented Reality wird endlich praxisreif
How a Norwegian Infrastructure Project is Using Virtual Reality to Improve Public Buy-In
This article was originally published by Aurodesk’s Redshift publication as “Norwegian Rail Project Adopts Immersive Design for Public Engagement and Buy-in.”
For a disruptive, 10-kilometer-long rail project that won’t even break ground until 2019, public officials and local residents of Moss, just south of Oslo, Norway, have been given an unusually vivid preview that, in the past, only the designers would have seen at this stage.
“We set up a showroom in the city where the public can come to view the project in a theater setting, and the feedback has been quite nice,” says Hans Petter Sjøen, facility management coordinator for Bane NOR, the year-old, state-owned company responsible for developing, operating, and maintaining the Norwegian national railway infrastructure. “Project members also have been receptive. They tell us that they have seen dimensions on the big screen that they did not see in person.”
Unlike the single viewer wearing a headset, the 180-degree, virtual reality (VR) theater used by the project takes multiple viewers on a simulated ride into an immersive design world, navigating with Navisworks Simulate. An accompanying Building Information Modeling program (BIM Track) allows users to make comments in real time, creating a dialogue between Bane NOR and the Rambøll/Sweco design team.
“One day each month, we make sure to have one of our people available in the VR showroom to answer any questions the public may have,” adds Jarle Rasmussen, Bane NOR’s project manager. “Once we begin construction in 2019, I think there will be even more interest from people who want to see how it will look when it’s completed in 2024. Already, though, I think it’s made it a lot easier for them to accept.”
The VR program was created by a joint venture of Scandinavian engineering giants Sweco and Rambøll Group, based in Stockholm and Copenhagen, respectively. Already in planning for more than a year, the complex project will involve building 10 kilometers of new track, two tunnels, and one new transit station. The project reunites the successful team that’s currently engaged building a 75-kilometer double-track InterCity Line between Sørli and Lillehammer, north of Oslo. Last fall, that project’s innovative use of BIM and 3D simulations earned the Rambøll-Sweco ANS team first place in the Infrastructure category at the 2016 AEC Excellence Awards.
According to the award citation: “By using 3D simulations, BIM helped the project team design, visualize, and negotiate environmental complexities. A total of 120 design and approval participants used BIM tools as a central platform to design, propose, analyze, share, build, and comment throughout the entire project.”
For the newer, 10-kilometer project south of Oslo, the team has again used all of those features. And since January 2017, the immersive VR program has employed Autodesk InfraWorks to make the collaboration even more visceral for both the team and the public.
“The idea for featur[ing] a theater-like experience came from Samuel Andersson, one of our BIM coordinators,” notes Oskar Karlsson, Sweco’s BIM manager on the project. “He had seen information about the VR lab at the Norwegian University of Life Sciences (NMBU) in Ås [located roughly 30 kilometers south of Oslo], where they have this big screen. So our first suggestion was to take the experience of a 180-degree screen to give more info to the project team. It lets them see how the site develops during the whole project, as well as how it will look when it’s done.”
Karlsson adds that Bane NOR has instituted requirements on the project to ensure the signaling system along the rail track is up to code for the train driver and for the rail. The VR lab, which the building team calls its “B Lab,” has improved the group’s ability to meet those requirements, he says. “When we realized that we could also use it to help us locate things better, we used it for locating all the signaling along the route,” Sjøen says.
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How a Norwegian Infrastructure Project is Using Virtual Reality to Improve Public Buy-In
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How a Norwegian Infrastructure Project is Using Virtual Reality to Improve Public Buy-In
09:30 – 29 October, 2017 by Rob McManamy
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How a Norwegian Infrastructure Project is Using Virtual Reality to Improve Public Buy-In, The complex rail project will involve building 10 kilometers of new track, two tunnels, and one new transit station. Image Courtesy of Bane NOR The complex rail project will involve building 10 kilometers of new track, two tunnels, and one new transit station. Image Courtesy of Bane NOR
This article was originally published by Aurodesk’s Redshift publication as “Norwegian Rail Project Adopts Immersive Design for Public Engagement and Buy-in.”
For a disruptive, 10-kilometer-long rail project that won’t even break ground until 2019, public officials and local residents of Moss, just south of Oslo, Norway, have been given an unusually vivid preview that, in the past, only the designers would have seen at this stage.
“We set up a showroom in the city where the public can come to view the project in a theater setting, and the feedback has been quite nice,” says Hans Petter Sjøen, facility management coordinator for Bane NOR, the year-old, state-owned company responsible for developing, operating, and maintaining the Norwegian national railway infrastructure. “Project members also have been receptive. They tell us that they have seen dimensions on the big screen that they did not see in person.”
Unlike the single viewer wearing a headset, the 180-degree, virtual reality (VR) theater used by the project takes multiple viewers on a simulated ride into an immersive design world, navigating with Navisworks Simulate. An accompanying Building Information Modeling program (BIM Track) allows users to make comments in real time, creating a dialogue between Bane NOR and the Rambøll/Sweco design team.
Save this picture!
The VR showroom lets the public visualize what the new station will look like. Image Courtesy of Bane NOR The VR showroom lets the public visualize what the new station will look like. Image Courtesy of Bane NOR
“One day each month, we make sure to have one of our people available in the VR showroom to answer any questions the public may have,” adds Jarle Rasmussen, Bane NOR’s project manager. “Once we begin construction in 2019, I think there will be even more interest from people who want to see how it will look when it’s completed in 2024. Already, though, I think it’s made it a lot easier for them to accept.”
The VR program was created by a joint venture of Scandinavian engineering giants Sweco and Rambøll Group, based in Stockholm and Copenhagen, respectively. Already in planning for more than a year, the complex project will involve building 10 kilometers of new track, two tunnels, and one new transit station. The project reunites the successful team that’s currently engaged building a 75-kilometer double-track InterCity Line between Sørli and Lillehammer, north of Oslo. Last fall, that project’s innovative use of BIM and 3D simulations earned the Rambøll-Sweco ANS team first place in the Infrastructure category at the 2016 AEC Excellence Awards.
Save this picture!
An alternate view of the new rail station. Image Courtesy of Bane NOR An alternate view of the new rail station. Image Courtesy of Bane NOR
According to the award citation: “By using 3D simulations, BIM helped the project team design, visualize, and negotiate environmental complexities. A total of 120 design and approval participants used BIM tools as a central platform to design, propose, analyze, share, build, and comment throughout the entire project.”
For the newer, 10-kilometer project south of Oslo, the team has again used all of those features. And since January 2017, the immersive VR program has employed Autodesk InfraWorks to make the collaboration even more visceral for both the team and the public.
“The idea for featur[ing] a theater-like experience came from Samuel Andersson, one of our BIM coordinators,” notes Oskar Karlsson, Sweco’s BIM manager on the project. “He had seen information about the VR lab at the Norwegian University of Life Sciences (NMBU) in Ås [located roughly 30 kilometers south of Oslo], where they have this big screen. So our first suggestion was to take the experience of a 180-degree screen to give more info to the project team. It lets them see how the site develops during the whole project, as well as how it will look when it’s done.”
Karlsson adds that Bane NOR has instituted requirements on the project to ensure the signaling system along the rail track is up to code for the train driver and for the rail. The VR lab, which the building team calls its “B Lab,” has improved the group’s ability to meet those requirements, he says. “When we realized that we could also use it to help us locate things better, we used it for locating all the signaling along the route,” Sjøen says.
Save this picture!
The VR project takes viewers on a simulated ride through an immersive design world. Image Courtesy of Bane NOR The VR project takes viewers on a simulated ride through an immersive design world. Image Courtesy of Bane NOR
“This is the first time I’m aware of where we have done this,” says Christina Hegge, Rambøll’s project manager, referring to the expanded use of VR and augmented reality (AR) on an infrastructure project. “But this is definitely the future, so I think we will be using it more and more.”
Hegge says the team is now engaged in technical detail planning, creating tender documents for turnkey construction of both preparatory works and actual rail engineering works. Preliminary site work is just getting underway.
So far, only the building team, the owner, and other stakeholders have used the university’s big-screen experience to enhance their collaboration. The public, for its part, has been encouraged to use the showroom in Moss for walk-in tours with the VR headsets. Feedback from both groups has been encouraging.
“Traditionally, we had only used 2D drawings, so we asked ourselves, ‘How could we use technology to be more engaging?’” Rasmussen says. “Buildings today have come quite a long way—many don’t even have physical drawings. But infrastructure is not quite there yet. Hopefully it will be one day, but that won’t be in the near future. Our facilities are still too spread out over many kilometers, and even years, for us to go completely without paper.”
Still, both Sjøen and Rasmussen agree that the future pace of technological change is hard to gauge. Both started in the rail industry in 2003, and when asked together if they could have imagined 14 years ago the type of technology that they would be using today on these projects, they answered in unison, laughing: “Not at all!”
Der Traum vom Fliegen: Wie Ausstellungsdesign und VR sich perfekt ergänzen
Sabine Danek auf www.page-online.de
Mit der Virtual-Reality-Anwendung Birdly fliegt man wie ein Vogel durch das historische Ulm. Perfekt ergänzt wird das Erlebnis von einer analogen und wunderbar haptischen Schau. Continue reading Der Traum vom Fliegen: Wie Ausstellungsdesign und VR sich perfekt ergänzen
Thanks to Virtual Reality in a UPC pop-up store customers could ride the dragon in Zurich
»The Art of Immersion« Exhibition at the ZKM Karlsruhe
“An essential aspect of new media in all its forms is its immersive nature. This was heralded in the history of panoramic painting, of the cinerama and of installation art, and it is now reaching new levels of transformational experience in the immersive digital visualization systems of virtual reality and augmented reality.
Continue reading »The Art of Immersion« Exhibition at the ZKM Karlsruhe
Ferienziele mit Virtual-Reality Brillen entdecken
“wir [bieten] euch ein wahres virtuelles Reiseerlebnis. In ausgewählten Hotelplan Filialen könnt ihr unsere neuen Virtual-Reality Brillen testen und Ferienziele bereits vor der Buchung auskundschaften.” Continue reading Ferienziele mit Virtual-Reality Brillen entdecken
Virtual Reality Trip nach Davos Klosters
Passantinnen und Passanten der Europaallee in Zürich konnten die wundervolle Bergwelt von Davos Klosters mittels Virtual Reality erleben. Dabei nahmen sie in einem echten Sessellift Platz und wurden per Virtual Reality-Brille aus dem bewölkten Zürich in das sonnige Davos Klosters geführt. Continue reading Virtual Reality Trip nach Davos Klosters
The reality theatre
http://allisoncrank.com/work/portfolio/the-reality-theatre-shopping-in-the-ludic-century/
Allison Crank on the future of shopping in her Masters Thesis project, from June 2015: The thesis was both a research project which led into a design proposal. She researched the evolution of shopping, urbanism and architecture starting with the Greek agora, where public life arose from the boundaries of the marketplace, to the arcades of Paris, department stores, shopping malls and the experience economy. At the same time, she followed new emerging technologies, the rise of the Ludic Century and the gaming industry. She combined the research to bring people into the future, to a new form of urbanism where distinct elements such as virtual architecture, the third place, the role of the customer/designer, and performance combine.
GAP tests new virtual dressing room
Liz Nunan, GAP Inc. blogger on aDressed.gapinc.com Continue reading GAP tests new virtual dressing room
The Top 5 Virtual Reality and Augmented Reality Apps for Architects
Why Henning Larsen Architects Believe that VR Is “a Gift for the Future of Architecture”
Thomas Musca on ArchDaily.com | Interview with Henning Larsen’s Chief Engineer of Sustainability Jakob Strømann-Andersen. |
http://www.archdaily.com/876881/why-henning-larsen-architects-believe-that-vr-is-a-gift-for-the-future-of-architecture?utm_medium=email&utm_source=ArchDaily%20List Continue reading Why Henning Larsen Architects Believe that VR Is “a Gift for the Future of Architecture”
DiMoDA 2.0 (and 1.0) – The Digital Museum of Digital Art
Digital Art Spaces | DiMoDa | https://dimoda.art/ Continue reading DiMoDA 2.0 (and 1.0) – The Digital Museum of Digital Art
Links: Archäologische Virtual Reality Projekte
A list of archaeological projects | compiled by Jordi Serangeli |
https://homepages.uni-tuebingen.de/jordi.serangeli/links_vr.htm
Continue reading Links: Archäologische Virtual Reality Projekte
DLF: Siegeszug der Virtuellen Realität
Maximilian Schönherr on deutschlandfunk.de | german |
http://www.deutschlandfunk.de/siegeszug-der-virtuellen-realitaet-unfassbar-nah.740.de.html?dram:article_id=389762 Continue reading DLF: Siegeszug der Virtuellen Realität
CANVAS 360™ / 360° video post production / After Effects
Software | 360° video editing | http://torusmedialabs.com/ Continue reading CANVAS 360™ / 360° video post production / After Effects
MoGA: GIPHY Museum of GIF Art
Digital Art Spaces | MoGA Giphy Museum of GIF Art | GIPHY.com Continue reading MoGA: GIPHY Museum of GIF Art
Virtual Reality Has Arrived in the Art World. Now What?
Carne y Arena (Virtually present, Physically invisible)
VR installation by Alejandro G. Iñárritu | Article by Stephen Garrett on observer.com | fondazioneprada.org Continue reading Carne y Arena (Virtually present, Physically invisible)