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

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

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

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

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

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

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

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
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!”

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.