Virtual Reality in the world of Art
Maybe this is not a very popular topic that people talk about all the time but, Is creating art in virtual reality going to become the only way we can be able to see new art in a few years?
Art is very important for the human race. From the beginning of our existence, people have been creating some sort of art. From drawings on the walls to marvelous sculptures to graffiti. Nowadays more than ever, people seem to become more and more interested in art. Every day of your life you could visit a different art exhibition, and even if you did this for 90 years, you wouldn’t be able to see them all.
But if more and more people start to use virtual reality for creating their art, you could be anywhere in the world and you could see the work of your favorite artist at any moment. But see it in a way that it feels like you are standing in front of it. It is completely different from seeing it on social media and the internet in general.
This would be very helpful for artists, too. If you are an artist, you know how hard it is to have a successful art exhibition. Especially if you are shipping your art overseas, there are so many things that you have to worry about before you ship your art overseas, and by making your art in VR, you wouldn’t have to worry about anything.
WHAT IS VIRTUAL ART?
Virtual art is a term used for the virtualization of art. In other words, it is contemporary art created with the technical media developed at the end of the 1980s — computers, visualization casks, data clothes, data gloves, generators of 3D sound, digital sculpture and painting, stereoscopic screens and spectacles, etc.
The virtual media artist is a new type of artist that uses the aesthetic and innovative potential of image-creating methods and formulates artistic positions and new options of perception in today’s media revolution. Also, the virtual reality artist specifically researches innovating forms of interface design and interaction, contributing to the development of the medium, both as a technologist and an artist. In virtual art, technology and art are allied in the service of today’s complex machineries of creating images.
The development of computers and other technology has transformed artworks into a virtual world, allowing viewers to go in, participate, and rearrange them. This, in return, caused an even higher level of psychological impact and immersion because the observers are pulled directly into the virtual artwork. We can define virtual art as art that allows its viewers to immerse themselves in the artwork and interact with it through an interface of technical tools. Furthermore, many art theorists consider it a post-convergent form of art based on the union of art and technology (containing all previous media as subsets). Since virtual art consists of augmented reality, virtual reality, or mixed reality, it can also be seen in other media production aspects, such as movies and video games.
MUSEUMS AND GALLERIES USE VR ART FOR SPECIAL EXHIBITIONS AND SALES
Through the Oculus Rift, there are many different possibilities that arise, which many galleries and artists have taken advantage of. One of the most recent approaches has been the use of virtual reality apps. The Renwick Gallery, an institution part of the Smithsonian in Washington D.C., held an exhibit from 2015-16 that took place on the screens of viewers’ mobile devices.
Artists are increasingly turning to virtual tools in their practice.
The museum launched an immersive 360-degree art virtual reality app called “Renwick Gallery WONDER 360”—which allowed the viewer to explore in 3D its “WONDER” exhibit, involving nine contemporary artists. These artists —Jennifer Angus, Chakaia Booker, Gabriel Dawe, Tara Donovan, Patrick Dougherty, Janet Echelman, John Grade, Maya Lin and Leo Villareal— created site-specific, gallery-sized installations from a series of unexpected materials. WONDER 360 was the gallery’s first major exhibit utilizing virtual reality, and was unlike a real gallery in that it allowed the holder to view and experience the art anywhere in the world. This virtual reality tour is, in that way, a whole new approach to sharing art with the public.
Recently, Orangenius, an art startup serving both artists and galleries with online business and networking tools, launched its own virtual reality component to provide the same kind of immersive view into art institutions and galleries [Note: Orangenius is the parent company of Artrepreneur]. This service, which is still in its preliminary stages, creates opportunities for online participants to virtually walk through exhibitions and view works of art for sale, amounting to an indispensable marketing and sales tool for participating galleries.
Virtual reality developed out of the technical community, from a vision of what was technically possible and from the requirements of certain technically demanding applications. Of course, some of the creators had visions of applications far beyond the needs of their funding sources, but generally the community has explored virtual reality as a human-computer interface technology. We see this focus on interface as something like studying celluloid instead of cinema, paper instead of novels, cathode ray tubes instead of television, hardware instead of software. While the interface is important, we must also look beyond it to the underlying structure of the worlds we want to model. Traditional arts and media provide excellent examples worthy of our inspection. Since VR is new, it is natural that we haven't explored the whole problem yet, but we must indeed go forth and carry out a broad exploration if we want virtual reality to achieve its promise of letting us \go anywhere and do anything