Abstract
The concept of virtual reality has transformed from a philosophical concept which implies an intangible reality realized in subjective human experience, into a widely used term that refers to a technologically realized simulated experience. The new technology of virtual reality erases the boundaries of subjective and objective, real and fictional, between cinema, theater, video games, art. Being a play as the basic form of human activity, VR immerses a person in an alternative artistic artificial environment. As a result of the analysis of more than two hundred creative projects using virtual reality, several properties have been identified that contribute to the experience of “virtuality”: unusual experience, activity, naturalism, interaction, emotional engagement. “Unusual experience” is the characteristic that most distinguishes artistic projects (theater, cinema, art, video games) from other non-creative uses of VR. In virtual reality, the role of the audience is becoming more and more active, which is achieved by technical (360-degree perspective or free movement) and artistic means (transformation of the viewer into a character or creator). The use of film and animation techniques expands the boundaries of what is possible in VR. The ability to convey experience at the level of actuality demonstrates the great potential of VR technology in the construction of reality.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Samorodova, E.A., Belyaeva, I.G., Bakaeva, S.A.: Analysis of communicative methods effectiveness in teaching foreign languages during the coronavirus epidemic: distance format. XLinguae 14, 131–140 (2021). https://doi.org/10.18355/XL.2021.14.01.11
Kazaryan, R.: The concept of anthropotechnical safety of functioning and quality of life. In: Murgul, V., Pukhkal, V. (eds.) International Scientific Conference Energy Management of Municipal Facilities and Sustainable Energy Technologies EMMFT 2019. EMMFT 2019. Advances in Intelligent Systems and Computing, vol. 1258. pp. 759–767. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-57450-5_64
Pozdeeva, E., et al.: Assessment of online environment and digital footprint functions in higher education analytics. Educ. Sci. 11, 256 (2021). https://doi.org/10.3390/educsci11060256
Pokrovskaia, N.N., Korableva, O.N., Cappelli, L., Fedorov, D.A.: Digital regulation of intellectual capital for open innovation: industries’ expert assessments of tacit knowledge for controlling and networking outcome. Future Internet 13, 44 (2021). https://doi.org/10.3390/fi13020044
Tretyakov, I.L.: Information networks and manipulative technologies in the arsenal of extremists. In: Bylieva, D., Nordmann, A., Shipunova, O., Volkova, V. (eds.) Knowledge in the Information Society. PCSF 2020, CSIS 2020. LNNS, vol. 184. pp. 125–135. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-65857-1_13
Serkova, V.: The digital reality: artistic choice. IOP Conf. Ser. Mater. Sci. Eng. 940, 012154 (2020). https://doi.org/10.1088/1757-899X/940/1/012154
Du Sautoy, M.: The Creativity Code: Art and Innovation in the Age of AI. Harvard University Press, Cambridge, MA (2019)
Polmeer, G.: Historical questions on being and digital culture. In: Giannini, T., Bowen, J. (eds.) Museums and Digital Culture. Springer Series on Cultural Computing, pp. 49–62. Springer, Cham (2019). https://doi.org/10.1007/978-3-319-97457-6_3
Kellner, D.: Herbert Marcuse and the Crisis of Marxism. Macmillan Education, UK, London (1984). https://doi.org/10.1007/978-1-349-17583-3
Owen Barfield: The Rediscovery of Meaning, and Other Essay. Barfield Press, Oxford (2013)
Marcuse, H.: The Aesthetic Dimension. Beacon Press, Boston (1978)
Benjamin, W.: The work of art in the age of mechanical reproduction. In: Illuminations. Schocken Books, New York (1969)
McLuhan, M.: The Medium and the Light: Reflections on Religion and Media. Wipf and Stock Publishers, Eugene (2010)
Massumi, B.: Envisioning the virtual. In: Grimshaw, M. (ed.) The Oxford Handbook of Virtuality, pp. 55–71. Oxford University Press, New York (2014). https://doi.org/10.1093/oxfordhb/9780199826162.013.010
Frankel, R., Krebs, V.J.: Human Virtuality and Digital Life: Philosophical and Psychoanalytic Investigations. Routledge, London (2021)
Artaud, A.: The Theater and Its Double. Grove Press, New York (1994)
Hegel, G.W.F.: Hegel’s Aesthetics: Lectures on Fine Art, vol. 1. Oxford University Press, Oxford (1975)
Gillespie, C.: virtual humanity—access, empathy and objectivity in vr film making. Glob. Soc. 34, 145–162 (2020). https://doi.org/10.1080/13600826.2019.1656173
Gruenewald, T., Witteborn, S.: Feeling good: humanitarian virtual reality film, emotional style and global citizenship. Cult. Stud. 1–21 (2020). https://doi.org/10.1080/09502386.2020.1761415
Spencer, H.: First Principles. University Press of the Pacific, Stockton (2002)
Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. Martino Fine Books, Eastford (2014)
Herodotus: History of Herodotus: A New English Version. D. Appleton, New York (1861)
Han, S.-L., An, M., Han, J.J., Lee, J.: Telepresence, time distortion, and consumer traits of virtual reality shopping. J. Bus. Res. 118, 311–320 (2020). https://doi.org/10.1016/j.jbusres.2020.06.056
Schnack, A., Wright, M.J., Holdershaw, J.L.: Immersive virtual reality technology in a three-dimensional virtual simulated store: investigating telepresence and usability. Food Res. Int. 117, 40–49 (2019). https://doi.org/10.1016/j.foodres.2018.01.028
Kang, S., O’Brien, E., Villarreal, A., Lee, W., Mahood, C.: Immersive journalism and telepresence. Digit. J. 7, 294–313 (2019). https://doi.org/10.1080/21670811.2018.1504624
Yepez, J., Guevara, L., Guerrero, G.: AulaVR: virtual reality, a telepresence technique applied to distance education. In: 2020 15th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1–5. IEEE (2020). https://doi.org/10.23919/CISTI49556.2020.9141049
Steuer, J.: Defining virtual reality: dimensions determining telepresence. J. Commun. 42, 73–93 (1992). https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
Lim, H., Childs, M.: Visual storytelling on Instagram: branded photo narrative and the role of telepresence. J. Res. Interact. Mark. 14, 33–50 (2020). https://doi.org/10.1108/JRIM-09-2018-0115
Ongsakul, V., Ali, F., Wu, C., Duan, Y., Cobanoglu, C., Ryu, K.: Hotel website quality, performance, telepresence and behavioral intentions. Tour. Rev. 76, 681–700 (2021). https://doi.org/10.1108/TR-02-2019-0039
Fox Tree, J.E., Whittaker, S., Herring, S.C., Chowdhury, Y., Nguyen, A., Takayama, L.: Psychological distance in mobile telepresence. Int. J. Hum. Comput. Stud. 151, 102629 (2021). https://doi.org/10.1016/j.ijhcs.2021.102629
Cortellessa, G., et al.: ROBIN, a telepresence robot to support older users monitoring and social inclusion: development and evaluation. Telemed. e-Health. 24, 145–154 (2018). https://doi.org/10.1089/tmj.2016.0258
Keller, L., Gawron, O., Rahi, T., Ulsamer, P., Müller, N.H.: Driving success: virtual team building through telepresence robots. In: Zaphiris, P., Ioannou, A. (eds.) Learning and Collaboration Technologies: Games and Virtual Environments for Learning. HCII 2021. LNCS, vol. 12785. pp. 278–291. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-77943-6_18
Hassan, R.: Digitality, virtual reality and the ‘empathy machine.’ Digit. J. 8, 195–212 (2020). https://doi.org/10.1080/21670811.2018.1517604
Bowen, J.P., Giannini, T., Falconer, R., Magruder, M.T., Marconi, E.: Beyond human: arts and identity between reality and virtuality in a post-Covid-19 world. In: Proceedings of EVA London 2021, pp. 7–11. BCS Learning and Development Ltd., London (2021). https://doi.org/10.14236/ewic/EVA2021.2
Spiegel, B.: Virtual Reality and the COVID Mental Health Crisis. https://www.scientificamerican.com/article/virtual-reality-and-the-covid-mental-health-crisis/. Accessed 2 May 2021
Rubin, B.M.: Virtual reality brings joy to people in assisted-living facilities. https://www.wsj.com/articles/virtual-reality-brings-joy-to-people-in-assisted-living-facilities-11616760002. Accessed 2 May 2021
Klett, L.M.: Virtual reality film brings viewers into life of Christ. https://jesusvr.net/2017/03/08/virtual-reality-film-brings-viewers-into-life-of-christ/. Accessed 2 Apr 2021
Smagen af Sult (A Taste of Hunger). https://www.labiennale.org/en/cinema/2020/venice-vr-expanded/smagen-af-sult-taste-hunger. Accessed 2 Apr 2021
Sagnier, C., Loup-Escande, E., Lourdeaux, D., Thouvenin, I., Valléry, G.: User acceptance of virtual reality: an extended technology acceptance model. Int. J. Hum.–Comput. Interact. 36, 993–1007 (2020). https://doi.org/10.1080/10447318.2019.1708612
Kim, Y., Lee, H.: Falling in love with virtual reality art: a new perspective on 3D immersive virtual reality for future sustaining art consumption. Int. J. Hum.–Comput. Interact. 1–12 (2021). https://doi.org/10.1080/10447318.2021.1944534
Leontyeva, V.L., Pokrovskaia, N.N., Ababkova, M.Y.: Intellectual networking in digital education – improving testing for enhanced transfer of knowledge. In: Bylieva, D., Nordmann, A., Shipunova, O., Volkova, V. (eds.) Intellectual Networking in Digital Education – Improving Testing for Enhanced Transfer of Knowledge, pp. 171–191. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-65857-1_16
Ding, N., Zhou, W., Fung, A.Y.H.: Emotional effect of cinematic VR compared with traditional 2D film. Telemat. Inform. 35, 1572–1579 (2018). https://doi.org/10.1016/j.tele.2018.04.003
Bujić, M., Salminen, M., Macey, J., Hamari, J.: “Empathy machine”: how virtual reality affects human rights attitudes. Internet Res. 30, 1407–1425 (2020). https://doi.org/10.1108/INTR-07-2019-0306
Kabiljo, L.: Virtual reality fostering empathy: meet the enemy. Stud. Art Educ. 60, 317–320 (2019). https://doi.org/10.1080/00393541.2019.1665401
Barbot, B., Kaufman, J.C.: What makes immersive virtual reality the ultimate empathy machine? Discerning the underlying mechanisms of change. Comput. Hum. Behav. 111, 106431 (2020). https://doi.org/10.1016/j.chb.2020.106431
Be the ghost of ‘Hamlet’ in new virtual reality video by commonwealth Shakespeare Company. https://www.wickedlocal.com/entertainmentlife/20190125/be-ghost-of-hamlet-in-new-virtual-reality-video-by-commonwealth-shakespeare-company. Accessed 21 Apr 2021
Thompson, K., Bordwell, D.: Venice 2017: sensory saturday; or, what puts the virtual in VR?. http://www.davidbordwell.net/blog/2017/09/03/venice-2017-sensory-saturday-or-what-puts-the-virtual-in-vr/. Accessed 11 April 2021
Team, Z.: The Hangman at home XR by Michelle and Uri Kranot. https://www.zippyframes.com/index.php/production/the-hangman-at-home-by-michelle-and-uri-kranot. Accessed 2 Apr 2021
Lodz: A real performance in a virtual environment: the Bolshoi Drama theater opened a branch in minecraft. https://habr.com/ru/company/selectel/blog/509766/. Accessed 2 Apr 2021 (In Russian)
Zakaryan, E.: Minecraft performance “The Minor” on the stage of the virtual BDT. https://www.youtube.com/watch?v=xZM1ZR04vo4&feature=youtu.be. Accessed 2 April 2021 (In Russian)
Sauvagnargues, A.: Deleuze and Guattari’s digital art machines. In: Assis, P. de and Giudici, P. (eds.) The Dark Precursor: Deleuze and Artistic Research, vol. 2. pp. 309–314. Leuven University Press (2017). https://doi.org/10.2307/j.ctt21c4rxx.29
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Bylieva, D. (2022). Artistic Virtual Reality. In: Bylieva, D., Nordmann, A. (eds) Technology, Innovation and Creativity in Digital Society. PCSF 2021. Lecture Notes in Networks and Systems, vol 345. Springer, Cham. https://doi.org/10.1007/978-3-030-89708-6_39
Download citation
DOI: https://doi.org/10.1007/978-3-030-89708-6_39
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-89707-9
Online ISBN: 978-3-030-89708-6
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)