It is the uniqueness of Virtual Reality as a medium that calls for the creation of hybrid realities which blur the finite
boundaries between physical and digital existence. Virtual Reality's distinguishing features as an artistic medium
embody a distinct form of aesthetics: it is a stereoscopic, immersive, interactive, performative, dynamic, and experiential
medium. A Virtual Reality art piece manifests in multiple ways. It can present itself as an interactive virtual archetype,
exploring concepts rendered from different perspectives, and as an impetus to challenge the platform's capabilities, not
only theoretically as an artistic practice, but also by calling for the instantiation of authoring tools for the development of
virtual reality experiences. The paradigm presented in this paper is a Virtual Reality art piece, called skin, 2006,
developed on Electro, which is an open-source cross-platform development environment. skin, 2006, is an interactive
hypersteroscopic high-definition audiovisual installation that explores a dialogue between physical and digital senses of
"touch".
This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a 'go together' world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we 'become virtual' in real time with others.
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