scholarly journals Immersive Environments, VR, AR in Ukrainian Contemporary Art of The Recent Years

2021 ◽  
pp. 23-40
Author(s):  
Oksana Chepelyk

The article is devoted to the scientific problem of theoretical elaboration and contextualization of immersive environment realized in the physical space of a gallery or museum, in VR and on the new virtual platforms on the Internet, as well as in hybrid space, in the augmented and mixed reality of the 21st century. The aim of the research is to identify the peculiarities of the formation of the immersive environment and of the practices of VR and AR projects creation in Ukrainian contemporary art in recent years. The task is to elaborate the theoretical bases of the development of immersive environments and VR, review and analysis of projects that use the digital technologies in order to create an immersion and AR. The methodology of the study consists in theoretical and field research of immersivity and in the author’s experiments development. The main method is a comprehensive and systematic approach to the development of the theory of virtuality, visual and photometric methods, analysis of concepts, spatial structure and technological features of online VR platforms and artistic realizations. The concept of sensorium is involved, which describes the feeling, perception and interpretation of information about the world around. The peculiarities of creating immersive environments in physical space in the projects «MetaPhysical Time-Space», «Refraction of Reality», «Living Energy» were explored (to be included into the national art discourse), as well as in VR in the frame of VR-festivals, such, as Carbon Media Art Festival, «Frontier» and «Virtuality» that serve as a testing ground for the development of new technological art. The possibilities of new online VR platforms, such as Mozilla Hubs, WebXR, AltspaceVR, artspaces.kunstmatrix, Cryptovoxels, Transmadatac Virtual Museum, are analyzed. The practice of creating VR projects on platforms on the Internet: Artefact Chornobyl 33 and Artefact Chornobyl + MADATAC, «VR Collider» and «Genesis» are considered as case study. Drift from immersive environments in physical space to virtual reality has been detected. The multi-vector nature of AR projects and different types of connection with book publishing, public art objects, contemporary sculpture and urban practice have been revealed.

2019 ◽  
Vol 25 ◽  
pp. 269-295
Author(s):  
Ewa Maria Kocój

The purpose of this article is to present the preliminary results of the research on the shepherds' everyday life that I have been conducting since 2015 in the field of history, migration, and cultural heritage of the Vlach minority inhabiting the areas from Albania to the northern Carpathians. One of the research stages entails the studies of the daily life and rituals of the highlanders living in the huts on the Polish side of the Carpathians. The article describes the issues concerning the organization and the time-space symbolism of a modern hut, including their daily life and schedule of activities. The research was conducted in the selected huts of Spiš, Orava, Podhale, Żywiec region, and Silesian Beskids in Poland in 2015-2018. In all cases, I applied qualitative research, mostly structured and unstructured interviews with senior and young shepherds working in the huts, as well as covert and overt participant observations conducted during selected pastoral holidays and meetings in various spaces—in temples, during highlander's and Vlach conventions, in theme meetings, and in the huts. I supplement these techniques with the analysis of the visual sources that I made during the field research, received from the enthusiasts of this topic, or found on the Internet. The research has shown that modern pastoralism oscillates between two poles: the traditional, which has made it possible to retain many elements from the past (cultural heritage), and the modern, thanks to which shepherds introduce global solutions to their huts and traditions.


2006 ◽  
Vol 5 (2) ◽  
pp. 45-50 ◽  
Author(s):  
E.T. Khoo ◽  
A.D. Cheok

This paper introduces Age Invaders (AI), a novel interactive inter-generation social-physical game which allows the elderly to play harmoniously together with children in physical space while parents can participate in the game play in real time remotely through the internet


Al-Farabi ◽  
2021 ◽  
Vol 75 (3) ◽  
pp. 26-36
Author(s):  
D. Shaidulina ◽  

The article is devoted to the study of Kazakhstani independent art platforms on the Internet. As the objects of research, the author selected two leading artistic resources of the Kaznet, dedicated to domestic contemporary art - Astral Nomads and Qazart, the analysis of which made it possible to reveal the significance of digital technologies and the virtual world for the modern culture of Kazakhstan. The platforms emerged as a response to problems of material destruction threaten art objects and aspiration for promotion of Kazakhstani contemporary art. In current conditions, we are able to trace the tendency of increasing involvement into virtuality.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Luis Cláudio de Jesus-Silva ◽  
Antônio Luiz Marques ◽  
André Luiz Nunes Zogahib

This article aims to examine the variable compensation program for performance implanted in the Brazilian Judiciary. For this purpose, a survey was conducted with the servers of the Court of Justice of the State of Roraima - Amazon - Brazil. The strategy consisted of field research with quantitative approach, with descriptive and explanatory research and conducting survey using a structured questionnaire, available through the INTERNET. The population surveyed, 37.79% is the sample. The results indicate the effectiveness of the program as a tool of motivation and performance improvement and also the need for some adjustments and improvements, especially on the perception of equity of the program and the distribution of rewards.


Author(s):  
Tetyana Jezhyzhanska

In the information society the status of information is changing: this main value of global civilization becomes an important resource of socio- economic, technological and cultural development. The rapid development of virtual technologies and the growing number of Internet users in Ukraine and in the world causes the new challenges to communication of each organization. The book publishers are also obliged to respond to these processes. However, the works devoted directly to publishers’ communication in the modern media space are still lacking in Ukraine. The objective of the article is to clarify peculiarities and conditions of the activities of Ukrainian book publishers in today’s media space which is an important issue today. It is analyzed the literature and sources on this issue and it is ascertained the theoretical and practical possibilities to take into account the trends in the world of modern media in the PR-activity of book publishers. Also the prospects for further scientific study and practical use of PR-communications in the activity of publishers are determined. The analysis of current changes in the modern information space allows us to trace the general tendencies: the new subject and object areas are formed; the number of subjects is expanded; the new formats of interaction within the system of communications of the organization and in society as a whole are created. That means that publishing house’s PR-communications are complicated by the emergence of new elements, such as active audience, social networks as communication channels, promotions on the Internet and others. PR communication in the Internet space is the most effective and inexpensive tool for interaction of publishers with active audiences. Thus, the activation of PR communication in the modern media space is associated with the emergence of the latest information technologies, online media as well as development of Internet. The use of online channels of Internet for communication with the target audience of publishing organizations has certain advantages over traditional media. At the same time, it is necessary to take into account the information saturation of media space, which complicates the way of PR-messages of book publishers to the reader.


2021 ◽  
Vol 13 (6) ◽  
pp. 151
Author(s):  
Josué Padilla-Cuevas ◽  
José A. Reyes-Ortiz ◽  
Maricela Bravo

An Ambient Intelligence responds to user requests based on several contexts. A relevant context is related to what has happened in the ambient; therefore, it focuses a primordial interest on events. These involve information about time, space, or people, which is significant for modeling the context. In this paper, we propose an event-driven approach for context representation based on an ontological model. This approach is extendable and adaptable for academic domains. Moreover, the ontological model to be proposed is used in reasoning and enrichment processes with the context event information. Our event-driven approach considers five contexts as a modular perspective in the model: Person, temporal (time), physical space (location), network (resources to acquire data from the ambient), and academic events. We carried out an evaluation process for the approach based on an ontological model focused on (a) the extensibility and adaptability of use case scenarios for events in an academic environment, (b) the level of reasoning by using competence questions related to events, (c) and the consistency and coherence in the proposed model. The evaluation process shows promising results for our event-driven approach for context representation based on the ontological model.


Author(s):  
Uma Jayaram ◽  
Narayanan Mathrubutham ◽  
Sankar Jayaram

Abstract A 3D menu, also called a virtual menu, is now an accepted method of interaction between the user and the computer in an immersive environment. It adds functionality and allows interactions that are usually difficult to specify through direct interaction. We present the design and methodology of a support system for 3D menu creation and interaction in an immersive environment. Three kinds of virtual menus are supported — a paddle, a static billboard, and a dynamic billboard. These are distinguished by different spatial presentation and interaction paradigms in the virtual environment. The integration of the support system into an immersive environment is presented in the context of engineering applications research at Washington State University. Problems encountered and future planned enhancements are also examined. A clean separation between the virtual menu support system and the application in which the virtual menu will be created and displayed has been maintained.


Author(s):  
Mahmoud Elkhodr ◽  
Seyed Shahrestani ◽  
Hon Cheung

The Internet of Things (IoT) brings connectivity to about every objects found in the physical space. It extends connectivity not only to computer and mobile devices but also to everyday objects. From connected fridges, cars and cities, the IoT creates opportunities in numerous domains. This chapter briefly surveys some IoT applications and the impact the IoT could have on societies. It shows how the various application of the IoT enhances the overall quality of life and reduces management and costs in various sectors.


Author(s):  
Ronald Zamora ◽  
Jeimy Vélez ◽  
Jose L. Villa

The implementation of remote access laboratories by universities is a growing tendency. Worldwide its implementation has been carried out in different disciplines using different technologies, interfaces and protocols. In this sense, it is logical to conclude that there is no fixed methodology or standard for its implementation, which leads researchers to question its effectiveness and differentiation for learning purposes during lab work. It is equally necessary to mention the importance of using collaborative and immersive environment tools to perform lab exercises with remote access since they complement its use and application. In this chapter, is presented the contributions by the implementation of collaborative and immersive environments in the development of laboratory with remote access from the point of view of its effectiveness and differentiation in learning.


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