scholarly journals THE USE OF VIRTUAL REALITY TECHNOLOGY IN THE ART PRODUCTION PROCESS IN THE CONTEXT OF DIGITAL ART

2021 ◽  
Vol 10 (77) ◽  

Technological developments in today's world, which has made significant breakthroughs towards digitalization thanks to the electronics and computer revolution, are in many areas from science to art; it gives us new opportunities for research, application and experience. Virtual Reality (VR) technology is one of these advanced technological advances that offer new possibilities to dozens of areas. VR technology completely cuts off communication with the outside world (with concrete reality) and offers its user the new reality claim through the representation of virtuality ( numeracy). Today, virtual reality applications have started to be used in many different areas from education to entertainment sector. The concept of art, which has the desire and potential to make use of the technological possibilities of its period as much as possible throughout history, has not been indifferent to the accelerated and increasing development of VR technology. In particular, digital art has started to benefit from the great potential offered by VR technology, where it captures a new application area and a new experience management, in terms of art production and presentation. This article, written in the light of the information mentioned, is a research study on the possibilities that VR technology offers to today's digitalized art. Within the scope of the study, current infouts are made through examples of artistic application on the field mentioned and focus on the potential for use of SG technology in the artistic production process and the contributions it brings to the field of art. Keywords: Virtual reality, digital art, cyber space, technology and art

Author(s):  
Stefanie Evelyn ◽  
Sutrisnowati Machdijar

BSD City is an area that is planned to be a pioneer of the Integrated Smart Digital City, triggered by the population of BSD which is dominated by millennials and alpha generations who grow up following technological developments. Millennials have a high level of anxiety, stress and depression. To reduce high levels of stress art has an important role where art can change one's emotions and behavior, have a positive impact on stress management, reduce anxiety levels and improve mood. Digital technology has allowed art to go beyond existing boundaries, so that art in the present and in the future will be more dynamic, flexible in accordance with the character of the millennials generation. Therefore, this design aims to provide a forum for interaction between art and humans and among fellow human beings from various groups by utilizing technological advances to maximize the interactions that occur and foster creative thinking and self-expression through digital art. The design is done by survey method and shape grammar. A museum where visitors can explore digital art and interact directly with the artwork and express their emotions freely into a museum, is needed by the Millennials at this time. AbstrakKota BSD merupakan suatu kawasan yang direncanakan akan menjadi pionir Integrated Smart Digital City, dipicu oleh penduduk BSD yang didominasi oleh generasi milenial dan generasi alfa yang tumbuh dengan mengikuti perkembangan teknologi. Generasi  milenial memiliki  tingkat kecemasan, stress, dan depresi yang tinggi. Untuk mengurangi tingkat stress yang tinggi itu seni memiliki peran yang penting dimana seni dapat mengubah emosi dan perilaku seseorang, memberi dampak positif pada manajemen stress, mengurangi tingkat kecemasan dan meningkatkan mood.[1] Teknologi digital telah memungkinkan seni untuk melampaui batasan-batasan yang ada, sehingga seni di masa sekarang dan di masa yang akan datang menjadi lebih dinamis, fleksibel sesuai dengan karakter generasi millennials. Oleh karena itu, perancangan ini bertujuan untuk menyediakan wadah interaksi antara seni dengan manusia dan antara sesama  manusia dari berbagai golongan dengan memanfaatkan kemajuan teknologi untuk memaksimalkan interaksi yang terjadi serta menumbuhkan pemikiran kreatif dan ekspresi diri melalu seni digital. Perancangan dilakukan dengan metode survei dan shape grammar. Museum dimana pengunjung dapat mengeksplorasi seni digital dan berinteraksi langsung dengan karya seni tersebut serta mengekspresikan emosinya secara bebas menjadi museum yang dibutuhkan generasi milenial di masa ini.[1] Sabine C. Koch & Fuchs T, Embodied Arts Therapies, (Arts Psychother, 2011)


Author(s):  
Rudolf Dekha Silaen ◽  
Apri Junaidi ◽  
Ely Purnawati

At this time, it is very difficult to introduce culture to students in school, and this is also involved to children do not recognizing their own culture. Many schools have so limited funds to go to museums or cultural performances, especially school which are far from the capital city. Therefore, it is necessary to make an android-based application using Virtual Reality. This writing describes about a method of designing and making Central Javanese cultural learning-application for elementary and secondary school students by utilizing technological developments, one of the fields is education. In the field of education, Virtual Reality can be used as a learning media which is able to make it more attractive. This Virtual Reality technology can be applied in regional cultural learning systems, one of this is the introduction of Central Javanese culture. The use of Virtual Reality technology is expected to be able to display objects in the form of musical instruments, traditional clothes, traditional houses, paintings and traditional weapons in virtual 3D using images which can used to be markers. This making of cultural learning application using Unity, Blender, and SketchUp. The development of this application uses the waterfall model where this method pays close attention to the design of the analysis, design, implementation and testing. With this research, it is hoped that it can help students in Central Java to get to know their culture. This application is specified for students specifically for elementary and secondary schools based on Android. This application is expected to be used as an interactive alternative media besides books, so it’s able to make students more interest on learning Central Javanese culture. This application will be made by using Unity and other assistive software and finally it will be refined with VR Box hardware to make it more real. Keywords: Virtual Reality, Unity, Budaya, Blender, SketchUp, Waterfall.


2015 ◽  
Vol 738-739 ◽  
pp. 1349-1352
Author(s):  
Ting Ai ◽  
Hao Kang ◽  
Yue Ou Ren

Virtual reality (VR) technology is a new and comprehensive application of information technology. It can make people get the same feeling such as in the real world. VR has become one of the three major means of human exploration of the objective world rule. As one of the key technologies of building digital multi-dimensional information space technology support platform, virtual reality technology in the development and application domain expands unceasingly. This paper designs and realizes a 3D virtual campus roaming system based-VRML and mainly studies the key technology of overall modeling and local modeling, then achieves virtual campus interactive roaming function Using VRML development tool. The paper provides some experience for virtual reality technology in simulation campus construction in the areas of application.


2013 ◽  
Vol 765-767 ◽  
pp. 3110-3114
Author(s):  
Chun Yao Tian ◽  
Guo You Li

Using virtual reality computer simulation technology, by researching of the ethylene production process equipment and production process, Ethylene cracking plant modeling and simulation training system development were completed. Ethylene cracking device 3D modeling development scheme and process were introduced, which include the use of 3DMAX software for 3D modeling design, combined with the virtual reality software realization of human-computer interactive function design. Based on Virtual reality technology, 3D simulation system of ethylene plant was realized.


2021 ◽  
Vol 8 (1) ◽  
pp. 59
Author(s):  
Syahrir Syahrir

The existence of a laboratory in an engineering department is very important. The reality is that not all students can use existing laboratories in the engineering department due to limited laboratory space, tools and time constraints. The very rapid development of technology cannot be avoided. Active smartphone users in Indonesia reach over 100 million users. This proves that today's technological developments are very influential in everyday life. There are various kinds of technological developments that have occurred to date. One of these very rapid developments has led to digital technology which is increasingly favored by the community such as VR ( Virtual Reality ) technology which is able to provide the worldvirtual. Therefore, VR technology is used to solve student’s problems in accessing the laboratory. Where the VR technology takes a laboratory background. The utilization is in the form of virtual laboratory applications as digital educational media using VR technology which can later interact directly with practicum tools in the virtual laboratory application.


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jordy Kaufman

Virtual reality technology has existed since the late 1950s; however, its use in the educational sector has been limited because of the cost of the equipment, inaccessibility of the technology, issues of usability, and lack of appropriate educational content and educator training. New technological advances have resolved some of these limitations. Additionally, affordable virtual reality equipment that has been predominately used with adults shows compelling results, highlighting the potential of this technology when used with children for educational purposes. This paper presents an overview of immersive virtual reality’s potential as a learning tool with children, highlighting its current uses, research with children for educational purposes, and the existing barriers for the applicability and implementation of immersive virtual reality in school settings.


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Zhikun Bai

With the development of social science and technology, digital technology has been widely used in all walks of life. Especially in the field of medical education, the rational application of digital technology will create a simulated learning environment for students, which has a key impact on the improvement of medical education. This article is an analysis of the application of art and virtual reality in animal medical education. I hope that this analysis can play a certain role in improving the effect of today's animal medical education, and provide a certain reference value for the reasonable application of digital technology and virtual reality technology in today's animal medical education.


2021 ◽  
Vol 35 (2) ◽  
pp. 332-337
Author(s):  
Idris IDRIS ◽  
◽  
Khofifatu Rohmah ADI ◽  
Rizky FIRMANSYAH ◽  
Ardhina NADHIANTY ◽  
...  

Technological developments have forced several sectors to adapt to technology, one of which is the tourism sector. Departing from the need for effective and efficient promotional tools in the development and marketing strategies of potential tourism destinations in Indonesia, this study aims to develop a tourism information system (SIPADU) with the concept of mtourism based on android using virtual reality technology. The research and development (R&D) was used as a research method by applying ADDIE model (analysis, design, develop, implementation, and evaluation) in the development process. This study found that SIPADU, in practical terms, is feasible to be used as an effective Android-based promotional media for tourism promotion in Indonesia. In addition, the development of this product can help travelers to obtain tourist information easily and quickly, and can become a medium for sustainable tourism development.


1997 ◽  
Vol 6 (1) ◽  
pp. 87-105 ◽  
Author(s):  
Kalman Glantz ◽  
Nathaniel I. Durlach ◽  
Rosalind C. Barnett ◽  
Walter A. Aviles

Virtual reality technology is now being used to provide exposure and desensitization for a number of phobic conditions. In this paper, we first review these current applications and discuss the work needed to refine and expand these applications to phobias. We then comment briefly on some preliminary applications of VR technology to mental-health problems outside the domain of phobias. Finally, we consider ways in which VR might be used to further enhance psychotherapy and assist in the treatment of a wide variety of disorders. Various possible interventions are discussed, along with the technological developments needed to make them possible.


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