To see the other types of publications on this topic, follow the link: Virtual reality in art.

Journal articles on the topic 'Virtual reality in art'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Virtual reality in art.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Wennberg, Teresa. "Virtual Reality—Virtual Brain: Questioning Reality." Leonardo 51, no. 5 (2018): 453–59. http://dx.doi.org/10.1162/leon_a_01554.

Full text
Abstract:
The author’s multimedia art is inspired by memory and cognitive processes. This paper discusses certain human brain functions, including a reflection on the evolution from individual human memory to collective computer memory and the role of the artist in this vital change.
APA, Harvard, Vancouver, ISO, and other styles
2

Lee, Eun ah. "Art as the Virtual and Virtual Reality Art." Mihak - The Korean Journal of Aesthetics 85, no. 3 (2019): 77–101. http://dx.doi.org/10.52720/mihak.85.3.3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cavazza, Marc, Jean-Luc Lugrin, Simon Hartley, et al. "Intelligent virtual environments for virtual reality art." Computers & Graphics 29, no. 6 (2005): 852–61. http://dx.doi.org/10.1016/j.cag.2005.09.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

AYDOĞAN, Derya, and Lütfü KAPLANOĞLU. "SOCIETY, ART AND VIRTUAL REALITY." Electronic Journal of New Media 4, no. 2 (2020): 79–88. http://dx.doi.org/10.17932/iau.ejnm.25480200.2020.4/2.79-88.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Bates, Joseph. "Virtual Reality, Art, and Entertainment." Presence: Teleoperators and Virtual Environments 1, no. 1 (1992): 133–38. http://dx.doi.org/10.1162/pres.1992.1.1.133.

Full text
Abstract:
Most existing research on virtual reality concerns issues close to the interface, primarily how to present an underlying simulated world in a convincing fashion. However, for virtual reality to achieve its promise as a rich and popular artistic form, as have the novel, cinema, and television, we believe it will be necessary to explore well beyond the interface, to those issues of content and style that have made traditional media so powerful. We present a case for the importance of this research, then outline several topics we believe are central to the inquiry: developing computational theori
APA, Harvard, Vancouver, ISO, and other styles
6

Brown, Sheldon. "Real art and virtual reality." ACM SIGGRAPH Computer Graphics 31, no. 4 (1997): 36. http://dx.doi.org/10.1145/271247.271271.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Kent, Charlotte. "Installation Art in Virtual Reality." Digital Culture & Society 8, no. 1 (2022): 117–40. http://dx.doi.org/10.14361/dcs-2022-0107.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Kent, Charlotte. "Installation Art in Virtual Reality." Digital Culture & Society 8, no. 1 (2022): 117–40. http://dx.doi.org/10.14361/dcs-2022-080107.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Zhang, Xi. "Virtual Digital Communication Feature Fusion Based on Virtual Augmented Reality." Security and Communication Networks 2022 (April 23, 2022): 1–7. http://dx.doi.org/10.1155/2022/6345236.

Full text
Abstract:
In order to have a deeper understanding of the integration of virtual digital communication characteristics, it is studied and combined with virtual augmented reality technology. The progress of science and technology has promoted the development and progress of virtual reality technology. In recent years, virtual reality technology has been more and more widely used in digital media art creation and plays an important role in improving the quality of digital media art. This study introduces digital media art and virtual reality technology and analyzes the specific measures and practical signi
APA, Harvard, Vancouver, ISO, and other styles
10

Zeng, Lijia, and Xiang Dong. "Artistic Style Conversion Based on 5G Virtual Reality and Virtual Reality Visual Space." Mobile Information Systems 2021 (May 29, 2021): 1–8. http://dx.doi.org/10.1155/2021/9312425.

Full text
Abstract:
With the rapid development of digital information technology, virtual reality (VR) and VR visual space technology have become important branches in the field of computer 5G. Their application research has attracted more and more attention, and their practical value and application prospects are also very broad. This paper mainly studies the artistic style conversion based on 5G VR and VR visual space. This paper starts from the two concepts of VR technology and VR vision, analyzes the development process and characteristics of the two, discusses the possibility and inevitability of the fusion
APA, Harvard, Vancouver, ISO, and other styles
11

Janaka Rakapakse, R. P. C., and Yi-Ping Hung. "Virtual Reality as an Art Form." Proceedings of International Conference on Artificial Life and Robotics 24 (January 10, 2019): 603–6. http://dx.doi.org/10.5954/icarob.2019.os25-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Ma, Xin. "Application of Virtual Reality Technology in Art Design: A Systematic Approach." Mobile Information Systems 2022 (September 9, 2022): 1–8. http://dx.doi.org/10.1155/2022/7451891.

Full text
Abstract:
The 21st century witnesses innovative concepts in the field of technology and multimedia integrated with networking. The new concept is referred to as Virtual Reality, which is a combination of multimedia and networking. Virtual Reality is wholly different from other advanced technologies that are visually appealing. The main features of virtual reality are identified as spatial conception, perception comprehensiveness, and information interaction. Apart from the above, other specialties of virtual reality are the generation of 3D images and presenting information in a unique way. These featur
APA, Harvard, Vancouver, ISO, and other styles
13

Cheng Fang. "Application of Depth Convolution Virtual Reality (VR) in Traditional Sculpture Design under Digital Modeling." Journal of Electrical Systems 20, no. 7s (2024): 01–14. http://dx.doi.org/10.52783/jes.3245.

Full text
Abstract:
Virtual reality technology continues to be used in other technical fields, art forms are becoming more and more abundant. Virtual reality technology provides convenience for art creation. The combination of art and technology can become a new art form, digital art, and has become a trend of art development. The earliest sculpture art in the art field is no exception, and has also blended with the virtual reality technology. Because the artistic presentation of traditional sculpture art is a relatively complex materialization process, the thinking presentation and creation process of sculpture
APA, Harvard, Vancouver, ISO, and other styles
14

Song, Lu, Xiujiang Pan, and Peiran Fan. "The Practice of Virtual Reality Technology in the Teaching of Film and Television Art." Journal of Education and Educational Research 5, no. 3 (2023): 220–26. http://dx.doi.org/10.54097/jeer.v5i3.13724.

Full text
Abstract:
With the progress of science and technology, virtual reality technology has gradually been integrated into People’s Daily life. As a technology that can provide immersive experience, the application of virtual reality in the field of film and television art has gradually attracted attention. For film and television art colleges, the introduction of this technology has brought revolutionary changes to teaching and creation, and brought new possibilities for teaching and creation. This paper will discuss the application practice of virtual reality technology in film and television art colleges a
APA, Harvard, Vancouver, ISO, and other styles
15

Zeng, Qingliang. "Research on Innovative Paths of Art Education based on Virtual Reality Technology." International Journal of Education and Humanities 14, no. 3 (2024): 129–33. http://dx.doi.org/10.54097/d3g8xr35.

Full text
Abstract:
With the continuous advancement of science and technology, virtual reality technology has gradually been integrated into the field of art education, injecting new vitality into traditional teaching methods. This paper explores the current application status of virtual reality technology in art education and analyzes its innovation path and future development direction. The study found that virtual reality technology has significantly improved the effect of art education by building an immersive learning environment, enhancing interactive teaching, and assisting distance education. At the same
APA, Harvard, Vancouver, ISO, and other styles
16

Kiossovska, Kalina. "Virtual Reality and Phenomenology of Virtual Narratives." Postmodernism Problems 10, no. 1 (2020): 108–22. http://dx.doi.org/10.46324/pmp2001108.

Full text
Abstract:
The text examines the concept of virtual reality. The starting point is the text of Richard Norton's What is Virtuality (1972), which is considered one of the earliest and clearest attempts to define the concepts of "reality" and "virtuality". Other studies have been drawn to trace the evolution of the understanding of virtual reality that has been viewed through the prism of art narratives and the phenomenological approach to information technology.
APA, Harvard, Vancouver, ISO, and other styles
17

Yang, Shu. "The application of virtual reality in art." Applied and Computational Engineering 19, no. 1 (2023): 227–33. http://dx.doi.org/10.54254/2755-2721/19/20231037.

Full text
Abstract:
Virtual reality (VR) is an important technology applied in the field of art in recent years. VR has revolutionized the field of art with its unique immersion and interactivity. At present, there are very few articles that focuses on and discusses the development and limitations of the use of VR in the field of art. This paper will give readers a full understanding of the application of VR in art. Paper summarizes the application of VR in art, including VR exhibitions, VR scenic spots and historical sites, and 3D movie. We have cited the most representative examples in each field, discussed in
APA, Harvard, Vancouver, ISO, and other styles
18

Zeng, Qingliang. "Exploring the Aesthetic Experience in Virtual Reality Applications: A Cross Border Art and Technology Integration." International Journal of Education and Humanities 12, no. 3 (2024): 234–37. http://dx.doi.org/10.54097/nsbrvp30.

Full text
Abstract:
As a cutting edge technical achievement, virtual reality technology, through a high simulation environment and sensory input, the user seems to be in another world, and feels the immersion of vision, sound, and space, and brought us an unprecedented aesthetic experience. The cross border integration of art and technology in virtual reality has brought us a wider artistic creative space and a richer aesthetic experience. The cross border integration of art and technology in virtual reality has brought us a wider artistic creative space and a richer aesthetic experience. Through the realization
APA, Harvard, Vancouver, ISO, and other styles
19

İnanç, Banu, and UYAN DUR. "VIRTUAL REALITY ART AND IMMERSIVE EXPERIMENTAL TYPOGRAPHY." Electronic Journal of New Media 5, no. 3 (2017): 219–33. http://dx.doi.org/10.17932/iau.ejnm.25480200.2021/ejnm_v5i3002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Friedman, Doron, Ayal Donenfeld, and Eli Zafran. "Neurophysiology-based art in immersive virtual reality." International Journal of Arts and Technology 2, no. 4 (2009): 331. http://dx.doi.org/10.1504/ijart.2009.029239.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Song, Shukui. "Research on Public Art Parameterization of Interactive Installation Based on Sensor and Virtual Reality." Mobile Information Systems 2021 (November 26, 2021): 1–11. http://dx.doi.org/10.1155/2021/7622308.

Full text
Abstract:
With the progress of human society, more and more scientific and technological achievements are applied to people’s development activities, and virtual reality technology is one of them. This case is a study on the path, form, and role of virtual reality and augmented reality technology in public art design. Through combining the public art form and current situation, we put forward the problem of increasing public art creation methods through the intervention of virtual reality technology, change the display method of public art with innovative technical solutions, and explore innovative ways
APA, Harvard, Vancouver, ISO, and other styles
22

Hillman, John. "The Incompleteness of Lookings." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 66–69. http://dx.doi.org/10.47659/m4.066.art.

Full text
Abstract:
Augmented reality is fundamentally different from virtual reality: it does not map a real world environment into a digital one as a virtual experience. Instead, it locates both reality and virtual within the same experiential frame. Through it, our interactions with reality are mediated via the fantasy of an augmented experience. Thus, augmented reality supplements what we see with the purpose of trying to maintain our attention. What is most fascinating about augmented reality is how reality itself becomes a part of, rather than distinct from, digital information. It is in this sense that the
APA, Harvard, Vancouver, ISO, and other styles
23

Dai, Yue. "Digital Media Art Creation Based on Virtual Reality and Semantic Feature Fusion." Wireless Communications and Mobile Computing 2022 (August 12, 2022): 1–9. http://dx.doi.org/10.1155/2022/9144951.

Full text
Abstract:
With the development of the times and science and technology, virtual reality technology as a high-tech technology has gone into people’s vision and deeps into every aspect of people’s lives and plays a more and more important role. In today’s era, with the rapid development of digital new media technology and the gradual formation of a diversified media pattern, virtual reality technology generates a three-dimensional realistic virtual environment with its three-dimensional graphics generation technology, multisensing interaction technology, and high-resolution display technology. A special i
APA, Harvard, Vancouver, ISO, and other styles
24

Cao, Qingyun. "Curriculum Design of Art Higher Vocational Education Based on Artificial Intelligence Assisted Virtual Reality Technology." Security and Communication Networks 2022 (March 17, 2022): 1–9. http://dx.doi.org/10.1155/2022/3535068.

Full text
Abstract:
In order to improve the effect of higher vocational art teaching, this paper applies artificial intelligence virtual reality technology to the art education design of higher vocational schools to improve the immersion of art education, change the traditional higher vocational art teaching mode, and effectively improve the efficiency of higher vocational art teaching. Furthermore, the teaching system’s presentation of virtual reality algorithms has been enhanced. This paper elaborates the realisation process of the system’s homework management function, virtual scene function, personal space fu
APA, Harvard, Vancouver, ISO, and other styles
25

Lin, Yubing, Yi You, and Zitong Zhou. "Application Of VR In the Field of Education." Highlights in Science, Engineering and Technology 68 (October 9, 2023): 11–20. http://dx.doi.org/10.54097/hset.v68i.11925.

Full text
Abstract:
VR in virtual reality and augmented reality technology is a new technology applied in the field of education in recent years. This paper combs and analyses the educational application research from three aspects: educational games, art education and political education. First, starting from education, the author expounds that virtual reality education is based on the teaching concept of "interesting" games and takes education and teaching objectives as the design concept. Then, it introduces the performance of virtual reality technology in the field of art. This part explains the important rol
APA, Harvard, Vancouver, ISO, and other styles
26

Shi, Jiayi. "Art Form and New Fashion Style of Virtual Reality Design." MATEC Web of Conferences 365 (2022): 01009. http://dx.doi.org/10.1051/matecconf/202236501009.

Full text
Abstract:
With the application of virtual reality technology matures, the integration with art design deepens day by day. This technology presents a wonderful experience space for the public on the basis of a better life for the public, leading the field of art and design continue to develop. On the basis of actively breaking the traditional two-dimensional one-sided design, we should actively explore new fashion style by giving full play to the advantages of virtual reality design. Based on the future trend of virtual reality technology, this paper interprets the art form and new fashion style of virtu
APA, Harvard, Vancouver, ISO, and other styles
27

Ortíz Triviño, Jorge Eduardo, and Rodolfo Cipagauta. "A virtual art museum." Ingeniería e Investigación 26, no. 3 (2006): 78–84. http://dx.doi.org/10.15446/ing.investig.v26n3.14754.

Full text
Abstract:
This paper presents some indispensable technical aspects for designing an art museum based on virtual reality (VR) technology. A VR setting can be produced which is able to submerge users having a basic immersion level in a didactic, entertaining, cultural and artistic experience. Specialised tools, object-orientated programming language and low-cost peripheral equipment are suggested so that the VR experience can be developed and executed on reasonably-priced computers. The VR concept, characteristics, components, application and systems are analysed, as is the design for implementing it.
APA, Harvard, Vancouver, ISO, and other styles
28

Wang, Wei-Ying, Li-Chu Tien, and Yu-Qi Du. "Based on VR Technology the Influence of School Organizational Innovation Atmos Phere Artistic Creativity of University Students: Mediating Role of Flow Experience." International Journal of Information and Education Technology 12, no. 2 (2022): 123–31. http://dx.doi.org/10.18178/ijiet.2022.12.2.1595.

Full text
Abstract:
Based on the theory of immersion, this article explores the influence of the school's organizational innovation atmosphere on the improvement of college students' artistic creativity. Use AMOS data analysis to verify the impact of the school’s organizational innovation atmosphere and flow experience on college students’ artistic creativity? Explore new ways to use virtual reality technology to improve university art professional education, apply virtual reality technology to university art professional education, and provide a more modern and innovative atmosphere for art professional educatio
APA, Harvard, Vancouver, ISO, and other styles
29

Ye, Weina, and Yuhui Li. "Design and Research of Digital Media Art Display Based on Virtual Reality and Augmented Reality." Mobile Information Systems 2022 (March 31, 2022): 1–12. http://dx.doi.org/10.1155/2022/6606885.

Full text
Abstract:
Purpose. To serve as a reference for the evolution of the online digital art display industry, as well as to conduct further studies in the field of digital entertainment art in the showcase design business in order to give solid evidentiary assurances, this article presents a virtual reality which is a technology reality-based digital media art exhibition design with the goal of examining the new construction trend of online media art with in context of existing period and the use of sophisticated technology. Implications. This paper enriches the theory, skills, and means of digital cultural
APA, Harvard, Vancouver, ISO, and other styles
30

Hite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (2022): 106–8. http://dx.doi.org/10.1525/abt.2022.84.2.106.

Full text
Abstract:
Virtual Reality (VR) is an emerging technology that provides K–12 students with unique experiences for robust science learning by transporting them to a virtual world where they may engage directly with scientific phenomena. This is because VR creates lifelike three-dimensional spaces where students can manipulate objects; hear, see, and sometimes feel the environment; and explore places that mimic attributes of the real world. VR holds great utility in science education by engaging students in science topics that may be otherwise inaccessible to them in the real world. This inaccessibility ma
APA, Harvard, Vancouver, ISO, and other styles
31

Sampoerna, Jansen, Wirawan Istiono, and Alethea Suryadibrata. "Virtual Reality Game for Introducing Pencak Silat." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 01 (2021): 199. http://dx.doi.org/10.3991/ijim.v15i01.17679.

Full text
Abstract:
The culture of the Indonesians is truly diverse and widely known by worldwide community. One of the cultures is the martial art called pencak silat. Pencak silat is considered as a martial art because each movement includes art. There are many Indonesians pay less attention to this martial art. Therefore, in this paper, we try to create a media to introduce pencak silat. One of the media that can be used is a rhythm game with virtual reality technology. Virtual reality rhythm game is played by hitting the incoming object in accordance of the song being played. Player can hit that object by usi
APA, Harvard, Vancouver, ISO, and other styles
32

ROHOTCHENKO, OLEKSII, TETIANA ZUZIAK, OLEG CHUYKO, SVITLANA KIZIM, and MARIIA OSPISHCHEVA-PAVLYSHYN. "VIRTUAL REALITY IN TRAINING SPECIALISTS OF THE INDUSTRY OF CULTURE AND ARTS." AD ALTA: 11/02-XX. 11, no. 2 (2021): 131–35. http://dx.doi.org/10.33543/110220131135.

Full text
Abstract:
The article examines the conceptual foundations of virtual reality in the field of culture and art – both in socio-philosophical and practical terms. The concept and activities of virtual museums in different countries are described in detail and the possibilities of using virtual reality technologies, already tested in modern museums, in training specialists in the field of culture and art, are analyzed. It is shown that virtual reality has the potential to best implement the modern “subject-subject” concept of education in the field of culture and art, developing cognitive skills and creativ
APA, Harvard, Vancouver, ISO, and other styles
33

Wang, Tianhang, and Lu Zhao. "Virtual Reality-Based Digital Restoration Methods and Applications for Ancient Buildings." Journal of Mathematics 2022 (February 21, 2022): 1–10. http://dx.doi.org/10.1155/2022/2305463.

Full text
Abstract:
At a time of rapid technological development, 3D stereoscopic images and virtual reality technology are being used in art and design, as well as in the digital conservation of ancient buildings and their restoration. Virtual reality art is a high degree of integration between art and digital technology and is a new form of digital art. As a means of presenting architectural art, digital restoration of ancient buildings is a form of expression that combines knowledge, art, and technology. The digital restoration of ancient buildings and the creation of a 3D interactive display system are of gre
APA, Harvard, Vancouver, ISO, and other styles
34

Liang, Bin. "Art Design Teaching Based on the Multidata Fusion Algorithm and Virtual Simulation Technology." Mobile Information Systems 2022 (October 11, 2022): 1–11. http://dx.doi.org/10.1155/2022/2343021.

Full text
Abstract:
Virtual Reality (VR) technologies are widely applied to teaching art design. VR has been created with high-level techniques that create the artificial environment to support virtual aesthetics. Especially ceramics art design requires technical advancement to enhance business individuals. However, the user requires the virtual reality experience to improve the art design teaching performance. During the teaching process, reality learning patterns, experiences, and fusion ceramic product design are required to enhance art design teaching. So, in this research, modern art design has been optimize
APA, Harvard, Vancouver, ISO, and other styles
35

Xu, Xiaojuan, and Jin Zhu. "Artistic Color Virtual Reality Implementation Based on Similarity Image Restoration." Complexity 2021 (June 22, 2021): 1–12. http://dx.doi.org/10.1155/2021/7572654.

Full text
Abstract:
In this paper, exploratory and innovative research is done on the implementation technique of artistic color virtual reality for similarity image recovery. Based on similarity images, a nonlocal natural image before the regular term is proposed to deal with the single-image blind deblurring problem. This paper designs a new artistic color virtual reality realization technology based on similarity image restoration, which exploits the low-rank property between nonlocal similarity blocks in images and combines a strong convex term to enhance the convexity of the artistic color virtual reality mo
APA, Harvard, Vancouver, ISO, and other styles
36

Tsareva, Nadezhda A. "The Processes of Digitalization in Art and Creativity: Dialectics of Interconnection." Problemy muzykal'noi nauki / Music Scholarship, no. 1 (2024): 157–68. http://dx.doi.org/10.56620/2782-3598.2024.1.157-168.

Full text
Abstract:
The article examines the peculiarities of the processes of digitalization in contemporary art and their influence on the artist, the comprehension of virtual space in the philosophy of postmodernism. In the article the specificity of digital art is discussed, and the extent of justifiability of the predictions of the development of virtual reality in art is determined. In the philosophy of postmodernism, the processes of virtualization have been evaluated ambivalently. The virtual dimension does not always stand against reality. Art presents a sphere of a productive interaction between the rea
APA, Harvard, Vancouver, ISO, and other styles
37

Liu, Pei, and Satha Phongsatha. "Application Research on Enhancing the Cognitive Ability of Art Appreciation of Senior High School Students in Chengdu through Virtual Reality Technology." International Journal of Innovative Research and Scientific Studies 5, no. 3 (2022): 236–48. http://dx.doi.org/10.53894/ijirss.v5i3.676.

Full text
Abstract:
The application of virtual reality technology in art appreciation teaching can effectively guide students to recognize and appreciate art works from the visual, auditory and tactile aspects. By simulating the reproduction of the real scene of art works, the students' cognitive ability and appreciation ability of art appreciation can be improved. This paper aims to apply virtual reality technology to art appreciation teaching, improve students' cognitive ability of art appreciation, and adopt the quantitative and qualitative modes of research. This quasi-experimental study uses pre-test and pos
APA, Harvard, Vancouver, ISO, and other styles
38

Windsor, Casey. "The Visual Artists Rights Act in augmented and virtual realities." Interactive Entertainment Law Review 7, no. 1 (2024): 25–29. http://dx.doi.org/10.4337/ielr.2024.01.03.

Full text
Abstract:
The expansion of augmented reality (AR) and virtual reality (VR) has brought to light the gaps in U.S. law regarding moral rights protections in the digital age. The U.S. offers limited protection of moral rights under the Visual Artists Rights Act (VARA). Although protections are limited, AR and VR programs could violate artists’ moral rights under VARA by modifying existing art used in their programs and by not giving an artist’s work attribution. Another question that has emerged is whether VARA could protect digitally produced art. VARA is a limiting statute and narrowly defined visual art
APA, Harvard, Vancouver, ISO, and other styles
39

Incao, Sara, and Carlo Mazzola. "The Paradox of Virtual Embodiment: The Body Schema in Virtual Reality Aesthetic Experience." Studia Universitatis Babeș-Bolyai Philosophia 66, no. 2 supplement (2021): 131–39. http://dx.doi.org/10.24193/subbphil.2021.2s.09.

Full text
Abstract:
"New technologies implied in art creation and exhibition are modifying the traditional landmarks on which aesthetics has always focused. In particular, Virtual Reality artworks call the body into question when it comes to living a bodily experience within exhibitions accessible through technological tools that expand the human body’s capabilities and motor potential. The body's status is challenged in its traditional unity, that of a subject of experience living in a world where the spatial configuration is relatively constant. Conversely, in Virtual Reality, the spatial aspect is novel to our
APA, Harvard, Vancouver, ISO, and other styles
40

Jung, Chang Yong. "A Case Study on Formative Elements and Visual Perception Theory Expressed in Virtual Art Contents." International Journal of Membrane Science and Technology 10, no. 1 (2023): 192–200. http://dx.doi.org/10.15379/ijmst.v10i1.1445.

Full text
Abstract:
With the development of media, the form of expression has rapidly grown into the field of virtual art. The trend of development and generalization of virtual space art through virtual space and virtual reality is forming interest in virtual art using computer graphics, such as information and material, space and time, reality and virtuality, and active participation. The purpose of this paper is to analyze the image contents expressed in virtual art based on the Gestalt theory of form, and to study the aesthetic characteristics of the formative elements and principles of visual perception expr
APA, Harvard, Vancouver, ISO, and other styles
41

Li, Sun. "Feasibility Analysis of VR Virtual Technology Application in Art Design Teaching." BCP Education & Psychology 10 (August 16, 2023): 247–50. http://dx.doi.org/10.54691/bcpep.v10i.5371.

Full text
Abstract:
VR virtual reality technology is now used in various fields, in recent years, the technology is also gradually applied to teaching. VR virtual technology can build a simulation learning environment, so that students have a comprehensive and systematic understanding of the courses of art design, and cultivate students' creative ability and imagination. This paper analyzes the status quo of VR virtual reality education technology and the advantages of VR technology in teaching, puts forward the teaching method of integrating VR virtual reality technology into classroom teaching, and discusses th
APA, Harvard, Vancouver, ISO, and other styles
42

Li, Bingzhou, Yufei Wang, and Chenhui Zhang. "Research and Analysis of VR Technology in the Field of Education." Lecture Notes in Education Psychology and Public Media 9, no. 1 (2023): 32–38. http://dx.doi.org/10.54254/2753-7048/9/20230039.

Full text
Abstract:
Virtual reality (VR) is an emerging medium that has the potential to be a brand-new visual form with uses in a variety of industries, including but not limited to education, the arts, and entertainment. The educational application study is combed through and examined in this work from three angles: ideological education, artistic education, and educational video games. The use of virtual reality technology in ideological and ideological instruction is first implemented, starting with the educational sector. The use of virtual reality technology in the sphere of art is then introduced. This sec
APA, Harvard, Vancouver, ISO, and other styles
43

Byeon, Gongkyu, and Sunjin Yu. "Roblox Graffiti Art Using Virtual Reality Devices: Reality and Spatial Presence in a Virtual Space." Applied Sciences 13, no. 24 (2023): 13038. http://dx.doi.org/10.3390/app132413038.

Full text
Abstract:
Graffiti makes a city’s landscape beautiful while simultaneously being considered illegal and violating a city’s cleanliness and respect for public spaces. To solve these problems, we present metaverse virtual-world technology. Within the metaverse, graffitists can freely create, share works, and express themselves through graffiti art by virtually reproducing the walls or public facilities of a city. The created virtual space used by the graffitists in this paper is Sungnyemun, a traditional Korean heritage site. When comparing Roblox PC content and VR content experiences through IPQ surveys,
APA, Harvard, Vancouver, ISO, and other styles
44

Kupka, Tomasz ('Tomi'). "Virtual Reality Support for Dental Treatment Premedication." International Annals of Science 10, no. 1 (2021): 102–6. http://dx.doi.org/10.21467/ias.10.1.102-106.

Full text
Abstract:
The objective is to short review the current state of the art of virtual reality medical application in term of minimal invasive dentistry. An outline of the most important aspects of virtual reality has been created, and a subsequent literature search for articles related was conducted. The current state of the art of virtual reality includes a variety of applications, among others premedication, analgesics, anaesthetics plays an important role in informatics medicine. There is a growing consensus regarding the need to develop knowledge and possible introduce virtual reality as a non-pharmaco
APA, Harvard, Vancouver, ISO, and other styles
45

Raya, Laura, Jose Jesus Garcia-Rueda, Daniel Lopez-Fernandez, Jesus Mayor, and Mike Potel. "Virtual Reality Application for Fostering Interest in Art." IEEE Computer Graphics and Applications 41, no. 2 (2021): 106–13. http://dx.doi.org/10.1109/mcg.2021.3055685.

Full text
APA, Harvard, Vancouver, ISO, and other styles
46

Volynets, Viktoriia. "Integration of virtual and augmented reality into art." Almanac "Culture and Contemporaneity", no. 1 (August 31, 2021): 9–16. http://dx.doi.org/10.32461/2226-0285.1.2021.238532.

Full text
Abstract:
The purpose of the article is to explore the transformation of artistic practices under the influence of virtual and augmented reality. The methodology is based on the application of the dialectical method, which allows to reveal the specifics of virtual / augmented / mixed realities through the prism of the dialectic of interaction between technology and man. The scientific novelty of the results is the analysis of the essence of the transformation of artistic practices under the influence of virtual and augmented reality, in particular, introduced into scientific circulation data on art proj
APA, Harvard, Vancouver, ISO, and other styles
47

Vert, Silviu, Diana Andone, and Radu Vasiu. "Augmented and Virtual Reality for Public Space Art." ITM Web of Conferences 29 (2019): 03006. http://dx.doi.org/10.1051/itmconf/20192903006.

Full text
Abstract:
Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative featur
APA, Harvard, Vancouver, ISO, and other styles
48

Griggs, Jessica. "Brain-bending art: Virtual reality, the old way." New Scientist 207, no. 2778 (2010): 36. http://dx.doi.org/10.1016/s0262-4079(10)62281-6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Bellani, M., L. Fornasari, L. Chittaro, and P. Brambilla. "Virtual reality in autism: state of the art." Epidemiology and Psychiatric Sciences 20, no. 3 (2011): 235–38. http://dx.doi.org/10.1017/s2045796011000448.

Full text
Abstract:
Autism spectrum disorders are characterized by core deficits with regard to three domains, i.e. social interaction, communication and repetitive or stereotypic behaviour. It is crucial to develop intervention strategies helping individuals with autism, their caregivers and educators in daily life. For this purpose, virtual reality (VR), i.e. a simulation of the real world based on computer graphics, can be useful as it allows instructors and therapists to offer a safe, repeatable and diversifiable environment during learning. This mini review examines studies that have investigated the use of
APA, Harvard, Vancouver, ISO, and other styles
50

Zhou, Ning-Ning, and Yu-Long Deng. "Virtual reality: A state-of-the-art survey." International Journal of Automation and Computing 6, no. 4 (2009): 319–25. http://dx.doi.org/10.1007/s11633-009-0319-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!