Journal articles on the topic 'Virtual reality in art'

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1

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

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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.
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Lee, Eun ah. "Art as the Virtual and Virtual Reality Art." Mihak - The Korean Journal of Aesthetics 85, no. 3 (September 30, 2019): 77–101. http://dx.doi.org/10.52720/mihak.85.3.3.

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Cavazza, Marc, Jean-Luc Lugrin, Simon Hartley, Marc Le Renard, Alok Nandi, Jeffrey Jacobson, and Sean Crooks. "Intelligent virtual environments for virtual reality art." Computers & Graphics 29, no. 6 (December 2005): 852–61. http://dx.doi.org/10.1016/j.cag.2005.09.002.

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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.

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5

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

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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 theories for cognitive-emotional agents, presentation style, and drama.
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Brown, Sheldon. "Real art and virtual reality." ACM SIGGRAPH Computer Graphics 31, no. 4 (November 1997): 36. http://dx.doi.org/10.1145/271247.271271.

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

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

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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.

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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 significance of the application of virtual reality technology in digital media art creation. As an emerging technology, virtual reality technology has certain advantages. Its application in digital media art creation can effectively make up for the shortcomings of traditional creation and realize the innovation and reform of art creation.
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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.

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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 of the two, and leads to the space art produced by the fusion of VR technology and VR vision. This kind of art space gives people an “immersive” experience. This paper analyzes multiple immersive experience works, analyzes its multi-sensory and multi-technical spatial art style transformation form, and summarizes the advantages and disadvantages of the current art style transformation form based on 5G VR and VR visual space, with a view to the future development of VR immersion for reference. This paper analyzes the ease-of-use indicators. The experimental results show that, except for the sensory experience indicators, the average values of other indicators are less than 1. This is a project with better ease of use, and the use of 5G VR and VR vision technology can improve the transformation of space art style.
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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.

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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.

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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 features are generally applied across different fields, such as environmental design, architecture, public art design, and other industries. Virtual Reality processes the precise data calculation and then optimises the display experience of the users/customer. It also fulfills customers’ needs and enhances user satisfaction by exchanging valuable information. The entire gaming industry applies Virtual Reality, and thus, the world looks more mature. Even the tourism industry has started using Virtual Reality which has the potential to bring novel experiences and vitality to the audience. Therefore, it can be confirmed that the application of Virtual Reality will undergo continuous development and advancement, adjusting to the needs of the industries. The primary aim of this study is to gain an in-depth understanding of the Virtual Reality concept and the application of Virtual Reality in art design and to examine the impact of Virtual Reality on public art design. This article also reviews the features of Virtual Reality and its application in art designs. The advantages of Virtual Reality will also be discussed broadly. At last, this study proposes a feasibility model of Virtual Reality that can be applied in public art design.
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Cheng Fang. "Application of Depth Convolution Virtual Reality (VR) in Traditional Sculpture Design under Digital Modeling." Journal of Electrical Systems 20, no. 7s (May 4, 2024): 01–14. http://dx.doi.org/10.52783/jes.3245.

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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 art need to go through a series of processes to complete the final sculpture works of art; This makes sculpture art more complex and more difficult to operate than other arts when using virtual reality technology. If virtual reality technology wants to integrate perfectly with sculpture art, it needs to combine the process of sculpture art and provide different digital technology methods in different links. This document uses linear combination to solve two level problems, which is a very effective adaptive algorithm. The empirical results show that the improved fusion algorithm can re analyze the importance of the positive process in the rapid development of virtual reality technology, and the rapid development of virtual reality technology is crucial to shaping the value of this theme. Compared with traditional methods, the accuracy of this experiment is increased by 13.4%, and compared with the algorithm TIN, the time complexity and space complexity are 97% and 54% lower respectively.
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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 (October 1, 2023): 220–26. http://dx.doi.org/10.54097/jeer.v5i3.13724.

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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 and its influence on film and television art education. This paper first introduces the concept and characteristics of virtual reality technology, and then expounds the practical application of virtual reality technology in the teaching of film and television art universities, including the application of film and television production, film and television theory teaching and distance education. Finally, this paper discusses the effects and challenges of virtual reality technology in the college teaching of film and television art, and prospects the future development trend of film and television art.
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Zeng, Qingliang. "Research on Innovative Paths of Art Education based on Virtual Reality Technology." International Journal of Education and Humanities 14, no. 3 (June 16, 2024): 129–33. http://dx.doi.org/10.54097/d3g8xr35.

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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 time, innovative paths such as integrating virtual reality technology into the traditional art education model, strengthening interdisciplinary cooperation and innovation, and meeting students' personalized needs are proposed to promote the reform and development of art education. Virtual reality technology still faces challenges in art education, such as technical costs, equipment penetration rate, and innovation in teaching content and methods.
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Kiossovska, Kalina. "Virtual Reality and Phenomenology of Virtual Narratives." Postmodernism Problems 10, no. 1 (April 2, 2020): 108–22. http://dx.doi.org/10.46324/pmp2001108.

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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.
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17

Yang, Shu. "The application of virtual reality in art." Applied and Computational Engineering 19, no. 1 (October 23, 2023): 227–33. http://dx.doi.org/10.54254/2755-2721/19/20231037.

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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 detail how they are combined with VR, and demonstrated the advantages of VR in these fields. Then, this paper concludes some limitations of the use of VR in art and ends up with a discussion on the future development direction of VR in the art field.
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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 (February 28, 2024): 234–37. http://dx.doi.org/10.54097/nsbrvp30.

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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 of innovative design concepts and technology, the application of traditional art forms in virtual reality has created more unique and shocking virtual reality art works for us. It not only provides a new form of artistic expression, but also brings us. More deeper and comprehensive artistic experience. With the continuous progress of technology and the continuous expansion of application, virtual reality technology will bring us a more realistic, rich, and diverse aesthetic world. The cross border integration of art and technology will also become an important development direction in this field.
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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.

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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.

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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.

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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 of public art design application. In the research process, the author carried out detailed case research, technical demonstration, and creative practice on virtual reality technology; combined and studied a lot of advanced technical means that can be applied in public art creation and display design; and explored the collaborative innovation of technology and art, the public art design methods, and application approaches in China. On the basis of a comprehensive understanding of the artistic effects that can be achieved by related software and the future directions studied by technical personnel, analyzing the demand and feasibility of the technology in the application of public art, and exploring and summarizing virtual reality technology and augmented reality technology under the background of rapid development and popularization, public art design uses these technologies to solve practical problems and promotes the process of art design innovation and publicization by means of innovative media and experience forms. It increases the importance of virtual technology in public art and changes the traditional business model of public art. Experimental results show that the public’s attention to public equipment based on sensors and virtual reality technology has increased by more than 60%, and modern technology is used to make up for the development of public art and culture. The digital sustainable development of interactive installations of public art in my country provides new ideas.
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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.

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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 very notion of seeing is fundamentally challenged. Since when augmented technology is not deployed, what is left is an apparent incompleteness of simply looking. But what are the consequences of confronting this incompleteness? In this article I examine how augmented reality simply renders a structure that has always sustained the visual field. Keywords: augmented reality, gaze, Lacan, looking
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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.

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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 interactive device is required to enter the virtual environment. This is a brand-new comprehensive information technology, which is more and more widely used in various important fields of modern digital media design. This paper introduces a variety of digital media to promote the creation of virtual reality creation technology. Virtual reality technology in digital media art is more convenient, and more creative forms continue to emerge. The popularity of the virtual reality technology will undoubtedly promote the progress and development of the times and gives the digital media art more forms and volumes. In this paper, using virtual reality technology to digital media art, the forms of technology are summarized, and the way to cite examples is illustrated. This paper is aimed at analyzing and summarizing the virtual reality technology in the digital media art application, and virtual reality technology can give more valuable things in the digital media art creation and also hope to be able to bring some thinking and creative inspiration to writers or readers.
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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.

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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 function, resource management function, online examination function, and teacher-student communication function, which is primarily displayed in the form of interface diagrams and flowcharts, in the realisation of the state-of-the-art higher vocational education curriculum design system based on virtual reality technology. Furthermore, this work uses experimental research to verify the system’s dependability. The results show that the art higher vocational education curriculum design system constructed in this paper based on artificial intelligence assisted virtual reality technology basically meets the needs of contemporary higher vocational art teaching and can effectively improve the art higher vocational education curriculum design.
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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.

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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 role of virtual reality technology in the field of art education. It mainly expounds the practical exploration of VR in teaching, the value of VR in art design teaching, the content of VR in the new path of art design curriculum reform, and the innovation of VR teaching. Finally, the application of virtual reality technology in ideological and political education is proposed. At the end of this paper, the application of VR in these three aspects is summarized and prospected.
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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.

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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 virtual reality design.
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Ortíz Triviño, Jorge Eduardo, and Rodolfo Cipagauta. "A virtual art museum." Ingeniería e Investigación 26, no. 3 (September 1, 2006): 78–84. http://dx.doi.org/10.15446/ing.investig.v26n3.14754.

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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.
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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.

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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 education. Discuss how virtual reality can play a greater potential in the process of art professional education, create an artistic conception of flow experience for college students, stimulate their artistic creativity, and improve the quality of art professional education. Explore the ways that virtual reality technology can help art students to improve their artistic creativity.
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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.

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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 communication, opens up a broader space and vision for digital media art communication, enriches the communication skills and means of digital media, and provides flexible and efficient ideas and methods for the dissemination of digital media art, which is of practical significance for realizing the active and effective dissemination of digital media art. Methodology. The method of this paper is to use the digital three-dimensional panorama technology of virtual reality to explore the digital media art display and digital media art expression form of augmented reality. The role of these methods is to solve the problem of spatial positioning of virtual 3D objects in real scenes and to judge the final detection model, the problem of model making to satisfy AR computing power, and the problem of scene interaction. Research Findings. Through a mix of digital content artwork and virtual reality and augmented reality technologies, this research examines the impact of AR and VR in digital art and analyzes and summarizes a series of design strategies for digital media art display projects. The results show that people are 33.6% more satisfied with VR and AR displays than traditional displays.
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Hite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (February 1, 2022): 106–8. http://dx.doi.org/10.1525/abt.2022.84.2.106.

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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 may stem from the content (being too small, large, or abstract), safety issues (too hazardous or dangerous), not having access to the materials in their context, possessing physical or cognitive disabilities where they need to do the activity repeatedly or differently, or having cultural, religious, or ethical concerns related to conducting specific science experiments. This commentary discusses how three key types of VR hardware (VR viewers, desktop VR systems, and head-mounted displays) can be incorporated into science standards, curriculum, and instruction by delineating the pros and cons of each. The commentary concludes with specific, stepwise guidance in ideating, designing, and implementing VR-based experiences for K–12 students in the science classroom.
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Sampoerna, Jansen, Wirawan Istiono, and Alethea Suryadibrata. "Virtual Reality Game for Introducing Pencak Silat." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 01 (January 12, 2021): 199. http://dx.doi.org/10.3991/ijim.v15i01.17679.

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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 using pencak silat’s movement corresponding to the incoming object. The movements used in this game are “pukulan lurus”, “pukulan sangkal”, “tebangan”, and “dobrakan”. We evaluate this game by using Hedonic-Motivation System Adoption Model or HMSAM modelling to determine the satisfaction level of the player. The behavioral intention to use and immersion obtained by using HMSAM are 78.61% and 77%, respectively
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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 (July 31, 2021): 131–35. http://dx.doi.org/10.33543/110220131135.

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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 creativity of learners.
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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.

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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 great value for the realization of real space and the preservation of ancient sites. In this paper, we design a system that combines 3D stereoscopic and virtual reality technologies for the restoration of ancient buildings. Through the research and practice of this system, it can be translated into relevant design application research in other art and design fields, which is of great practical significance for future virtual reality expansion space.
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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.

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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 optimized using virtual reality with a deep learning architecture for craftsmanship, style, ideals, creative aesthetics, cultural ramifications, and inherited designers to create an effective model. The deep learning-assisted gate array algorithm (GAA) is used to optimize the modern art structure in system design. Therefore, this approach reveals some experimental findings that produce better performance benefits than saving time and resources in traditional manual detection systems.
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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.

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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 model. We analyze virtual reality interaction design from the perspective of art color design, sort out the concept and content of design, analyze the elements, design principles, and evaluation criteria included in virtual reality interaction art color design, and explore the conceptual principles of virtual reality interaction art color design. A full understanding of the characteristics of the medium of the virtual reality interaction can help us to better use this medium as a tool to create works that aim to bring higher quality and experiential feeling with a perceptual communication method that is closer to natural interaction. Combining the power of technology, artistic colourful thinking, and a design approach paves the way forward. The study shows that virtual reality technology can effectively improve the status quo and promote the cultivation of professional practice ability in art color design, which is conducive to the cultivation of applied design talents.
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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.

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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 real and the virtual. The virtual world created by art contains within itself the possibility of transferal into actual reality. On the one hand, the contemporary processes of digitalization in art enhance the tendencies of degradation of the cyber culture, the possibility of replacement of the artist with the programmer. On the other hand, they erase the boundary between the real and the virtual worlds. The space generated by the computer opens up new strata of the multifaceted world, other dimensions of the already familiar existence. The means of computer technologies generate diversity in the aesthetic perception of art. But for actualization of the virtual space as a transformed reality a creator is required. The preservation of the self-sufficient presence of the artist in digital technologies of art would be possible with the aid of the dialectic character of their interaction.
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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 (September 30, 2022): 236–48. http://dx.doi.org/10.53894/ijirss.v5i3.676.

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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 post-test, and uses two different methods of traditional teaching modes and virtual reality technology teaching mode to compare the test results of the cognitive ability of art appreciation two groups of students. The data were analyzed by mean and standard deviation, and the research hypothesis was tested by independent sample t-test and paired sample t-test. The hypothesis test results showed that the students in the experimental group achieved good results in the test of virtual reality technology applied to art appreciation. Finally, the qualitative data of face-to-face interviews reflect the positive evaluation of the technology and the satisfaction of improving the cognitive ability of art appreciation. The main survey structure shows that art appreciation learning combined with virtual reality technology is effective and could be considered as a useful technical tool. It gives students the opportunity to learn and practice more comprehensively in the art class, thus improving their cognitive and aesthetic abilities.
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Windsor, Casey. "The Visual Artists Rights Act in augmented and virtual realities." Interactive Entertainment Law Review 7, no. 1 (June 28, 2024): 25–29. http://dx.doi.org/10.4337/ielr.2024.01.03.

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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 to exclude most digitally produced art. Therefore, in order for digital art to be protected under VARA, the U.S. needs to modernize the statute to fit into a digital world.
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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 (October 30, 2021): 131–39. http://dx.doi.org/10.24193/subbphil.2021.2s.09.

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"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 body which needs to adapt to unpredicted and disorientating motor schemas. Therefore, the Virtual Reality aesthetic experience takes place into a novel configuration for the human body: hybrid and split into the virtual realm. Keywords: Aesthetics; Virtual Reality; Embodiment; Digital art; Bodily awareness "
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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 (June 1, 2023): 192–200. http://dx.doi.org/10.15379/ijmst.v10i1.1445.

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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 expressed in virtual art contents. As a result, the aesthetic expression of formative elements and principles of visual perception can feel illusion or virtual expression. In addition, it was confirmed that virtual art was applied with free spatiality that is not limited by space. It was found that the Gestalt theory could play a role in identifying and understanding the meaning expressed in virtual art.
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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.

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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 the feasibility of VR virtual reality technology, so that the technology can be widely used in the teaching of art design major.
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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 (September 14, 2023): 32–38. http://dx.doi.org/10.54254/2753-7048/9/20230039.

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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 section illustrates the significant contribution that virtual reality technology has made to the study of art. It basically explains how VR can be used in the classroom, how valuable it is for teaching art design, and what VR is used for in the new art design curriculum. The author concludes by explaining how virtual reality education is founded on the teaching principle of games and uses educational goals as the design idea. The use of VR in these three areas is compiled and discussed at the conclusion of this essay.
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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 (December 6, 2023): 13038. http://dx.doi.org/10.3390/app132413038.

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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, it was confirmed that participants in the VR content experienced a high level of realism and local presence. Accordingly, there is a new possibility for graffiti to be recognized as a form of urban culture and artistic expression through the metaverse.
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44

Kupka, Tomasz ('Tomi'). "Virtual Reality Support for Dental Treatment Premedication." International Annals of Science 10, no. 1 (January 19, 2021): 102–6. http://dx.doi.org/10.21467/ias.10.1.102-106.

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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-pharmacological support for dental treatment.
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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 (March 2021): 106–13. http://dx.doi.org/10.1109/mcg.2021.3055685.

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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.

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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 projects using innovative technologies of augmented and mixed reality as a clear example of integration of the latter into art. Transboundary is considered from two points of view - the convergence of art and its reconstruction. It is stated that the implementation of projects using AR and VR technology is currently impossible without the appropriate logistics and computer technology skills. The indirectness of translation and perception of cultural experience by digital devices that determine a new technological format of personality inculturation is considered. Conclusions. These changes affect all spheres of society, erasing the spatio-temporal boundaries and involving people in an interactive creative process. Art responds most dynamically and reflects all changes in society, and modern cultural institutions are forced to take into account these trends and on this basis to form strategies for development and interaction with various stakeholders based on the use of virtual (VR), augmented (AR) reality. The difference between virtual art and other forms of art using computer technology is that its basis is not representation, but communication. Thus, numerous creative projects, implemented with the help of augmented and mixed reality, demonstrate the active use of technology in art, in the process of creating a movie, virtual exhibitions, etc.
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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.

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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 features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.
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Griggs, Jessica. "Brain-bending art: Virtual reality, the old way." New Scientist 207, no. 2778 (September 2010): 36. http://dx.doi.org/10.1016/s0262-4079(10)62281-6.

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Bellani, M., L. Fornasari, L. Chittaro, and P. Brambilla. "Virtual reality in autism: state of the art." Epidemiology and Psychiatric Sciences 20, no. 3 (May 4, 2011): 235–38. http://dx.doi.org/10.1017/s2045796011000448.

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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 VR in autism.
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Zhou, Ning-Ning, and Yu-Long Deng. "Virtual reality: A state-of-the-art survey." International Journal of Automation and Computing 6, no. 4 (October 21, 2009): 319–25. http://dx.doi.org/10.1007/s11633-009-0319-9.

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