Global Fidelity – 2018 PVCC Let There Be Light
December 9, 2018
Interactive Art Installations
February 26, 2017

VR I Interactive Installations

As of 2017 my primary commercial and educational efforts in this field have evolved into FLOWLAB

Finally, the tech is here for the most part.  The ability to suspend disbelief and impart emotion. To captivate and immerse the viewer in a construct of interactive, immersive art.

2017 included a first installation at Charlottesville, VA’s CitySpace First Fridays with a fully walkable and explorable piece highlighting current events of the time with a unique perspective.

A 2018 commission for a private event at TTF2018 allowed great freedom to create an epic experiential piece populated with unexpected scale, gods, struggle, journey and more. Fully room scale using VIVE and programmed in Unity this piece established a new direction to explore. In addition to a VR component the event featured a spatial-camera driven interactive piece that transformed the crowd into real time projected particle art. To complete the sense of dimensional representation, painted models engaged, performed and bridged the gap between technology and reality.

VR will really change the way we see things in a lot of areas from entertainment to visualization. And it will also disappoint in many ways…as does all emerging technology. Within the next 10 years the non-linear, exponential growth of this tech will be very visible. For now, it has taken roughly 30 years since VR hit the ‘public’ eye for this tech to finally be ‘there for the most part’ for many applications. Few have seen it as more than a novelty and it’s introduction is shrouded in gaming marketing, bad marketing and misinformation.  The technology is sound at many entry levels however the expected experience should be tempered with logic.  A 360 degree video seen through a viewer is immersive to a degree and a preview of things to come while having immediate value now!  But it is not VR.  Virtual Reality, which has less to do with things looking real and more to do with precise technical manipulation spatial and visual acuity.  If things needed to look 100% photoreal for us to perceive reality then eye disease would have wiped us out long ago.  It is many other factors combined that deliver the sense of immersion.  A few higher end consumer systems exist today that are available and are great tools for VR exploration and deliver amazing experiences if paired with the right hardware. True VR will have you scared, in awe at beauty, it will reduce you to a giddy child in front of your colleagues, and you will love it so much you will want your children to experience it immediately…. Or so the vast majority of my exposure efforts have gone.

It is an amazing time for VR and I will continue to create in this immersive new medium.

Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user’s physical presence in this environment. VR has been defined as “…a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body”or as an “immersive, interactive experience generated by a computer”. A person using virtual reality equipment is typically able to “look around” the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones. | Wikipedia