Abstract
Since the coining of the term “virtual reality” (VR) by Jaron Lanier and development of head-mounted displays by pioneers such as Ivan Sutherland, VR has undergone several rounds of evolution, re-inventing itself slightly each time. It is only after over half a century, however, that this technology has now become accessible to the general consumer and therefore the mainstream. Not only that, anyone with access to this technology can now create content for VR - including artists. This raises questions about a creator’s responsibility for a user’s experience regardless of whether it relates to perception, aesthetics, psychology, ethics or multiple other factors. This panel examines several of these factors with an ultimate questioning of the impact VR artistic creations have on their audience and how these concerns factor into the design of an VR experience.
Original language | English |
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Title of host publication | Proceedings of the 25th International Symposium on Electronic Art, ISEA 2019 |
Editors | Juyong Park, Juhan Nam, Jin Wan Park |
Place of Publication | Gwangju |
Publisher | International Symposium on Electonic Art (ISEA) |
Pages | 670-672 |
Number of pages | 3 |
ISBN (Print) | 9791187275060 |
Publication status | Published - Jun 2019 |
Event | Lux Aeterna: 25th International Symposium on Electronic Art, ISEA 2019 - Gwangju, Korea, Republic of Duration: 22 Jun 2019 → 28 Jun 2019 http://isea2019.isea-international.org/ (Conference website) https://isea-archives.siggraph.org/wp-content/uploads/2019/08/ISEA2019_Proceedings.pdf (Conference proceedings) |
Publication series
Name | Proceedings of the International Symposium on Electronic Art |
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Conference
Conference | Lux Aeterna: 25th International Symposium on Electronic Art, ISEA 2019 |
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Country/Territory | Korea, Republic of |
City | Gwangju |
Period | 22/06/19 → 28/06/19 |
Internet address |
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User-Defined Keywords
- Virtual reality
- behaviors
- cinematography
- empathy
- ethics
- gaming
- immersion
- perception
- narrative
- real-time
- reflexivity