in Research

Reading Assignment

What is this reading about?

This part of the reading generally focuses on the idea of Virtual Reality (VR) and how it was developed and explored since the time of Cold War. VR was actually first developed by the military for the purpose of simulation of war scenarios and combat strategies. However, through time, the goals of VR became more advance and serves a bigger purpose than it used to.

From the beginning, Mynon Krenger was a pioneer in the Interactive works in early years. He developed “Videoplace”, an artificial reality laboratory, where he has begun to move away from the use of equipment to facilitate the idea of VR. He created “Videoplace” with the aim of creating an artificial reality that responded to movements and actions without googles or gloves. This was the first stage of Interactive work that broke the traditional definition of Interactive Media.

Following this advancement, there were more artists that begun to challenge the potential of VR. Char Davises is one of the artists that challenges VR and created Ephemere and Osmose. Through Ephemere, she removed traditional methods of using hand held equipment but instead used special sensors on data gloves and wide view head mount. Using Osmose, she allowed individuals to become more physically immersed rather then simply the conscious mind in control.

Reflections

For me, what was really interesting was how the reading said that Osmose was able to evoke

 “intense feeling of realness and feelings of freedom coupled with emotional levels including euphoria or loss at the conclusion of the session.”

Furthermore, it encouraged and pushed people to have the desire to do things in order to feel the emotion and feelings of existence.

Through this reading, I was able to explore VR a little more, learning about the history of VR and how it can be used and collaborated with other different mediums to enhance the experience, not limiting it to the mind or the body. This also means that the set up of the experience is as important as what the experience itself contains because the surrounding creates the mood which in turn re-emphasise on the experience itself. Similarly, it is just as important as the medium chosen to transmit the aim and goals of the experience which will hence bring about the feeling and action of the individual.

I think it was interesting to also see how VR progressed and how it actually existed a while back and was only more recently re-developed with the increased interest especially in gaming. VR back then and now was indeed quite different considering the gears and gadgets available. Today, it has become a more immersive experience with the improved graphics and features of interactivity while then VR felt more like a video in the past. The change in aims from using several wired equipment to simple and minimal gears and using art to move and push more for an action. I think Interactive Media has become more effective, influenced and more wide spread as compared to the past. It is really interesting to see how the landscape of interactive art changes from the past till now.

References:
http://www.immersence.com/publications/2004/2004-MLovejoy.html