Authors: Néill O’Dwyer, Nicholas Johnson, Enda Bates, Rafael Pagés, Jan Ondřej, Konstantinos Amplianitis, David Monaghan, Aljoša Smolić
Abstract: Since the early years of the twenty-first century, the performing arts have been party to an increasing number of
digital media projects that bring renewed attention to questions about, on one hand, new working processes involving capture
and distribution techniques, and on the other hand, how particular works—with bespoke hard and software—can exert an efficacy
over how work is created by the artist/producer or received by the audience. The evolution of author/audience criteria demand
that digital arts practice modify aes- thetic and storytelling strategies, to types that are more appropriate to communicating
ideas over interactive digital networks, wherein AR/VR technologies are rapidly becoming the dominant interface.
This project explores these redefined criteria through a reimagining of Samuel Becketts Play (1963) for digital culture.
This paper offers an account of the working processes, the aesthetic and technical considerations that guide artistic decisions
and how we attempt to place the overall work in the state of the art.
Authors: Laurent Lescop
Abstract: VR has now come from industry to everyday application. Mainstream software and devices allow artists to create
contents with a fast learning curve. Since 2014, with the launch of Google Cardboard and 360 cameras at a reasonable price,
with the massive success of Unity 3D and Unreal UDK, real-time immersion no longer stands in the hands of experts but spreads
to creative enthusiasts which result in a huge production of content. Like at the early age of photography and then cinema,
slowly emerge questions about composition, narrative structure and visual grammar.
This article is a raw presentation of issues of narrative grammar in 360.
Authors: Lily Díaz-Kommonen
Abstract: This document describes some aspects of a design and research project undertaken during the years 2013–2017 by the Systems of Representation research group in the Department of Media at Aalto University in Finland. The objective of the work has been to create an interactive diorama based on the painting The Anatomy Lesson of Dr. Nicolaes Tulp. The diorama concept comprises a virtual reality simulation of the artwork in which several of the characters in the painting are re-created as 3D avatars and combined with other audiovisual media including sound and video. Using the HTC-Vive virtual reality system as interface, it is possible for a guest in an exhibition to extent enter the space of the painting itself and to interact with the characters. It is intended that the diorama will be displayed in diverse venues and to a large variety of audiences. This implies a challenge for which there is a need to develop new design knowledge. In this essay I argue that information architecture (IA) can be used in the structuring of the participant’s experience as well as in the organizing and management of contents.