Contemporary Art and Virtual Reality: New Conditions of Viewership

The article aims to respond to the lack of studies on the relationships between contemporary visual arts and VR, focusing on the role of “storytelling” and identifying what distinguishes VR art projects from other contemporary VR uses, namely their criticism of the VR medium itself. VR has developed...

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Bibliographic Details
Main Authors: Francesco Maria Spampinato, Valentino Catricalà
Format: Article
Language:English
Published: University of Bologna 2021-08-01
Series:Cinergie
Subjects:
Online Access:https://cinergie.unibo.it/article/view/12322
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spelling doaj-691ab624b12c4174b68a7def4eb7afe82021-08-23T12:17:47ZengUniversity of BolognaCinergie2280-94812021-08-011912113310.6092/issn.2280-9481/1232210628Contemporary Art and Virtual Reality: New Conditions of ViewershipFrancesco Maria Spampinato0Valentino Catricalà1University of BolognaManchester Metropolitan UniversityThe article aims to respond to the lack of studies on the relationships between contemporary visual arts and VR, focusing on the role of “storytelling” and identifying what distinguishes VR art projects from other contemporary VR uses, namely their criticism of the VR medium itself. VR has developed a new language in the last five years, based on specific visual grammar and allowing new narration forms. Visual artists have been attracted to VR in search of new modes of production and expose the negative impact of technology in our perception of reality, or else the new mediated ways of seeing and distanced interaction with the world around us. The first part is dedicated to the discussion of Canadian artist Jon Rafman’s View of Pariser Platz (2016) and American artist Jordan Wolfson’s Real Violence (2017), two of the first Oculus Rift-based art installations to develop a metalinguistic commentary on how VR, although promising immersion, produces, in fact, alienation, homogenization, brutalization and the loss of empathy. The article continues with a discussion on the recent rise of tech companies aimed at the production of contemporary artworks based on VR technology: Acute Art (London), Khora Contemporary (Copenhagen), and VIVE Arts (Taiwan). This is a new expanding field that is changing the ontology of artmaking and redefining the artist's role, mainly in light of the cooperation with technicians and programmers.https://cinergie.unibo.it/article/view/12322contemporary artvirtual realityvisual culturemedia artdystopiaempathy
collection DOAJ
language English
format Article
sources DOAJ
author Francesco Maria Spampinato
Valentino Catricalà
spellingShingle Francesco Maria Spampinato
Valentino Catricalà
Contemporary Art and Virtual Reality: New Conditions of Viewership
Cinergie
contemporary art
virtual reality
visual culture
media art
dystopia
empathy
author_facet Francesco Maria Spampinato
Valentino Catricalà
author_sort Francesco Maria Spampinato
title Contemporary Art and Virtual Reality: New Conditions of Viewership
title_short Contemporary Art and Virtual Reality: New Conditions of Viewership
title_full Contemporary Art and Virtual Reality: New Conditions of Viewership
title_fullStr Contemporary Art and Virtual Reality: New Conditions of Viewership
title_full_unstemmed Contemporary Art and Virtual Reality: New Conditions of Viewership
title_sort contemporary art and virtual reality: new conditions of viewership
publisher University of Bologna
series Cinergie
issn 2280-9481
publishDate 2021-08-01
description The article aims to respond to the lack of studies on the relationships between contemporary visual arts and VR, focusing on the role of “storytelling” and identifying what distinguishes VR art projects from other contemporary VR uses, namely their criticism of the VR medium itself. VR has developed a new language in the last five years, based on specific visual grammar and allowing new narration forms. Visual artists have been attracted to VR in search of new modes of production and expose the negative impact of technology in our perception of reality, or else the new mediated ways of seeing and distanced interaction with the world around us. The first part is dedicated to the discussion of Canadian artist Jon Rafman’s View of Pariser Platz (2016) and American artist Jordan Wolfson’s Real Violence (2017), two of the first Oculus Rift-based art installations to develop a metalinguistic commentary on how VR, although promising immersion, produces, in fact, alienation, homogenization, brutalization and the loss of empathy. The article continues with a discussion on the recent rise of tech companies aimed at the production of contemporary artworks based on VR technology: Acute Art (London), Khora Contemporary (Copenhagen), and VIVE Arts (Taiwan). This is a new expanding field that is changing the ontology of artmaking and redefining the artist's role, mainly in light of the cooperation with technicians and programmers.
topic contemporary art
virtual reality
visual culture
media art
dystopia
empathy
url https://cinergie.unibo.it/article/view/12322
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