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Culture and Art
Reference:
Agin A.M.
Virtual reality technologies in modern interactive art
// Culture and Art.
2024. № 12.
P. 30-46.
DOI: 10.7256/2454-0625.2024.12.72502 EDN: ZKDFVB URL: https://en.nbpublish.com/library_read_article.php?id=72502
Virtual reality technologies in modern interactive art
DOI: 10.7256/2454-0625.2024.12.72502EDN: ZKDFVBReceived: 28-11-2024Published: 26-12-2024Abstract: The aim of the study is to consider the main directions of development and application of VR technology in the creation of modern interactive art. The object of the study is modern interactive art, which includes the technology of VR as a tool capable of redefining the dynamics of interaction between the viewer, space and the artificial world. The theoretical basis is the works of such Russian and international researchers as Razlogov K.E., Brylevskaya A.A., Heim M., Osipov M.P., Vatyan A.S., Slater M. and others. The empirical scenario was fragments of animated films, cultural events and the interactive project "The Under Presents". The objectives of the study are: defining virtual reality (VR) based on various approaches to its understanding; examining the main stages of development of contemporary interactive art; studying the role of VR in interactive art as a tool capable of redefining the dynamics of interaction between the viewer, space and the artificial world, analyzing the technological foundations of VR; identifying the main directions of influence of technology on contemporary interactive art. The study used general scientific methods: analysis and synthesis, description, systematization and classification. The scientific novelty of this study lies in the analysis of modern technologies used in artistic creativity and their influence on the artistic component of works. The obtained results allow us to state that the study of the potential of modern technologies in the field of creating works of art is of undoubted theoretical and practical art historical interest and can serve as a source of further research. The results of this study can be used to develop new software and methodological materials for teaching students. Keywords: virtual reality, interactive art, interactive technologies, aesthetics and design, immersiveness, technological art, generative art, neural networks, interactive exhibitions, interactive projectsThis article is automatically translated. Modern technologies have a significant impact on artistic expression in art, providing artists with new tools to realize their creative ideas. This circumstance creates the need for an in-depth analysis of the impact of new tools on the processes of creating and perceiving art, as well as on the choice of authors regarding the subject matter, style and format of works. In addition, changes in the interaction between the artist and the audience should be explored, as well as ethical issues arising from the use of new technologies in art. Finally, it is important to consider the prospects for the development of artistic expression in a dynamically changing technological environment. These aspects form the main content of the research problem. Virtual reality technologies Before proceeding to consider virtual reality technologies in contemporary art, let's briefly focus on the concept of "virtual reality" (VR), which is an artificially created world that allows the user to immerse themselves in a simulated three-dimensional space and interact with it, creating the illusion of presence [1]. Some authors define the concept of VR in different ways, depending on the approach and field of study [2]. For example, Jaron Lanier [3], one of the pioneers of VR, defines virtual reality as a simulation that creates a user's feeling of total immersion in a virtual space different from the real one. He focuses on the experience of interaction and the feeling of being present in an artificially created environment [4]. In his book, Michael Heim describes virtual reality as a computer-generated space that "allows users to interact with a simulated environment through sensory feedback" [5]. He highlights the philosophical aspects of VR, including the perception of reality and its modeling. A well-known researcher in the field of VR, Mel Slater, defines it as "systems that create a user's sense of presence in a virtual space where they can interact with objects and the environment" [6, 7]. In his approach, the key concept is "presence" – the subjective feeling of being in a virtual environment. P. Milgram and F. Kishino in their work [8] introduce the concept of a continuum of reality: from a completely real environment to a completely virtual one. They define virtual reality as the end point of a continuum where the user is completely immersed in an artificially created digital environment. ProgrammerStephen Ellis defines virtual reality "as a computer-generated simulation that allows the user to perceive and interact with a three-dimensional environment in real time" [9]. His approach focuses on the system's reaction time and the possibility of interaction. John Vince writes in his book that "virtual reality is a technology that allows the user to manipulate three–dimensional objects and interact with the environment as if they were real" [10]. This definition emphasizes not only perception, but also active interaction with the virtual environment. According to the definition of N.B. Mankovskaya and V.V. Bychkov, "Virtual reality as an artistic phenomenon is a complex self–organizing system, a specific sensory (visual-audio-haptically) perceived environment created by electronic means of computer technology and fully realized in the psyche of the perceiving (equally active in this environment) subject; a special, maximally an artificially modeled dynamic continuum that is close to real reality (at the level of perception), arising within the framework and according to the laws (still only emerging) of computer network art" [11]. The above definitions reflect a variety of approaches to understanding virtual reality, from technological aspects to the subjective user experience. A common element in all definitions is the creation of an artificial environment, the feeling of immersion, and the user's ability to interact with that environment. Within the framework of this study, we will define the following definition of virtual reality (VR): a computer-generated simulation that creates for the user (viewer) a feeling of immersion in a virtual space different from the real one and allows him to interact with this space through sensory feedback. VR technologies are tools that allow users to immerse themselves in artificially created three-dimensional spaces that can simulate both real and fictional worlds. The modern technological foundations of VR will be further discussed in this paper in more detail. Modern interactive art Interactivity as a concept is a process of two-way interaction between a subject (user, viewer, participant) and an object (system, work of art, media), during which both sides influence each other, leading to a change or transformation of the state of one or both sides [12, p. 194]. In the context of art, interactivity implies the viewer's active participation in creating or modifying an artistic experience, going beyond the passive perception typical of traditional art forms. In art, interactivity can be characterized as a structural and conceptual element of a work, which involves the active participation of the audience, dynamic change of the work, technological mediation. Interactivity in art has both aesthetic and philosophical significance, as it calls into question the traditional hierarchies between the artist, the work and the viewer, allowing each of the participants in the interaction to become part of the creative process. Modern high-tech interactive art (its stage involving electronic devices) began to develop in the second half of the 20th century. Table 1. The main stages of the development of modern interactive art
Currently, interactive art continues to evolve, exploring new forms of human-technology interaction, as well as expanding the boundaries of traditional art to include virtual reality (VR), augmented reality (AR) (using special devices to add additional meanings to objects), interactive installations (responding to the presence or actions of visitors). VR in interactive art The study of VR in interactive art is related to the study of its role as a tool capable of redefining the dynamics of interaction between the viewer, space and the artificial world. One of the central characteristics of VR is its ability to create immersive environments that provide the viewer with the illusion of total immersion in virtual space. Interactive art using VR focuses on bodily perception, where physical movement, gaze, gestures and even the psycho-emotional state of the viewer become an integral part of the work. This approach destroys the traditional division between the subject (viewer) and the object (work), forming a new space of dialogue. Here are some examples of interactive art using virtual reality technologies.: "The Void" (2015) is a project that combines virtual reality and physical space, allowing viewers to interact with real objects embedded in a virtual environment. The principle of operation of the project is that users wear a helmet with a display mounted on their head, as well as headphones with a noise-canceling function and a sensor for tracking hand movements. This system allows users to move freely and explore the virtual world. "Tree" (2017) is an immersive work in which the viewer assumes the role of a tree and interacts with the surrounding nature. In this work, the participant follows the path of tree growth from seed to adult plant in the Amazon rainforest. In the process, the viewer feels wind, warmth, touch, and a sense of movement. In Russia, virtual reality technology is actively used in interactive art projects, which are often presented at exhibitions, digital art festivals and in the framework of research on modern multimedia forms. Below are some examples of interactive projects using VR created by Russian teams.: The play "Cage with Parrots" (2017) is an immersive VR production where the main character, an astronaut, is preparing to fly to Mars, but before that he needs to pass a test: pay attention to the parrots in the cage when they call him. His interaction with the cell is observed by a man in a white coat. This production required the full involvement of the audience: only two people could be in a fantastic alternate reality at the same time. Special virtual reality glasses allowed everyone to become the main character of the story (an astronaut). The multimedia VR project "In Three Dimensions: Goncharova and Malevich", presented at the Tretyakov Gallery, is dedicated to representatives of the Russian avant-garde, allowing participants to create their own works. The project illustrates the process of creating paintings and at the same time (using virtual reality glasses and joysticks) involves the viewer in the process. The ArtDynamics Museum features a virtual gallery, the VR Gallery, where visitors use VR technology to travel through the universes of artists. New technologies allow us to "find ourselves" inside the works. For example, the viewer can "move" to Notre Dame Cathedral or immerse himself in the mysterious world of paintings by Salvador Dali. The M'ARS Center for Contemporary Art presented the virtual reality art installation "You only Live once", where the visitor has a unique opportunity to travel through the "Garden of Earthly Delights" by Hieronymus Bosch. These projects illustrate how virtual reality technologies can be used to create interactive and immersive artistic experiences. They not only explore technological possibilities, but also touch on deep philosophical issues and cultural phenomena. Technological foundations of VR The modern technological foundations of VR have a profound impact on artistic expression in interactive art, providing artists with new tools to bring creative ideas to life. Interactive art, as an art form based on the viewer's interaction with a work, uses technology to create complex multimodal systems that transform traditional forms of artistic experience. This process is associated with the intersection of art, science, and engineering, which in turn leads to the emergence of new aesthetic categories, concepts, and ways for the viewer to interact with the work. The technological foundations of VR include hardware, software, and algorithms that ensure the immersiveness, interactivity, and real-time response of the system. VR hardware components are divided into display devices, input devices, and data processing systems. The key element of VR is visualization devices that provide a stereoscopic image and a wide field of view coverage (virtual reality helmets, dome projection systems, high-resolution screens and refresh rates). [14, 15] are used for user interaction with the virtual environment.: – motion controllers (devices that track the movements of hands, fingers, or other body parts); "a virtual reality suit that is able to measure the degree of flexion of all major joints of the body" [15, p. 18]; – motion tracking systems (cameras are used for this); – infrared sensors or laser systems for fixing the user's position in three-dimensional space; – gloves with tactile feedback [15, pp. 18-28]; – biometric devices for tracking physiological parameters (for example, pulse or stress levels) in order to adapt the virtual environment; – devices for moving in virtual reality [15, pp. 29-36]. The central technological basis of VR is computing systems capable of processing large amounts of data in real time. Graphics processors, high-performance devices, trackers, and sensors are used for this purpose. The software [16] in VR performs the functions of creating, managing, and displaying virtual environments, as well as synchronizing data between hardware components. Specialized graphics programs are used to create three-dimensional spaces and objects, for example, Unity [17], Unreal Engine [18], Blender [19]. The graphical program "Unity" offers many key built-in functions that ensure the functioning of the game [20, p. 44]. The Unreal Engine is a modern engine and editor with photorealistic rendering, dynamic physics and effects, realistic animation, reliable data translation, and much more – on an open, extensible platform" [20, p. 45]. The software for creating three-dimensional computer graphics "Blender" contains an extensive set of modeling tools that simplify the creation, transformation and editing of models. It also has advanced tools for sculpting and brushes; multi-resolution and dynamic subdivision; 3D drawing with texture brushes and masking; Python scripts for custom tools and add-ons" [20, p. 45]. Thus, the modern technological foundations of virtual reality combine cutting-edge advances in hardware, data processing algorithms, and user interaction with digital environments and provide artists with the means to expand the boundaries of artistic expression, allowing them to create complex multi-level works. The impact of technology on interactive art Artistic expression in interactive art is based on technology, and it leads to the emergence of new aesthetic concepts. These are dynamic aesthetics, medial reflection, transformation of time and space – these concepts are interrelated. Works created using technology often have a variable structure that depends on external factors, including viewer interaction, environmental data, or random algorithms. This makes the work not a static object, but a procedural system, which represents a dynamic aesthetic. The essence of medial reflection lies in the fact that technological art focuses on the medium itself, exploring its possibilities, limitations and impact on human perception. For example, works using VR often explore the nature of reality and virtuality, which becomes part of an artistic statement. Technology makes it possible to create nonlinear narratives and multidimensional spaces that transcend physical reality. Space-time hybrids become an important element of artistic expression, allowing the viewer to experience unique experiences. Table 2. The main directions of technology's influence on interactive (technological) art
Interactive art can be called technological, as it transforms the role of the artist, who becomes not only the creator of the work, but also a system developer, curator (observer) of the interactions of the work and the viewer, as well as a researcher. Technological works require a deep understanding of how algorithms, sensors, artificial intelligence, and other technologies work. The artist often acts as a developer, designing not only the visual and conceptual content, but also the technical architecture of the work. Instead of creating "completed" works, the artist develops platforms that viewers can change with their presence and actions, which, in turn, leads to the appearance of "open works" where the final result depends on interaction. Technological art often intersects with science and engineering, which transforms artistic creation into a research process. For example, projects based on biometric data, artificial intelligence, or robotics require an interdisciplinary approach. At the same time, "Art helps to make science more human and visually explain to the viewer different fields of knowledge – robotics, synthetic biology, machine learning or environmental practices. And science, in turn, gives the artist the opportunity to embody all his bold ideas and go beyond the boundaries of the artistic world with the help of atypical tools" [21]. Despite the enormous possibilities, the use of technology in interactive art poses a number of problems for artists and viewers: technical dependence (the complexity of technological systems can limit the availability of art for artists without technical skills, as well as for viewers without appropriate devices) and the transience of works (technology quickly becomes obsolete, which can lead to loss works created on their basis – the problem of temporality). Also, the use of technologies such as neural networks and artificial intelligence raises ethical issues of authorship. Analysis of an interactive project created using virtual reality technology To illustrate, let's analyze an interactive project that was created using virtual reality technology. This is "The Under Presents", developed by the American studio Tender Claws. This project combines elements of immersive theater, interactive storytelling, and a multi-user VR experience, making it a prime example of an innovative approach to using technology in art. The analysis presented in table 3 examines its key aspects, including artistic, technological, and social components. Table 3. Key features of the "The Under Presents" project [22].
Thus, The Under Presents project has managed to combine theater, video games and VR into a single art form, "it is one of the most ambitious projects in the field of virtual reality ever created. He not only poses a lot of questions, but also makes high demands on his players, striving to offer something uncompromising and unique."[22] The novelty of the format attracted both fans of interactive technologies and fans of theatrical art. The ability to interact with other users and live actors in real time enhances engagement and creates a sense of belonging. Support for offline devices (without the need to connect to powerful computers) has made the project accessible to a wide audience. Despite its success, the project also has a number of problems: it has a limited audience, the ephemerality of the user experience (the uniqueness of each session provided by live actors makes it impossible to reproduce it completely, which can cause difficulties in archiving and documenting the work) and technical limitations for a separate group of users, since VR devices are still a niche product. the product. Conclusions In summary, we note that virtual reality technologies are a very interesting tool that science puts in the hands of the artist, it has a fundamental impact on artistic expression in interactive art, opening up new ways of interaction, perception and reinterpretation of traditional aesthetic categories. It should be emphasized that interactivity is already becoming a key element of modern art, allowing viewers to participate in the creation and modification of artistic experience, which changes the traditional hierarchies between the artist, the work and the viewer, turning them into co-authors; the introduction of interactivity into artistic practices contributes to the creation of new forms of dialogue between man, art and the outside world, confirming its importance in in the context of modern aesthetics. The success of interactive projects, which were cited as examples, shows that the synergy of art and technology can not only expand the boundaries of artistic expression, but also offer new forms of interaction that become the basis for the future of interactive art. One cannot disagree with the authors of the work "Artificial Intelligence Systems", who point out that "the common basis for AI, of course, is the development of modern information technologies and the development of new computing tools. Today, AI is an extremely multifaceted and complex field of activity, accumulating the results of many sciences, such as genetic engineering, biotechnology, medicine, nanotechnology, robotics, microelectronics, psychology, sociology, etc." [23, p. 5]. The integration of virtual reality, artificial intelligence technologies, and sensory systems changes not only the nature of artistic expression, but also the roles of the artist and the viewer, turning them into participants in complex media processes. However, these changes are accompanied by a number of challenges related to ethics, accessibility, and preservation of works, which makes further research on this topic important for understanding contemporary art. References
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Second Peer Review
Peer reviewers' evaluations remain confidential and are not disclosed to the public. Only external reviews, authorized for publication by the article's author(s), are made public. Typically, these final reviews are conducted after the manuscript's revision. Adhering to our double-blind review policy, the reviewer's identity is kept confidential.
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