VR WORKSHOP 2005 "Virtuality in Arts and Design" VIRTUAL EXHIBITION PROJECTS (original) (raw)

Virtual exhibition for design workshops. Some experiences at DiARC_ University of Naples “Federico II

DOAJ: Directory of Open Access Journals - DOAJ, 2021

This volume returns the results of the Intellectual Output 03 of the research project "ArchéA. Architectural European Medium-sized City Arrangement", with the aim of analyzing and restating the state of the art achieved in the field of flexible mixed training in architecture, strongly encouraged by the emergency period of the Covid-19 pandemic. The result is a collection of good practices carried out internally and externally to the ArchéA partner network, in the context of higher education institutions, made possible by new virtual tools capable of mediating teaching and mixed and flexible learning around the disciplines related to the project. ArchéA. Architectural European Medium-sized City Arrangement Project Reference: 2018-1-IT02-KA203-048305 Programme: Erasmus+ Key Action: Cooperation for innovation and the exchange of good practices Action Type: Strategic Partnerships for higher education https://ec.europa.eu This manual comes out as a special issue of the "FAMagazine. Researches and projects on architecture and the city", associated partner of the ArchéA research project.

Pertinent Concepts of Virtual Art

ARTISTIC CULTURE. TOPICAL ISSUES

The paper studies the virtual art phenomena emerging as a result of active interplay of digital technologies and art that started in the mid-20th century. This interplay resulted in significant changes in the techniques of the creative art, as well as in the appearance of new trends and genres of art. In addition, the audience’s perception of the work of virtual art has undergone transformations also. The latter is related to interactivity as an integral component of virtual art. At the same time, artworks have different levels of interactivity—from the traditional passive perception, e.g. in the format of virtual museum tours, to the active participation of the viewer in the creation of the work of art. The aim of the paper isto determine the current concepts of virtual art based on the analysis of iconic art projects that represent different methods of working with virtual reality technology. The paper examines the phenomenon of virtual art from several viewpoints: the revival of ...

Virtual Reality in the Design Studio: The Eindhoven Perspective

Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-up of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.

TECHNIQUES OF USING THE VIRTUAL REALITY IN THE REACTIVE DESIGN

The technique of using the virtual reality was used in several scientific fields, it can be used in the scope of the engineering design, which can be done when the student transfers directly to the reactive design process inside the virtual environment. The harmony of design between the student and the designer becomes more efficient in terms of design. Moreover, identifying the design faults and attempt to rectify them directly. In this technique the perception of the space is the most important characteristics, and this technique can be used in different design levels including the external design, planning, architectural design and the interior design.

VR-DIS Research Programme

Computer Aided Architectural Design Futures 2001, 2001

In 1995, when the previous Design Research in the Netherlands Symposium was organised, the Department of Building and Architecture consisted of four groups working in design research and design computation: Vormleer, the Design Methods Group (GOM), the Bouwinformatica (Building Informatics) Group, and the research institute Calibre. In the period 1997-1998 this situation changed: GOM and BI merged to form the current Design Systems Group, and Calibre became a commercial business under the TUE holding. A new research direction was formulated for Design Systems, based on the existing expertise particularly in design support, CAAD, VR, and design methods. The new research programme was titled VR-DIS. In this paper we will outline VR-DIS, discuss a number of design research approaches that underlie the philosophy of VR-DIS, and present results and ongoing work in the research programme. 14.2 VR-DIS Computational design support is still in its infancy. Among various problems that can be seen, we note, in particular, the following: Most computer applications are task specific and data-exchange between them is difficult. The human-computer interface can be greatly improved to become a fluid medium of expression in the design process, which it is not today. Design representations and design knowledge in the various disciplines are understandable in those disciplines themselves but difficult to exchange. The Bouwinformatica Group and the Calibre Institute had gathered considerable expertise in computational design support, most notably in the areas of visualisation and Virtual Reality technology. From this basis, the following future situation was hypothesised as a context for research: Computational applications that aid in the design of inherently spatial objects (e.g. buildings in Architecture, products in Industrial Design, HVAC systems in Engineering, etc.) will move toward a spatial metaphor. Design knowledge and information of the design stored in the computer will have spatial representations. The motoric and cognitive capacities of designers in everyday life and professional life can be mapped more easily on spatial metaphors than others.

AN INTERACTIVE VIRTUAL EXHIBITION DESIGN (IVED)- MA Reflective project 2009

IVED) AN INTERACTIVE VIRTUAL EXHIBITION DESIGN IVED 1 U n i v e r s i t y f o r t h e C r e a t i v e A r t s -F a r n h a m T u t o r : P e t e r W a t e r s / M a t t C r i p p s M A I n t e r i o r D e s i g n F P G T M 0 9 8 : R e f l e c t i v e P r o j e c t 5 / 1 8 / 2 0 0 9 By: Nehal Almerbati 0806993

2022_Virtual Reality in Future Museums

The current global situation underlined the necessity of new accessibility standards in the field of cultural dissemination. Due to the limitations defined to contain the pandemic, the process of digitalization of art and knowledge increased its speed, exploiting practices and technologies which once were commonly used in specific sectors. In this climate of fervent developments, the use of Virtual Reality is growing as a medium to convey information, working on themes like immersivity, interactivity and simulation, and considering the previous experimentations in cinematography and videogames, to define experiences which connect sensory perception, engagement and learning. The faithful reconstruction of the Pavilion 2B of the ex Mattatoio di Testaccio in Rome aims to create a virtual environment to be used for digital exhibitions by students and visitors, working on innovative tools to convey art and culture.

Virtual reality (VR) technologies in education of industrial design

Design is an art and art is a design. Today, all industrial products are the result of a design process. Industrial design is a multidisciplinary field of study, which has a goal to create and produce new objects and it focuses on designing of products by using knowledge related with applied science as well as applied arts and various engineering disciplines. Academic programs related to industrial design focus on achieving the proper balance between practicality and aesthetic pleasure. Courses may include graphic and industrial design basics, manufacturing, modelling and visualization, environmental and human interaction in design. Computer aided design software are strongly emphasized. Students constantly observe, model and test their creations. They investigate the optimal ways to design virtually any type of products, including computer interfaces, appliances, furniture, transportation and recreational items. The developments of new interactive technologies have inevitably affected to education of design and art in recent years. VR is an interdisciplinary emerging high technology. VR interfaces, interaction techniques, and devices have been improved greatly in order to provide more natural and obvious modes of interaction and motivational elements and it is an integrated technology combining; 3D graphics, human-computer interaction, sensor, simulation, display, artificial intelligence and network parallel processing. This study presents notable VR systems have been developed for education and the methods of design, such as modelling and visualization.

A Virtual Museum for Design - New Forms of Interactive Fruition

The project "Virtual Museum of Design" explored the possible fruition modalities of a product having a high cultural content starting, on the one hand, from the analysis of the Design Museum concept, and the way this is interpreted in the different international experiences, and, on the other hand, of the Virtual Museum concept, leading to implementations very different from each others. This study has made evident interesting possibilities showing the potentiality of this approach on a limited number of museum items, narrated through the assistance of virtual models and their interactions with images, drawings, and multimedia materials.