Abstract
Virtual reality holography (VRH) is a new art form that synthesizes the qualities of traditional hand drawing with the unique features of holography and virtual reality (VR) art. As a new art-making tool, it offers the possibility to develop artistic ideas and concepts that could not be materialized with any other medium, whilst from a practical point of view it has the unique ability to showcase VR artworks external to VR space, without the need for a headset. Starting with a brief historical overview of holography art and VR art, this chapter presents an exploration of the VRH medium and the artworks which were generated. The various contexts in which these artworks are disseminated are presented, and the dialogues arising from the material specificity of VRH as a new medium are discussed. VRH is envisaged to extend the reach of audience engagement.
Highlights
Virtual Reality (VR) art-making tools have become increasingly popular amongst artists
The main conclusion of the study is that major museums and galleries don’t necessarily dismiss the medium itself—they base their rejection on the status of the artist, claiming that, if an artist who has previously gained recognition by working with other media decided to take up holography, they, the art venues, would not hesitate to show their work
In order to generate the image data required by the digital holographic printer for a single-parallax hologram, the VR project needs to be exported as a Filmbox (FBX) file—a feature initially implemented into Tilt Brush to allow artists to share their creations online
Summary
Virtual Reality (VR) art-making tools have become increasingly popular amongst artists. VR art is still far from ubiquitous, mainly because of the high cost of purchasing a VR system and the space required to run it. VR artworks are fundamentally difficult to view or exhibit outside of VR, as they have a functionality that makes them impossible to reproduce in any other medium without losing some of their essential features. 3D printing, due to its particular constraints, only allows for a relatively narrow range of models to be produced [1]. Online galleries which allow the viewer to explore VR projects using a standard monitor, flatten the three-dimensionality of VR artworks, as is the case with any 2D representation of a volume [2]
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