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      How Artists Can Develop Their Artwork, Its Market and Deliver Their Creative Content for Virtual Reality Environments?

      , ,

      Proceedings of EVA London 2019 (EVA 2019)

      Electronic Visualisation and the Arts

      8 - 11 July 2019

      Virtual Reality, Immersive technologies, TiltBrush, Visual effects, Spatial audio

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          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          This research investigates how artists, from traditional fine art and applied art backgrounds, can create innovative immersive and virtual art and build upon their tangible skills, through a digital pipeline and tools? Findings indicated opportunities to co-create partnerships, develop transferable design skills; and exhibitions which enable new markets and audiences.

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          Most cited references 5

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          Of Museums and Digital Culture: A landscape view

          A book on Museums and Digital Culture , edited by the two authors of this paper, is planned for publication in 2019. The book is structured in ten parts, typically with around three contributed chapters in each part. This paper will survey each of these areas to provide a landscape view of the overall topic, together with some personal conclusions and views on future directions by the authors. What distinguishes this museum book from others, is its focus on digital culture and art, digital behaviour, and the interaction of real and virtual life, and how this increasingly impacts museums as they move into the future. We trace the development of digital culture from its foundations in the 1940s with the work of Shannon, inventor of information theory and Turing, father of computer science, to present. A key concept is to bring diverse perspectives and voices on the 21st century museum, from inside and beyond the museum walls, of artists, academics, and professionals, as museums transform into the digital future.
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            On the Beach – A handbook for using 3D virtual digital platforms like Second Life – ‘the WEISL’ - ‘Writing Explorations in Second Life

             M. Kendal,  A. Hudson (2011)
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              Capturing in Ambisonics, in AMBEO for Virtual Reality

              (2019)
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                Author and article information

                Contributors
                Conference
                July 2019
                July 2019
                : 278-283
                Affiliations
                Ravensbourne University

                London, UK
                Dreamstudio.io

                London, UK
                London Metropolitan University

                London, UK
                Article
                10.14236/ewic/EVA2019.54
                © Kendal et al. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2019, UK

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                Proceedings of EVA London 2019
                EVA 2019
                London, UK
                8 - 11 July 2019
                Electronic Workshops in Computing (eWiC)
                Electronic Visualisation and the Arts
                Product
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Categories
                Electronic Workshops in Computing

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