Facebook uses AR technology to help artists create murals of more than 200 square meters; Shakespeare’s troupe used MR technology to perform the chapter of Shakespeare’s book “everyone is happy”. It can be seen that the development of VR in the art field is breaking the boundaries of traditional appreciation, building a new concept exhibition space, and gradually becoming mature.

In 2016, the first year of VR was opened, and the concept of “VR + art” came into people’s attention. Obviously, the birth and development of VR technology undoubtedly provides a new presentation form for artists. Whether it is the re interpretation of previous works or new works created for VR experience, VR technology has changed the way artists create and display works, and enriched the sensory experience of audience participation in art.

When the audience is using VR to move their position, the computer can immediately carry out complex calculations and send back the accurate three-dimensional world image, making the audience feel on the spot. Such technical features can enable the experimenter to interact with the machine content in real time, so as to enhance the experimenter’s sense of existence and reality. Obviously, most artists who are “committed to communicating with the audience” will adopt this highly immersive technology to make their works more fully displayed and improve their interaction with the audience both physically and mentally.

What possibilities will VR bring to art? Some people divide it into two categories, one is the presentation of traditional art, the other is the presentation of digital media art.

The difference between the two is that the application of VR in the former mainly lies in information dissemination. The real value of VR is the combination of VR and the audience; The latter is created by using computer language, which is naturally compatible with digital art presented by VR technology. Artists can completely jump out of the limitations of space and arbitrarily superimpose the elements of “time and space”.

For artists, this flexible creative means is likely to become the birthplace of their inspiration.

We can see that the combination of VR and art also has the significance of grafting beyond physics. Obviously, technological changes will always promote the generation of new art forms and aesthetic consciousness. The maturity of VR technology also means that art can give birth to a new world in creation, expression, presentation and experience, and produce a new set of aesthetic standards.

Bring art home through VR and let people enter the art world. Its significance has gone beyond the surface of “VR changes art”. In fact, this is a new use case and a new field of art. So what happens to VR + art? Xiaobian guessed that it must not be just a physical grafting on the function, but a deep transformation from the underlying structure. Slowly, it will no longer be just “VR + art”, but will turn into “VR art”.


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