Friday 19 October 2018

The Kremer Museum

The visionary for the Kremer Museum sees this gallery 'as merely the beginning of an entire new way for people to experience art across the world' (https://www.artsy.net/article/artsy-editorial-new-museum-exists-solely-vr-future). The gallery allows the visitor to view and interact with George Kremer's collection of Dutch and Flemish masterpieces. They used photogrammetry to map the objects realistically and at a high resolution. The interactivity allows the viewer to see the back of the paintings, X-ray versions and a holographic expert will appear by certain pictures to explain their history and importance.




However, just like other VR galleries and whilst this one makes use of fantastic architecture and interactivity, it still feels like it is constrained by tradition. But the overall concept is a great step forward and the idea that people can now experience these paintings from across the globe has potential... although not without criticism, specifically about the direction of cultural flow, which is an interesting argument, but not one that is part of this project's goal (at the moment). Read the original article here.

Joel Kremer talks about being discouraged by the high cost of a 'bricks and mortar' for building a real gallery. This article on the Financial Times' website talks about the same
issue...  https://www.ft.com/content/ea0a12fa-dfee-11e7-a0d4-0944c5f49e46

Photogrammetry is something I want to investigate as it would allow me to include sculpture and more three dimensional pieces in the study. I am looking at collaborating with some L5 Photography students to try an make this happen. Watch this space...

Edit (28/12/18): I finally got round to downloading and viewing the gallery. I would not change anything that I have already stated above, however I would like to add a couple of thoughts. Firstly, the space is impressive. It uses expansive architecture that directs you towards the paintings. Each of the paintings is given its own space and 'ideal' viewing distance that reduces the distraction of nearby paintings. Now, the most fantastic element of this gallery, and obviously where most time (money?) has been spent, is in the incredible resolution and surface texture of each of the paintings. You can examine the paintings at an almost scientific detail. This is exemplified by Rembrandt's copper plates; they reflect the light very accurately, even to the point of reversing out when viewed obliquely. For people who are studying this era of painting, this gallery represents an unbeatable resource, especially if it is not practical for you to examine the original.

If you are reading this blog and feel you can add something to my research then please comment… even if you are correcting me or don’t agree with something that I say.

Saturday 13 October 2018

First Use for Pre-Visualisation

The next creative arts based UCAS fair is on the horison and B&FC, School of Creative Arts has hired a space. We have two design ideas and we are not sure how they compare in terms of impact. So... I thought I would take the chance to experiment and demonstrate the potential usefulness of the technology in pre-visualising how art works (or design ideas in this case) impact within a particular space.

I will demonstrate it in the near future and I am looking forwards to the initial feedback on the use of VR in this context. Screen grabs of the two different designs that are presented side-by-side in the simulation...

  







Edit: The shape of the space is different from the one I originally worked on... So here is the updated spaces -





Edit - 29th Nov 2018.
A photograph of the final set at UCAS...

Friday 12 October 2018

IKONO SPACE

One thing that has bothered me since the start of this project, is one of usability. How can students easily and actively use VR software and hardware to pre-visualise their work in a gallery space.

I have been using Unreal Engine to create my initial virtual gallery test spaces and it has taken me quite a long time to learn how to use it at its most basic level. However, I am not sure that all (if any) fine art or photography students will want, or have time, to learn how to use this software and this could be a mayor stumbling block in implementing this technology.

It seems that I am not the only one to have thought about this and I recently came across IKONO SPACE. They are a company that is creating a piece of software specifically to design and curate virtual reality galleries. They allow you to download a beta version of the software and I recently had a play with it. And, I am fairly impressed with its usability, which uses a similar interface to The Sims video game. However, the beta version does not allow you to experience the spaces with a VR headset, so I cannot comment on the immersiveness of the gallery spaces at the moment.

IKONO SPACE were interviewed by VR Focus website which gives a fairly good description of the software and future ambition of the company...



https://www.vrfocus.com/2018/03/create-and-curate-your-own-virtual-art-exhibition-with-ikonospace/

http://ikonospace.com/

Screen grabs of the user interface and gallery spaces...






User interface.

Thursday 4 October 2018

First Meeting with Focus Group - Photography (S2)

Five students from Level 6 Photography gave me their work so I could ‘install’ it into my VR student showcase gallery. I put their work in two spaces, A and B. In space A I installed the work at a size comparable to what they would have access to in the real world, and in space B I installed the work at a much greater size. This week, I had the chance present the VR gallery to them and they each spent about five minutes exploring the simulation...






Findings
The focus group was made up of a broad range of ages, sex and backgrounds. They were all level 6 photography students and were recruited because they were accessible and produced artworks (digital photographs) that could easily be modified for use in VR simulations. In order to set a starting point and benchmark, the focus group was presented with a VR gallery that exhibited artworks, that they had submitted earlier, in two seperate galleries, A and B. In Gallery A the artworks were presented at a size easily accessible and close to the size the students would normally print at and in Gallery B the artworks were presented at a monumental, wall filling size. There were four things that this initial meeting wanted to address. Firstly, Most of the focus group had never experience VR before, so their initial reaction to the ‘experience’ needed to be gauged. Secondly, their thoughts about the contrast in scale of their work, between the two galleries may help to shape the design and presentation of a VR gallery in future meetings. Thirdly, did they think the experience might influence their future work. And finally, how did they feel the project should proceed for future test subjects, that will give us coherent evidence, conclusions and recommendations. The students were asked to look around Gallery A first and Gallery B second. They then discussed what they had experienced and were asked for their thoughts on; initial reaction, scale, future possibilities and thought on how the project/research should proceed.

The starting point outside the A and B spaces.


Gallery A



Gallery B


The students comments are recorded under headings/questions...


Initial Reactions
‘Impressive, looks real’
‘Oh, wow!’
‘Amazing’.
‘Cool’.
‘It’s very real, I feel like I am really there'.


Scale
‘Depends on the type of image, as some images are meant to be intimate’.
‘Gives the work authority’ (reference to larger version in space B).
‘The visitor would be in awe if I could print my real work at that size’ (reference to larger version).
‘Notice things you would not normally notice in a gallery’.
‘Puts the main focus on the work’ (reference to larger version).
‘Makes my work look more professional (reference to larger version).


Future Possibilities
‘It would allow us to experiment with size’.
‘Gives us many creative possibilities’.
‘A great way to pre-visualize your work in a gallery space, before putting your work into a real gallery space’.
‘I wonder…. Would my documentary work look more fine art in this gallery… if it was larger, on a gallery wall rather than presented [small] in a book?’.
‘You could pre-curate an exhibition in a VR version of a real gallery’.
‘I don’t see it replacing a real gallery’



Their initial reactions were all very similar: ‘Impressive, looks real’, ‘Oh, wow!’, ‘Amazing’, ‘Cool’ and ‘It’s very real, I feel like I am really there'. In response to seeing their work presented at two different sizes, the students tended to concentrate their thoughts on the larger works; ‘Gives the work authority’ (reference to larger version in space B), ‘the visitor would be in awe if I could print my real work at that size’ (reference to larger version), ‘you notice things you would not normally notice in a gallery’, ‘it puts the main focus on the work’ (reference to larger version) and ‘it makes my work look more professional (reference to larger version). Only one person gave a considered response about scale - ‘it depends on the type of image, as some images are meant to be intimate’. When asked about the future possibilities of the technology, the students were far more animated in their replies and included statements of intent, questions and avenues for experimentation; ‘it would allow us to experiment with size’, ‘it gives us many creative possibilities’, ‘a great way to pre-visualise your work in a gallery space, before putting your work into a real gallery space’, ‘I wonder…. Would my documentary work look more fine art in this gallery… if it was larger, on a gallery wall rather than presented [small] in a book?’, ‘You could pre-curate an exhibition in a VR version of a real gallery’ and one opposing view; ‘I don’t see it replacing a real gallery’. However, when asked about how they saw the project proceeding, the students did not have any solid recommendations at that point. But one can take their responses from the previous discussion point, as a positive way of moving forward. One point that this meetings seemed to highlight was the the initial immersive ‘wow-factor’ experience. Which leads one to question whether one can get a critical response from people who are in awe of the experience, rather than viewing what has been set before them dispassionately.



Fine Art Students
I demonstrated the photography VR gallery to a couple of fine art students with a view to them producing a piece of art work specifically for the VR environment. They felt that after viewing the gallery, that VR gave them more scope and non of the limits that reality places on them. However, they didn't feel it was going to replace a real gallery, but provide another form of experiencing artworks.


I am looking forward to seeing what they come up with and I find the current reality of producing an artwork digitally, to be viewed digitally, that may never be printed or presented as a physical object, as very interesting.