Wednesday 28 November 2018

Gathering Data at UCAS (S3)

I presented my VR gallery at the Manchester UCAS, Create Your Future fair as part of Blackpool and The Fylde College's promotional stand. This allowed me to present the gallery to a large and relatively broad range of people and gather some useful data.


The data I was mainly looking for concerned the experience versus the content of the gallery. My thinking being that if people are overwhelmed by the experience then they are not necessarily going to look at the artworks objectively... or do they?

I asked three main questions - Have you been exposed to a VR experience before? What did you think of the experience? and What did you think about the [art] work? 

I had 45 good responses split equally between those who had been exposed to VR and those who had not. The initial results possibly supports my original thoughts, as people who had never used VR before tended to rate both questions differently and rated the artwork consistently lower than the experience, whereas people who had used VR before rated both questions equally.

The artworks included in the gallery are a selection of the best images produced by our students and included a recreation of an exhibition of photography by Sean Conboy, an internationally successful architectural photographer. The images are arguably good ones and the experience of visiting a gallery, should never be greater than the artworks! Which ia the reason I have come to my initial conclusion

I am afraid I didn't take any photographs of the visitors interacting with my VR setup as it was quite busy.

Findings
The immediate problem, with this fairly new technology and highlighted by the focus group, is that not many people have had previous experience in it and those that haven't may not give an objective and thoughtful response to any questions about it. This may be because they are in awe of the technology and may be blind to the content and may not be able to give meaningful feedback and data on which to base an accurate conclusion.

This was the first issue to address, so a VR gallery was prepared, accurately based on the Blackpool and The Fylde College (B&FC) gallery and high quality photographs by a well known international and professional photographer were exhibited in the space, in an exact replica of an exhibition held in December 2017.

The Gallery was presented at the UCAS, Create Your Own Future, fare at Manchester (November 2018) and the participants were asked three main questions: on a scale of one to four - Have you been exposed to a VR experience before? What did you think of the experience? and What did you think about the [art] work?

There were 45 good responses split equally between those who had been previously exposed to VR and those who had not.

The results showed that people who had never used VR before tended to rate both questions differently and rated the artwork consistently lower than the experience, whereas people who had used VR before rated both questions equally.

The artworks included in the gallery are a selection of the best images produced by B&FC students and a recreation of an exhibition of photography by Sean Conboy, an internationally successful architectural photographer. The images are arguably good ones and the experience of visiting a gallery, should never be greater than the artworks, which is the reason for the conclusion.

This initial hurdle was overcome with the inclusion of the question, have you experienced VR before, in subsequent questionnaires during this project. Also, it was decided to set up a subdivision of the focus group that was to be exposed to VR to a greater extent than the others. This group was called the ‘immersive group’ and could be relied upon to have ‘got over’ the initial experience of VR because they were ensured to be exposed to it more.

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.

Sunday 25 November 2018

The Museum of One Painting


(http://www.russianmuseums.info/M1574)

The Museum of One Painting is based in the Russian city of Penza and does as its name suggests - exhibits only one painting at a time. Set up in 1983, the gallery was setup to encourage people to ‘study and experience [paintings] in a relaxed way’ (Greenberg, 1996), as opposed to the usual overwhelming experience of a gallery filled with hundred of pictures.



To visit the gallery, one must buy tickets in advance and leave coats and bags in the cloakroom. This is to prepare the visitor for the experience, to help them leave the stresses and influences of the outside world behind. Before the painting is rather dramatically revealed from behind a curtain, the audience watch a 40 minute film about the picture. The idea is that ‘the exhibition of a single work produces a greater emotional impact on the visitor’ (Greenberg, 1996).


(http://www.russianmuseums.info/M1574)

So what has this got to do with a VR gallery?

At the moment the viewer, in a VR environment, has a rather lonely experience... which is actually great for viewing and contemplating artworks. In his book, Inside the White Cube, Brian O'Doherty discusses (in a rather tongue-in-cheek way) the idea of the ideal gallery as that which 'subtracts from the artwork all cues that interfere with the fact that it is art. The work is isolated from everything that would detract from its own evaluation of itself' (O'Doherty, 1999) and according to O'Doherty, this includes people!

O'Doherty goes on to talk about the photographic 'installation shot' as describing the perfect viewing experience, but this time devoid of the viewer! '...eyes and minds are welcome, space occupying bodies are not... ...you are there without being there - one of the major services provided for art by its old antagonist, photography' (O'Doherty, 1999).

I think this also describes the VR viewing experience quite well. Certainly in my gallery, the viewer is disembodied and is only accompanied by a single floating hand (that is very much attached to reality and its accompanying human body). One has to remember that ultimately, this experience is all about artworks and the ethereal power they embody and the historic power they imbue in a space specially set aside to show them... which it turn can empower/elevate (potentially) any object into a work of art.

I think it is safe (for me) to say that these ideas have hugely influenced my thoughts on galleries and the framing and placing of artworks over the years and VR has allowed me to enact upon and test them in a version of reality.

In Daniel Buren's Function of Architecture note, A Bit of Bread, explains this concept well(ish) -
An empty museum or gallery means nothing, to the extent that it can any time be transformed into a gym or a baker's, without changing what will take place there or will be sold there, in terms of works of art in the future, since the social status will also have changed. Placing/exhibiting a work of art in a baker's will in no way change the function of the aforementioned baker's, which will never change the work of art into a bit of bread either.
Placing/exhibiting a bit of bread in a museum will in no way change the function of the aforementioned museum, but the latter will change the bit of bread into a work of art, at least for the duration of its exhibition.
Now let's exhibit a bit of bread in a baker's and it will be very difficult, if not impossible, to distinguish it from the other bits of bread. Now let's exhibit a work of art -of any kind - in a museum: can we really distinguish it from other works of art? (Greenberg, 1996).
...these notes/writings/discourses always seem to end with open questions!

Greenberg, R. Furgusen, B. Nairbe, S. (1996). Thinking About Exhibitions. Routledge.
O'Doherty, B. (1999). Inside the white cube. Berkeley: Univ. of Calif. Pr.

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.

Friday 9 November 2018

The Gallery

I have been working on a recreation of Blackpool and The Fylde College's gallery. This will enable me to directly compare a VR model to the real thing and allow me or my students to utilise it to help design future exhibitions. Such an opportunity has presented itself this coming February and I will post here with screen shots, images and feedback as to its success.

The exhibits in the VR gallery are the same images that are currently exhibited in The Gallery and are by commercial and advertising photographer, Jonathan Beer. Which is great for comparison.

I will add a little more detail to the VR facsimile as I go, but for now, the aim is to attach it to the showcase gallery due to be presented at UCAS, Manchester at the end of this month.



















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.

Friday 2 November 2018

Ikonospace (Beta) Test (S4)

An immersive group was made up of three individuals, taken from the focus group. This group was to be exposed to VR more than the rest of the group. So any software or ongoing technical testing of VR equipment, would be sent their way. The first piece of software that they were asked to test was Ikono Space (https://www.ikonospace.com/), an exhibition design and visualisation software and for this project, came along at just the right time.

Having identified that usability and accessibility would be a major hurdle to overcome if VR technology was to be included as a fine art resource in university, we needed to test the usability of Ikono Space's gallery building software. We wanted to see how people who do not have a technical background in 3D design and represent a good majority of B&FC creative art students, learned and utilised Ikonospace (for the first time) to create a gallery for a piece of their own work. We have to put this in the context of Unreal Editor 4 or Maya that are both fairly complex pieces of software and can be overwhelming for someone who has never used it (or any 3D design software) before.
The field test was designed to see how people who do not have a technical background in 3D design learned and utilised Ikonospace (for the first time) to create a gallery for a piece of their own work. This has to be put in the context of Unreal Editor 4 or Maya that are both fairly complex pieces of software and can be overwhelming for someone who has never used them (or any 3D design software) before.

The three participants were asked to use Ikono Space to create an exhibition space, without any technical help for a single piece of their own work and save the results., Each student spent about an hour each on their designs. They helped each other to work out how to use it and used a video tutorial, made by Ikono Space to help get them started. Their finished galleries were appraised and a discussion recorded their thoughts and feedback.

Each student spent about an hour each on their designs, but they helped each other to work out how to use it. They used a video tutorial, made by Ikono Space to help get them started. They encountered a couple of minor issues such as; centering and spacing their artwork across the walls and difficulty with selecting closely placed objects. Ikono Space displays a live view of the artwork-to-wall coordinates including a 150cm centreline, which is fairly helpful, but I think the students wanted a function that automatically centers and spaces the artworks across the wall.

After a couple of initial problems with saving and viewing one of the galleries, the students were able to (quite quickly) put together some recognisable and effective gallery spaces.

Each participant was able to master the software’s basic functions fairly quickly and build some fairly creative spaces and its user interface was best described as being similar to The Sims video game.

The conclusion is fairly positive, especially when you look at the results, which can only develop and get better with repeated use. Below are screenshots Ikonospace allows you to capture and download...

Helen
 

Nikki
 

 



Carl


 

 



The software allowed Nikki and Carl to add personal design features such as a purple floor and benches and chairs and there are a couple of interesting similarities between all three students' spaces such as the use of an approach space or corridor that leads into the main gallery and they all added furniture.

Carl seemed to be the most confident user this shows in his more complex design decisions such as the height of the walls, extra images and his use of the corridor as an extra exhibition space.

I am looking forward to seeing and hopefully using Ikonospace Pro when it is released.

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.