Friday, 15 February 2019

Why include seats in a VR Gallery?

Below is a selection of VR galleries I have come across online... During my presentation the other day, I finished with the following question:

Why include seats in a VR Gallery?

It is not just seats, it's also decoration, furnishings, plants and lights! Galleries and museums have been around for a long time and they bring with them a powerful idea about what a gallery should look like and those pre-conceived ideas are deeply embedded... something to think about?












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.

First Presentation

I was asked to give a short presentation about my project as part of a photography evening that also included talks by two photographic artists.




Libby Nightingale talking about her current project.

At the moment, this project has a number of different facets that surround the central question and I have explored each one a some detail. However, this means that I have gathered a lot of information, that now needs to be presented in a coherent and understandable way.

A couple of weeks ago I was asked to sum up the project to that point, which completely threw me and I was unable to string a coherent sentence together about it. So this presentation gave me the chance to do something about it as I know I have many more to come.

Preparing for it really helped to focus my mind and I was able to split the project down into the following areas: technology; test spaces; pre-visualisation; platform for new ideas; and I talked a little about case studies and my focus group. Most importantly, I was able to present some of my initial findings, which I have included here: (I feel I can say with some certainty that...)

  • It is a useful tool for curating and pre-visualising the size and scale of artworks.
  • It encourages students to think carefully about who their audience is.
  • It challenges preconceived ideas about what a gallery is.
  • It highlights the importance of gallery architecture.
  • It has given students involved in the project more confidence in their work.
  • It will give the college a foundation on which to base its implementation of VR resources in the creative arts.


The evening also allowed me to demonstrate and showcase my VR galleries and the ones I developed with students. I didn't realise I had produced so many and how diverse they were. Off the back of that, I have made some initial plans for a couple of possible collaborations; one as a way of presenting/showcasing an MA photography project and the other as an immersive art work.

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.

Monday, 11 February 2019

Sketchfab - Instamuseum

Sketchfab - Instamuseum creates a VR gallery, for mobile phone viewers like Cardboard, out of your images on Instagram. This neat piece of software was launched in 2016, but this is the first time I have come across it (it's amazing how things can get lost in the internet).



There are some examples of the gallery here... https://mashable.com/video/sony-ces-mike-fasulo/

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.

Thursday, 7 February 2019

Valuable Feedback from Focus Group



In a direct follow-on from my previous post, I met with my focus group (possibly for the final time) to review the galleries that the immersive group designed and to discuss the use of VR in creative arts education in the future.

Firstly, I would like to share the feedback and thoughts the focus group had about their fellow students VR galleries. I have typed up and listed their comments, under each question, in no particular order -

What did you think of Helen's, Nikki's and Carl's galleries?

  • I think they were very immersive and the themes they created went perfectly with their style of photograph.
  • Hellen use of light, whether or not intentional, created a definite route [to follow] on the floor. The vast airy white space reflects the theme of memory.
  • Exciting, talented, shows possibilities of where [art]work 'can go'. Love the textures, colour tones within Nikki's [gallery] and love the shadows and lighting strategically placed in Helens.
  • Nikki's is very claustrophobic but the bright and colour full ,photographs make it work. The textures add to the story. I like the theme.
  • Helen's intentional bright lines and shadows on the floor direct you, like line on a road... this is the order I want to see the work. A great sense of space.
  • The building itself, the alcoves work just like a frame.


What do these galleries offer that images alone do not?

  • Ability to explore different contexts. Explore scale and context in more detail.
  • Examples of how work can be displayed, show [the] scale of where [art]works can go.
  • Context and scale. Gives them a new dimension as opposed to viewing flat on screen or print. Scale lets you see details that you might miss on viewing alone.
  • A sense of reality about your own work being seen in a gallery. They feel real.


Do you look at the galleries differently, having been involved in the building process? (immersive group only)

  • Definitely - I've gone from being very wary of a gimmick (i'm not from a technological background) to see [it] as a tool to planning an exhibition. Great as a learner or curating. No longer just for gamers - now an element of the real world, init!
  • (Awaiting a further response).


Secondly, the questions go on to ask about how the college and learners might use the technology in the future.

How do you think we (the college, CADI) could incorporate VR technology into our teaching?

  • Give students the opportunity to curate and learn using their own images, ahead of the final [graduate] exhibition at level 6. At level 4-5, final images for modules could be used to build a gallery to see presentation before hand-in.
  • To showcase [art]work and encourage peoples confidence in themselves and their practice. Be a part of photoshop or as a one-to-one basis before hand-in... or along the way.
  • Mini sessions curating gallery set-ups. Selective lessons combined photoshop to incorporate people seeing their work within gallery environment.
  • Provide a facility two weeks before hand-in to view images in VR space. Use it to help plan an actual exhibition... it is positive - confidence giving, shows possibilities and helps to think about you [art]work in a wider context.


Is VR technology actually useful, or do you see it as a novelty/gimmick?

  • I feel younger generations may see it as a gimmick, but still want to be involved after seeing what it can do and I would find it really useful, curating Free Range (their graduate show in London) and showing me possibilities of the size I can print my [photography] work.
  • I think it is a useful tool to educate and encourage people. It gives an insight into the world after graduation and the quality of your images.
  • Very useful - see answer under immersive group [question].


Can you see yourself using it?

  • If it was accessible. I can't see myself buying it, but if it could be lent on an ad-hoc basis - yes.
  • yes to experiment with framing and the layout of the gallery.
  • Of corse. It's useful for many things linked to photography. - great if would like to pursue curator career, or great selling point to future photography post, very modern.


What is holding you back from using it, or what do you think will hold you back from using it in the future?

  • Cost and access.
  • Cost and I feel sick due to the motion [I think that was down to using the oculus Go].
  • The cost mainly and the quality is a bit low.
  • Cost. If it was readily available to me I'd use it every time as a means of checking my creative work.


What would you like to see in an application program - VR environment building software?

  • Infinite colour palette for floors/walls/ceilings.
  • Possibly artist statements when click within a piece of art, with person who's image it is voice, authenticity.
  • Is there anything else you would like to add?
  • When you really think about it, VR can ultimately level the playing field.
  • It's a great selling point. It updates the photographic medium.
  • It's very clever. Shows how photography has moved on and where we are digitally.
  • Good promotional tool for the course. Good selling point as heads in the direction of future business prospects.
  • [I am] Grateful for the chance to use such clever technology at a time when I'm ready to enter industry.


There are a couple of surprising points that came out of this meeting. The first is how much confidence it has given the students involved, in their own work and the second is how much they actually see it as a useful tool in curating and planning future exhibitions - and those responses came under the question about VR in education!

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.

Wednesday, 6 February 2019

VR Gallery In Practice - Case Study

I asked three final year photography students to design a VR gallery for their own work. I wanted to put into practice, a possible way in which we may try and include this new technology in creative arts, degree level education.

I wanted to look at and test things such as; practicality (the process), preconceptions, perspectives, creativity and reflection... and whether it is actually beneficial.

To ease the process, I worked with Helen and Nikki, one-to-one. I tried to take their design and vision and turn it into a gallery that worked for them. At each stage of the design process, they were able to dip into VR and view what they had achieved at that point and make any changes they though necessary.

First up was Helen. She had a series of six images and she wanted to build a gallery that was large, light and airy with lots of natural light. She wanted her photographs to be big! She also wanted the images to be seen both individually and all together, with a central starting point. We made an initial sketch to get the process started.



Once in UE4 I created a starting space that was the same size as the room in which we were working, to try and help Helen visualise the size of the space she was creating on the computer.

As light and space were very important, Helen created a large and airy central space with lower alcoves off to the sides to contain and frame the large artworks. During the initial build process, we accidentally created a high and narrow 360 degree window. Helen immediately saw the potential and included it in the final design. She also included a couple of sky lights.



The windows let in a lot of natural sunlight and projected distinctive highlights across the walls and floors of the gallery. We had to move the sun around a bit so that it did not settle directly across any of the artworks.

Helen's initial thoughts on completing the gallery were very positive. She felt the space was light and airy... she really liked the light.. and that she could lie on the floor and watch the clouds go by.

About the process. Helen did have lots of preconceived ideas and did initially go for a white box. There would have been no windows had she not recognised the potential for them during the build, which is a fantastic argument in favour of practical practice/creativity, followed by reflection and development! Without windows, the side rooms would have felt claustrophobic and the space would not have felt so real.



Helen worked very intuitively until she created a space that 'felt right', a comfortable space for her photographs and the visitor.

One thing, that I felt was very interesting, was that she possibly would not have given the work its own space/room had she not seen Jeffrey Hammond's work presented in individual rooms in the VR version of his exhibition a few weeks before... so VR does have a lasting impact...




Nikki was next up. Her images were about grassroots football. She had initial hopes of immersing the viewer in football culture and I think she managed to achieve that.

She had a series of four images that she wanted to present in a very specific order and a rule that the last two images must not be visible whilst the viewer is looking at the first two. So the first designs were based on a dogleg. The design progressed and evolved to include a changing room, in which the viewer was to start their journey. Nikki said that 'you can feel and smell the building, sweaty socks, liniment, Winter Green Leg Balm'. Out into the corridor, one is met by the first photographs and a carpet made of grass, like stepping out onto the pitch.

As the build progressed, Nikki felt that it was portraying an authentic view of the subject - it successfully set the scene - to take you there. As you turned the corner, you are met by the final two pictures and a heavy white window frame with large window - the goal, that looked out over an endless expanse of grass.





On completion, she felt that the gallery (experience) gave her work a place. Reflected a backyard kick-about and grassroots football.

Seeing her work at larger sizes, she felt, gave the images meaning and importance - to the telling of that story.

About the process. Nikki admitted to starting conservatively, it took a little while to drop her preconceived ideas about what a gallery should and could be. She liked the organic building process and freedom of expression that it offered. Being able to drop in and out of the VR headset gave a firsthand experience [of what the viewer would see] that enabled her to change something within the design or assess her build during the session. Nikki took that proverbial 'step back' a number of times, to admire her work and it was clear that it was an important aspect of the design process for her.





Last up was Carl. He has some experience of 3D design software, Maya and UE, so he decided to create a gallery without my help. His gallery is massive, positively palatial and it took me a while to find his artworks!

The first thing that hit me is his use of natural light and the surrounding landscape that is very evident through the large widows opposite his photography.



Unfortunately, I was unable to view the space in VR as Carl have left out a couple of technical steps that would have allowed it. But, one does get a fairly good idea how the space will work in VR. One thing that I think he has missed out on, is the ability to view the progress of the build in VR, as it does seem to have affected Helen's and Nikki's design choices later in their builds. I will report back here once a VR compatible gallery has been produced.

In conclusion, we can see that the practicality of doing this is not problematic for such a small group of people, working one-to-one with me, but that would not be practical if there were more students (which there is).

The build and creative process was very positive and allowed Helen and Nikki to achieve original results, and the ability to live view in VR  allowed them to instantly reflect and develop the design in a fairly relaxed and organic way. Arguably the Ikono Space software would allow then to do this without me as it is very user friendly and not as complex as UE4.

They both designed spaces suited to the context of their work. But these contexts were hugely different. Nikki created a space that added to her story, whilst Helen created a space that supported her story - the idea of memory (which is what her work is about).

Their preconceptions, it seems, were the most difficult things to overcome and I think my being there went someway to helping them do that, as Carl's gallery is the most traditional looking of the three (and I didn't help him at all). However, I foresee that a period of development, undertaken over a few days rather than two hours would encourage students (with some guidance), to drop these preconceived ideas through experimentation and reflection.

Is it actually beneficial? yes. Both Helen and Nikki felt that the process of design and curation encouraged them to really think carefully about the context of their work and who their audience is.

What next? I will present the galleries to a wider focus group and try and get a better idea about how the student think we can embed this technology into the degree curriculum in a positive way.


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.