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PROJECT EVIDENCE
 

Virtual Reality Gallery Space

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In developing my initial research proposal for this project I had envisioned that the final outcome would be a virtual reality exhibition. In this exhibition space the viewer would navigate through the first person, either on a laptop/phone or using virtual reality technologies. In creating this space I have used the software Unity, a gaming software that allows for users to produce virtual space in which viewers can feely move through. When designing the space I used a traditional white cube space design to allow me to learn the software. Although throughout my research and the initial research proposal I have focused on the impact of non-traditional exhibition spaces, developing this project further I would like to move away form traditional spaces to more unconventional ones.

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In placing artworks within the space I used scans that I had taken at the Walker Art Gallery in Liverpool. This allowed me to be able to see how I would be able to add works to the virtual space, adding to my skills that I have been developing in unity. In further developing the virtual reality museum I would hope to be able to use artworks by other artists who may not have had their works displayed in museums before rather than using works that have already been recognised by a large cultural institution. In using this virtual reality technology I would hope to be able to create a space for artists that may not have access to displaying their work in these institutions, creating a space that is open to a wide range of artist to display their works to a wide audience.

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In navigating the gallery space the viewer uses the arrow key to move as well as using the mouse to move the camera. In using Unity to create the space I am not only able to create a space in which the viewer can move freely as they would within a physical exhibition space, but I am also able to create a space that can be easily navigated. Unity allows for easy navigation that can be used on a range of devices which ensure that this type of gallery space can be accessed by a wide range of audience and means that a previous knowledge is not required as well as specific expensive equipment. 

Moving to Augmented Reality

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In developing the project further and after speaking with Mairi and Greg I began to focus my project on augmented reality. In speaking with Mairi and Greg about their artist practice, both of their works incorporate virtual reality technologies but much of their practice remains connected physical space and reality. Although my initial research proposal focused on a fully virtual exhibition space my research has pivoted to augmented reality (AR) rather than virtual reality (VR). In using AR technologies I wanted to explore the ways in which these technologies can not only create a connection to artworks but also create a connection to physical space. 

 

In applying AR to my developing project i have began by removing artworks from their traditional institutional settings and creating ways that people can interact with artworks as an alternative to entering museums and galleries. In beginning this exploration I have uploaded some of the scans that I had taken at the Walker Gallery to Sketchfab. Adam in the FabLab introduced me to the website in which artists and institutions are able to uploaded models/scans that can be publicly accessed. Sketchfab allows creators as well as audiences to engage with works that they may not have had previous access to. Comparing the use of Sketchfab to that of just visiting a creators/institution website which may included images of the works, Sketchfab allows the viewer to manipulate the object getting a 360 view as well as being able to place the object in AR within the website.

In using Sketchfab as as way of presenting the scans has allowed me to create QR codes that will take those that scan them to the scans on Sketchfab. Using these QR codes means that I am able to engage audiences in unconventional ways, similar to that of the River Of Light Liverpool.. Removing the context that is associated with the artworks, taking them away from their traditional institutional setting can mean that people may engage with the artworks who may not usually engage with other works in their conventional settings. The River Of Light Liverpool places the artworks in unusual but accessible places engaging with the local community through the trail.. Placing the artworks within the city means that audiences are able to stumble upon the works rather than in a conventional setting in which audiences actively seek out art engagement within institutions. Through my previous research in developing my proposal I have found the ways in which traditional institutions can be intimidating for some, discouraging those form entering these art spaces and creating a barrier for those to engage with the arts. In creating these QR codes I would hope to create a way for audiences to stumble upon art works similar to that of the River Of Light, I hope to create stickers of QR attached to art works that I would then be able to place within the city. 

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