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Virtual Art: From Illusion to Immersion [Pehme köide]

(Donau-Universität Krems)
  • Formaat: Paperback / softback, 430 pages, kõrgus x laius x paksus: 229x178x25 mm, kaal: 703 g, 89 illus.; 89 Illustrations
  • Sari: Leonardo
  • Ilmumisaeg: 17-Sep-2004
  • Kirjastus: MIT Press
  • ISBN-10: 0262572230
  • ISBN-13: 9780262572231
Teised raamatud teemal:
  • Formaat: Paperback / softback, 430 pages, kõrgus x laius x paksus: 229x178x25 mm, kaal: 703 g, 89 illus.; 89 Illustrations
  • Sari: Leonardo
  • Ilmumisaeg: 17-Sep-2004
  • Kirjastus: MIT Press
  • ISBN-10: 0262572230
  • ISBN-13: 9780262572231
Teised raamatud teemal:

Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype.

Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art.

His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.



An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.
Series Foreword viii
Foreword xi
Joel Slayton
Acknowledgments xiii
Introduction
2(22)
The Science of the Image
11(2)
Immersion
13(11)
Historic Spaces of Illusion
24(66)
Immersive Image Strategies of the Classical World
25(8)
The Chambre du Cerf in the Papal Palace at Avignon
33(4)
In Rome on Mount Olympus: Baldassare Peruzzi's Sala delle Prospettive
37(4)
Immersion in Biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte
41(5)
Baroque Ceiling Panoramas
46(6)
Viewing with Military Precision: The Birth of the Panorama
52(4)
Barker's Invention: Developing the Space of Illusionistic Landscapes
56(2)
Construction and Function of the Panorama
58(4)
The Panorama: A Controversial Medium circa 1800
62(3)
The Role of Economics in the International Expansion of the Panorama
65(25)
The Panorama of the Battle of Sedan: Obedience through Presence
90(50)
The Battle in the Picture
92(4)
The Power of Illusion, Suggestion, and Immersion
96(3)
Anton von Werner: Artist and Power Player
99(2)
Political Objectives
101(2)
The Panorama Stock Exchange
103(2)
With Helmholtz's Knowledge: ``Democratic Perspective'' versus ``Soldiers' Immersion''
105(8)
Strategy and Work of the Panoramist
113(5)
L'Art Industrial
118(4)
The Rotunda
122(18)
Intermedia Stages of Virtual Reality in the Twentieth Century: Art as Inspiration of Evolving Media
140(52)
Monet's Water Lilies Panorama in Giverny
141(2)
Prampolini's Futurist Polydimensional Scenospace
143(3)
Film: Visions of Extending the Cinema Screen and Beyond
146(15)
Highways and Byways to Virtual Reality: The ``Ultimate'' Union with the Computer in the Image
161(7)
The Rhetoric of a New Dawn: The Californian Dream
168(1)
Virtual Reality in Its Military and Industrial Context
169(4)
Art and Media Evolution I
173(19)
Virtual Art---Digital! The Natural Interface
192(20)
Charlotte Davies: Osmose
193(5)
The Suggestive Potential of the Interface
198(4)
Aesthetic Distance
202(2)
The Concept of ``The Work'' in Processual or Virtual Art
204(8)
Spaces of Knowledge
212(58)
Knowbotic Research (KR + cF): Dialogue with the Knowbotic South
213(4)
The Virtual Denkraum I: The Home of the Brain (1991)
217(14)
The Virtual Denkraum II: Memory Theater VR by Agnes Hegedues (1997)
231(3)
Ultima Ratio: For a Theater of the Media
234(2)
Exegetes of the Panorama: Benayoun, Shaw, Naimark
236(9)
Mixed Realities
245(3)
Virtual Reality's Dynamic Images
248(7)
The Computer: Handtool or Thinktool?
255(15)
Telepresence: Art and History of an Idea
270(26)
Telepresence Now!
271(7)
Subhistory of Telepresence
278(7)
``Telepistemological'' Implications: Presence and Distance
285(11)
Evolution
296(42)
Genetic Art: Christa Sommerer and Laurent Mignonneau
297(3)
A-Volve
300(4)
Artful Games: The Evolution of Images
304(4)
A-Life's Party
308(12)
A-Life's Subhistory
320(6)
Transgenic Art
326(12)
Perspectives
338(14)
References 352(50)
Author Index 402(6)
Subject Index 408