VR offers a unique medium for artists. No longer were they limited to the boundaries of the 2D canvas. Through collaborations with engineers, the marriage of Science and Art produces the most complex method of producing a visual effect. References include Charlotte Davies’s Osmose (1995) (Fig D) and Maurice Banayoun’s World Skin (1997) (Fig E). Osmose takes its viewers into an immersive interactive environment with interactive sound. Participants don a HMD and a vest where sensors detect breathing and balance: Breathe inwards to float upwards, lean forward to move forward. The participants navigate through 12 different virtual environments such as a fog, forest, ocean and DNA strands that merge fluidly and enigmatically into each other. Charlotte worked with a sound designer and an engineer on three Onyx2 Infinite Reality Silicon Graphics workstations, churning out a total of 20,000 lines of computer code. Some participants “compare it to lucid dreaming or an out-of–body experience.”
In World Skin, Participants navigate through a war-torn landscape. Wearing Liquid Crystal Glasses and holding joysticks, they navigate through endless images of soldiers, tanks, ruined buildings. This installation is implemented by a newly developed CAVE (Cave Automatic Virtual Environment) (Fig F) in which a camera tracks the users profile and using a back projector, projects back on the semi translucent walls, the blocked shadowed areas caused by being in the room, thus leaving no space blanked out. This gives the illusion of actually being in the environment.
In a project spearheaded by Patrice Renaud at the University of Quebec, existing commercial games are customised to create worlds to treat phobias such as claustrophobia. Exposing the patient’s fears in a safe controlled environment has been shown to be an effective form of therapy. VR also allow surgeons to practice a procedure before conducting the actual surgery. Failures during the practice will not result in injury or death. NASA researchers have developed Cyberscapel, a VR system for surgeons to plan an operation of a cancer of the jaw.
Presenting a 3D model of architecture to the clients before actually building is common practice nowadays. This practice detects overlooked design flaws and prevents costly mistakes. Rather than viewing an animation of the building, users can walk through the design in areas they want. The introduction of Computer Aided Design and Drafting (CADD) by AutoDesk allows the design of complex modelling in 3D possible.
Military simulators such as the one developed by the Dutch National Aerospace Laboratory train fighter pilots. Simulated threat data is fed into the virtual cockpit radar screens and trainees can engage war games with a virtual missile. Flight simulators are much better than a real airplane because they are much safer and save expensive fuel. During the Gulf war, simulations were used to familiarise soldiers with the geography of the Kuwait desert. At the time of the actual battle, they knew it better than the Iraqis. In the future, wars can be fought virtually without being physically there in the battlefield. This concept is not far-off as doctors can already remotely operate on a patient using robotic arms.
Despite the attractiveness, VR has its drawbacks. There is an obvious issue of cost. The equipment used in VR systems is exorbitant. Although declining steadily, the cost is still substantial. An Onyx machine in 1995 costs more than a million US dollars. As of July 2003, a similar system costs US$250,000. Another problem is that the hardware gets obsolete quickly and needs upgrading frequently. The HMD and projectors used are fragile and are expensive to replace. The high cost of hiring an engineer is also a necessity.
The physical consequences of using VR have not been addressed fully. Users of VR have reported feeling disoriented and nauseous. Burdea explains the simulation sickness is “caused by sensorial conflict between visual feedback that is in motion and the inner ear which is still. It is aggravated by poor image resolution.” She notes even the highest displays will not totally eradicate the problem. There are also questions of whether prolonged viewing of LCD screens at a close proximity will cause permanent ocular damage or if the weight of the helmet will permanently damage neck muscles. Riva lists out other problems such as degraded limb and postural control; reduced sense of presence and development of wrong responses.
Who will pay for or govern the usage of VR? Some citizens and countries will not be able to afford VR systems and thus widen the digital divide. The less industrially developed nations will be disadvantaged. Conversely, no computer system is foolproof and vulnerable to viral attacks. Hackers and terrorist organisations could sabotage the networks. New laws governing VR will have to be set up.
Virtual actors have become a reality. This is illustrated in the movie S1m0ne where a director (Al Pacino) in a desperate attempt to replace a difficult actor (Winona Ryder) who quit on him, secretly replaces her with a virtual actress named Simone. Its viewers couldn’t distinguish her as non-human and worships her nevertheless. The technology is currently available using full body scanning. The director could use the body map of an actor and made it do whatever he wished in a VR environment. This technique was employed in the courtyard scene in The Matrix Reloaded which was entirely put together in the computer. Full body scans of Keanu Reeves were mapped onto the faces of stunt doubles, or where impossible, computer modelled figures. There are artistic and ethical questions that need to be answered. Who owns or is responsible for the usage of the body map? The consequences will be dire if it was used in a criminal act in a VR world.
There is a worrying prediction of addiction and escapism. As VR technologies improve, it might be viable one day where we can download all our thoughts and responses into a virtual world and live virtual lives. VR will provide enjoyable worlds and there will be people who will have a problem leaving it. There will be those who cannot cope with the real world who rather escape to a perfect predictable world. This can be likened to vices like alcohol and drugs or gambling.
On an extreme, the excessive usage of VR could also numb our ability to visualise or use our sense of imagination without a computer. Books will mean nothing to us. Why read a book when you can experience it? A comparison would be the overdependence of calculators. It has become pointless in performing mental arithmetic.
Technology has its upside and downside. While there are initial teething hiccups with current display technologies and development of input devices are at its infancy, VR looks set to be an integral part of our lives in the near future.
BIBLIOGRAPHY
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993
Grau, Oliver, Virtual art : from illusion to immersion, Massachusetts Institute of Technology Press, 2003
Lister, Martin, New Media : A critical introduction, Routledge, 2003
Rush, Michael, New Media in Late 20th-Century Art, Thames & Hudson, 1999
Carnade, Robert J, Information Sources for Virtual Reality : A research guide
Mose, Margaret, Virtualities: Television, Media Art, and Cyberculture, Indiana University Press, 1998
Journal reference, Riva, G, Applications of Virtual Environments in Medicine, Methods Inf Med 5/2003
Journal reference, Mays, Patrick, Making Virtual Reality Real, Architecture, Oct 1998, 10
Journal reference, Betsky, Aaron, Machine Dreams, Architecture, June 1997, 6
Journal reference, Corliss, Richard, Unlocking the Matrix, Time, May 12, 2003
Journal reference, Heerkins, Hans, Simulation is in the air, Intervia, May 2002
Internet, Silberman, Steve, Wired 11.05 : Matrix2, http://www.wired.com/wired/archive/11.05/matrix2_pr.html
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Internet, Knight, Will, Computer games can treat phobias, new Scientist, http://www.newscientist.com/news/news.jsp?id=ns99994292
Internet, Doctors claim world first in telesurgery, BBC news, http://news.bbc.co.uk/1/hi/sci/tech/1552211.stm
WORKS CITED
Fig A
Andrea Pozzo, The Nave of Sant’Ignazio, fresco, Rome 1688 – 1699
Fig B
Mort Heilig, Sensorama, 1995
Fig C
Sutherland, Head Mounted Display, 1965
Fig D
Charlotte Davies, Osmose, 1995
Fig E
Maurice Benayoun, World Skin, 1997
Fig F
CAVE application
Grau, Oliver, Virtual art : from illusion to immersion, Massachusetts Institute of Technology Press, 2003, p.25
Lister, Martin, New Media : A critical introduction, Routledge, 2003, p.131
Grau, Oliver, Virtual art : from illusion to immersion, Massachusetts Institute of Technology Press, 2003, p.46
Grau, Oliver, Virtual art : from illusion to immersion, Massachusetts Institute of Technology Press, 2003, p.56
Carnade, Robert J, Information Sources for Virtual Reality : A research guide, p.x
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.33 Carnade, Robert J, Information Sources for Virtual Reality : A research guide, p.xi
Carnade, Robert J, Information Sources for Virtual Reality : A research guide, p.xi
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.33, 34 Carnade, Robert J, Information Sources for Virtual Reality : A research guide, p.xii
Rush, Michael, New Media in Late 20th-Century Art, Thames & Hudson, 1999, pg.212
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.41
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.24
Grau, Oliver, Virtual art : from illusion to immersion, Massachusetts Institute of Technology Press, 2003, p.193
Mose, Margaret, Virtualities: Television, Media Art, and Cyberculture, Indiana University Press, 1998, p. 208
Oyx2 are powerful supercomputers that are traditionally used by the military and visual effects in the film industry
Internet, Serious Games, http://www.sunderland.ac.uk/~as0bgr/serious/art/davieshome.htm
Internet, Davis, Erik, Wired 4.08, http://www.wired.com/wired/archive/4.08/osmose.html
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Journal reference, Mays, Patrick, Making Virtual Reality Real, Architecture, Oct 1998, 10, pg 162
Journal reference, Betsky, Aaron, Machine Dreams, Architecture, June 1997, 6, pg 86
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Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.135
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Journal reference, Riva, G, Applications of Virtual Environments in Medicine, Methods Inf Med 5/2003, p.531
Digital divide separates people into groups who have access to technology while the other does not
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.190
S1m0ne, 2002, new Line Cinema (us)
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.139
The Matrix Reloaded, 2003, Warner Bros (us)
Internet, Silberman, Steve, Wired 11.05 : Matrix2, http://www.wired.com/wired/archive/11.05/matrix2_pr.html
Journal reference, Corliss, Richard, Unlocking the Matrix, Time, May 12, 2003, p.58
Sherman, Barrie, Glimpses of Heaven, Visions of Hell, Coronet Books, 1993, p.236, 237