Academia.eduAcademia.edu

Outline

Intelligent virtual environments for virtual reality art

https://doi.org/10.1016/J.CAG.2005.09.002

Abstract

The development of virtual reality (VR) art installations is faced with considerable difficulties, especially when one wishes to explore complex notions related to user interaction. We describe the development of a VR platform, which supports the development of such installations, from an art+science perspective. The system is based on a CAVE TMlike immersive display using a game engine to support visualisation and interaction, which has been adapted for stereoscopic visualisation and real-time tracking. In addition, some architectural elements of game engines, such as their reliance on event-based systems have been used to support the principled definition of alternative laws of Physics. We illustrate this research through the development of a fully implemented artistic brief that explores the notion of causality in a virtual environment. After describing the hardware architecture supporting immersive visualisation we show how causality can be redefined using artificial intelligence technologies inspired from action representation in planning and how this symbolic definition of behaviour can support new forms of user experience in VR. r

References (13)

  1. Moser MA, editor. Immersed in technology: art and virtual environments. Cambridge, MA: MIT Press; 1996.
  2. Grau O. Virtual Art: from illusion to immersion. Cam- bridge: MIT Press; 2003.
  3. Sommerer C, Mignonneau L, editors. Art @ science. New York: Springer; 1998.
  4. Aylett R, Cavazza M. Intelligent virtual environment: a state-of-the-art report. In: Eurographics 2001 conference. STAR Reports: 2001.
  5. Cavazza M, Lugrin J-L, Hartley S, Libardi P, Barnes MJ, Le Bras M, Le Renard M, Bec L, Nandi A. New ways of worldmaking: the alterne platform for VR Art. New York, USA: ACM Multimedia; 2004.
  6. Cruz-Neira C, Sandin DJ, DeFanti TA. Surround-screen projection-based virtual reality: the design and implemen- tation of the CAVE. In: Proceedings of the ACM SIGGRAPH 1993 conference. 1993. p. 135-42.
  7. Lewis M, Jacobson A. Games engines in scientific research. Communications of ACM 2002;45(1):27-31.
  8. Jacobson J, Hwang Z. Unreal tournament for immersive interactive theater. Communications of the ACM 2002;45(1):39-42.
  9. Jiang H, Kessler GD, Nonnemaker J. DEMIS: a dynamic event model for interactive systems. Hong Kong: ACM Virtual Reality Software Technology; 2002.
  10. Wilkins DE. Causal reasoning in planning. Computational Intelligence 1988;4(4):373-80.
  11. Cavazza M, Hartley S, Lugrin J-L, Le Bras M. Alternative reality: a new platform for digital arts. In: ACM symposium on Virtual Reality Software and Technology (VRST2003). Osaka, Japan: 2003. p. 100-8.
  12. Michotte A. The perception of causality [Translated from the French by T. R. and E. Miles]. New York: Basic Books; 1963.
  13. Sato M, Makiura N. Amplitude of chance: the horizon of occurrences. Kawasaki, Japan: Kinyosya Printing Co.; 2001.