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The constant rise and fall of media developments is prevalent. Mixed, Virtual and Augmented Reality is currently hyped until the next (re-)discovered media or new invention will enter the market. Stereoscopic movies experienced several waves, though not only the market expected an enduring revolution in 2009. Five years after the second breakthrough of 3D movies, it has become virtually impossible...
Aesthetic patterns are formed into different systems due to different regional customs, and the language of the contemporary presented by a work could be understood by aesthetics analysis. Poster is a printed media that massively passes messages to the public, it works like a barometer to reflect politics, economics, cultural and arts events of each period in timely manner, and this is particularly...
Stop feeling bad about not having a language of VR, and embrace the multiplicity! This full day tutorial explores ways of applying the vibrant creativity of early media to VR, AR, and MR work today, using a new cross-historical concept called media of attraction. Participants will be guided through a prototyping process focused not on best practices, but on restriction mining, bespoke solutions, and...
In 1988, John Pearson wrote about the computer being appropriated by artists, offering “new means for expressing their ideas” [1]. Pearson notes, however, that historically, new technologies “were not developed by the artistic community for artistic purposes, but by science and industry to serve the pragmatic or utilitarian needs of society [2]. It is then up to the artist to be a “colonizer” and...
Both the art and science of the imagination have integral roles in defining compelling Mixed Reality (MR) experiences. In this paper we posit that the audience member's own imagination is an essential third kind of input in defining the full virtuality continuum for MR. It is traditionally accepted that there are two experiential inputs in MR incorporating a combination of stimuli of the real world...
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