Y4 PROJECT – 02

Topic Analysis

 

This summer ‘Oculus’ launched ‘Oculus Quest’, a wireless virtual reality device. The high-end PC is not needed and the price is low, so it is receiving positive responses from the market. Now, with the advent of the second-generation family of wireless VR, and the positive evaluation of the market, virtual reality devices have gained momentum and can be reached by everyone in the next five years. In the future, the new visual media will not only be viewed, and will be mixed with user experience and participation. In this respect, I believe that Mixed Reality or Extended Reality will be the Immersive Experience media, which is a content mediated through space. This study will examine the limitations of images, the most popular visual medium in modern society, and the leap into new media.

 

The motivation for this research is that ‘beauty’ is a very important issue in visual culture, and ‘beauty’ is also an essential element in immersive visual culture. In addition, I think that the ‘beauty’ of immersive visual culture can be achieved by the discussion of ‘Computeresque’, a modern reinterpretation of the ‘picturesque’ aesthetic of the 18th and 19th centuries, which discussed the ‘beauty’ of space. And four big tracks in interaction design, “user experience, user interface, motion graphics, and data visualization,” are expected to contribute significantly to researching user experience and data visualization. The production and exhibition of this study as concrete content in 2020 / June will enable public communication about the immersive visual culture.

 

Since the development of print media and the advent of line perspective, visual culture has developed at a rapid pace. Later, with the development of optical media, photography and cinematography emerged, which were alternatives to fine art. And the visual media that enables interactive communication such as the internet appeared, and Instagram and YouTube are the representative. In the future, virtual reality and mixed reality will become a realistic content medium beyond the current visually dependent medium, and will largely replace our visual experience. However, rather than accepting a new visual culture unconditionally, I will discuss critically through Jean Baudrillard’s simulation and Deleuze’s Simulac theory.

 

The specific content of the output will be “garden,” which is highly related to the “picturesque” and immersive content mentioned above. The garden is a paradise on earth and looks like Arcadia (Utopia). People experience various things through materials in the real space of the garden. However, the experience through the content of the garden is an object that cannot be owned in reality, and it is cognitively satisfied, so the garden can be treated the same as the virtual reality. While these experiences are fascinating, different and immersive, they are only temporary illusions that seem to exist. ‘Hirschfeld’ said that garden art is a multi-sensory art that allows people to experience the aesthetic correlation of emotion through movement and to use the five senses. When it is combined with a computer, I think it can create a unique aesthetic called ‘computeresque’.

 

The research subjects are divided into two categories. The first is spatial content such as virtual reality, and the second is ‘garden’, which will be the subject of spatial content. Virtual reality will be reviewed by Rev Manovic and Kevin Walker’s papers, and Jean Baudrillard’s Simulacre theory. For the garden, I will examine the garden list in Humphrey Lepton’s Red Book, the garden theory of Hirschfeld and the Picturesque theory.

 

In the case of the virtual reality, the investigation will be conducted at the same time by producing a demo or a work on the virtual reality of the existing interaction design. In the case of “garden,” a field observation of the Scottish gardens will be carried out of the 400 gardens listed in the Red Book.

 

 

The results of the study will be computer demonstrations and sketches. For computer demonstrations, the device will be used the Oculus Quest and the Oculus Link (released in December 2011), and for the program, Unity 3D will be used.

 

 

Expected Index

 

Introduction

 

Theorical Background etc

 

1) What is visual culture?

–  Limitations of Modern Visual Culture: Unilateral Communication and Two-dimensionality

–  Immersive Content: Reconsideration of Virtual Reality and Augmented Reality and Enterprise Investment Trends

 

2) Development History of Visual Culture-From Painting to Spatial Content

 

3) Picturesque and Computeresque

 

4) Garden – Hirschfeld’s Theory of Gardens and Humphrey Lepton’s Red Book

 

5) Virtual Space – Jean Baudrillard’s Simulacre Theory

 

6) Garden an Arcadia – The Image of Utopia and the Truth of Virtual Reality

 

  1. Research method

1) literature survey

2) field survey

 

  1. Results

 

  1. Discussion/ Conclusion

 

  1. Time Schedule c.f. gantt chart

 

  1. Budget

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