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Gary Zabel on Behance. Music and China. Through the Virtual Looking Glass. In April 2010, the Virtual Art Initiative and the Caerleon Sims in Second Life and OpenSim hosted an exhibition of the art of virtual worlds in the real world Harbor Gallery of the University of Massachusetts at Boston.

Through the Virtual Looking Glass

The Boston exhibition was part of an unprecedented international collaboration that exhibited the work of artists from more than twenty nations in real world galleries in six countries: France, Holland, Germany, Brazil, Australia, and the USA. Virtual Worlds are computer generated, immersive, three-dimensional environments that allow people from around the globe to interact with one another through “avatars” (digital bodies) and to shape their environments, both individually and collectively, by using graphical and programming tools. Ernst Bloch and the Utopian Dimension in Music.

All Things Connected. Wagner and Nietzsche. Adorno on Music. The Problem of Political Music in Eisler and Weill. Virtual art initiative augmented reality project. I’ve created this website to support the work of the Virtual Art Initiative in developing augmented reality methods for exhibiting virtual art in real world environments.

virtual art initiative augmented reality project

In general, while virtual reality seeks to present a fully immersive alternative to the “real world” - i.e. the world of ordinary experience - augmented reality introduces virtual objects into the world of ordinary experience by linking those objects to real world spatial coordinates. Augmented reality is therefore especially well-suited to act as a bridge between virtual worlds and the real world. VAI’s Augmented Realitty Project is a natural sequel to the April 2010 Through the Virtual Looking Glass exhibition at the Harbor Gallery at UMass Boston, which was a mixed reality exhibition of virtual art employing digital projection, digital frames, dvd players, a cinematic monitor, and “real” art based on virtual models.

If you would like to add anything to the website, please let me know. Notes for Through the Virtual Looking Glass. Phantasmagoria. Phantasmagoria Introduction In 1348 the Black Death reached the European mainland in the form of a bacillus carried by fleas living in the fur of rats.

Phantasmagoria

It seems to have originated in China about fifteen years earlier, made its way slowly to Constantinople, from there to Sicily and the Italian peninsula, and from Italy to Spain, France, Germany, Austria, Switzerland, England, the Netherlands, Scandinavia, Poland, and Russia. Wherever the bacillus appeared it unleashed bubonic plague and associated outbreaks of pneumonia. The result was agonizing death, economic devastation, and social hysteria, a level of misery unprecedented even by the sanguinary standards of the Fall of Rome or the ensuing Dark Ages. The three hundred years spanning 1000 to 1300 were a period of growth for feudal Europe.

It was not long before the suffering and death that were first the result of famine and then of plague as well found an echo in the discord of war. Precipitously. Phantasmagoria. Phantasmagoria Part One: Primitive Accumulation Chapter One.

Phantasmagoria

Phantasmagoria. Phantasmagoria Part One: Primitive Accumulation Chapter Two.

Phantasmagoria

Phantasmagoria. Phantasmagoria Part One: Primitive Accumulation Chapter Three.

Phantasmagoria

Phantasmagoria. Phantasmagoria Part One: Primitive Accumulation Chapter Four.

Phantasmagoria

Phantasmagoria Part Two. PhantasmagoriaPart Two: Marx and the Fetish Chapter Five At the British Museum In June of 1850 Karl Marx obtained a ticket to the Reading Room of the British Museum.

Phantasmagoria Part Two

THESES ON THE ART OF VIRTUAL WORLDS. The Radical Aesthetics of William Morris. Escaping the Dark Time. Watch Through the Virtual Looking Glass Episodes. Advancing the art of virtual worlds. Virtual Art Initiative (an associate member organization of the nonprofit company, Media Working Group, Inc.) is an organization of artists, writers, musicians, and scholars who are using the immersive and interactive digital media of such virtual worlds as Second Life to develop new forms of artistic content.

advancing the art of virtual worlds

Virtual worlds are computer generated three-dimensional environments that allow people from around the globe to interact with one another through “avatars” (digital bodies) and shape their environments, both individually and collectively, by using graphical and programming tools. Phil 281. 1.

Phil 281

Instructor Information 2, Introduction 3. Caerleon Sims 4. Art. My interest in art, especially new media art, is probably a legacy from my father. For ten years after World War 2, he worked as a professional photographer, and then learned electronics as part of a new job installing automatic-return bowling alley machines. He taught me both photography - especially darkroom work - and basic electronics when I was growing up. In many ways, photography is the oldest form of "new media art," a term that also includes cinema, video art, electronic music, and the currently proliferating forms of digital, or computerized, art. While I have been a photographer since I was an adolescent, I more recently became involved in creating art and working with artists in such virtual worlds as Second Life and OpenSim.

Occupy Gifs.