Reflections on an Immersive Virtual Reality Exhibition

  • Pablo Gobira State University of Minas Gerais - UEMG
  • Antônio Mozelli State University of Minas Gerais - UEMG

Abstract

This paper aims to report the experience and challenges of the research group Laboratory of Front Poetics (LabFront, CNPq/UEMG) in exhibiting an immersive virtual reality installation during events and festivals of digital arts in Brazil. In this article, questions are raised regarding traditional exhibition processes and those where digital technologies are used. Although our focus is on the Brazilian context, similar difficulties and problems in exhibition design can be seen in other places, such as Latin American and European countries. We will base the discussion on our experience of exhibiting Olhe para você (2016) [Look at yourself], an immersive virtual reality work developed by one of the teams of the research group LabFront.

Keywords

digital arts, immersive virtual reality, exhibition, artistic installation

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Author Biographies

Pablo Gobira, State University of Minas Gerais - UEMG

Pablo Gobira is a PhD professor at Escola Guignard (UEMG, Brazil) and at the Graduate Program of Arts (UEMG, Brazil), artist, curator and research productivity fellow (CNPq)er. He is a research fellow and manager of Brazilian Network of Digital Preservation Services at IBICT/Brazil, Ministry of Science, Technology, Innovation and Communication (MCTI). Member of the National Institute of Science and Technology INCT-Acqua (CNPq) and director of Laboratory of Front Poetics (http://labfront.tk).

Antônio Mozelli, State University of Minas Gerais - UEMG

Antônio Mozelli graduated in Computer Science from FUMEC University and in Fine Arts from Guignard School at UEMG. He is also a graduate student at Graduate Program of Arts (UEMG, Brazil). He currently develops research and works in the digital arts field, exploring the use of virtual reality in environments with interactive immersion. He is a member of the research group (CNPq) Laboratory of Front Poetics. He has also consulting experience in Usability and Information Architecture.

References

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GASPARETTO, Débora Aita (2014). O “curto-circuito” da arte digital no Brasil. Santa Maria: Edição da autora.
GOBIRA, Pablo, and Antônio Mozelli (2017). “Expansion of Uses and Applications of Virtual Reality.” Advances in Business Information Systems and Analytics. Ed. Tomayess Issa, Piet Kommers, Theodora Issa, Pedro Isaías, Touma B. Issa. Hershey: IGI Global. Vol. 1. 22-38.
SANTOS, Franciele Filipini dos (2009). Arte Contemporânea em Diálogo com as Mídias Digitais: concepção artística/curatorial e crítica. Santa Maria: Gráfica Editora Pallotti.
SANTOS, Franciele Filipini dos (2012). “A concepção artística/curatorial na arte em diálogo com as tecnologias digitais.” In: FUNARTE/RJ. (Org.). Políticas para as artes: prática e reflexão. Rio de Janeiro: FUNARTE. 116-134.
Published
2018-08-10
How to Cite
GOBIRA, Pablo; MOZELLI, Antônio. Reflections on an Immersive Virtual Reality Exhibition. MATLIT: Materialities of Literature, [S.l.], v. 6, n. 3, p. 141-148, aug. 2018. ISSN 2182-8830. Available at: <http://impactum-journals.uc.pt/matlit/article/view/5278>. Date accessed: 21 aug. 2018.
Section
Secção Temática | Thematic Section