User:Runner1928/Virtual reality and art

Article in progress: Virtual reality and art

Virtual reality and art is the use of virtual reality technology as an artistic medium, or

Notable works and artists
David Em was the first fine artist to create navigable virtual worlds in the 1970s. At Information International, Inc. in 1976, Em created an articulated digital insect, the first 3D character created by a fine artist. Em produced Aku, the first navigable digital world, as Artist in Residence at Jet Propulsion Laboratory from 1977 to 1984.

Jeffrey Shaw explored the potential of VR in fine arts with early works like Legible City (1989), Virtual Museum (1991), and Golden Calf (1994). Shaw has collaborated with many artists, and created and led multiple artistic research, production, and exhibition programs. His interests include virtual and augmented reality in immersive visualization, navigable cinematic systems and interactive narrative. Shaw's own work includes performance, sculpture, video and many interactive installations.

Char Davies created immersive VR art pieces Osmose (1995) and Ephémère (1998). Maurice Benayoun's work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like Is God Flat? (1994), Is the Devil Curved? (1995), The Tunnel under the Atlantic (1995), and World Skin, a Photo Safari in the Land of War (1997).

Other pioneering artists working in VR have include Luc Courchesne, Rita Addison, Knowbotic Research group, Rebecca Allen, Perry Hoberman, Jacki Morie, Margaret Dolinsky and Brenda Laurel.

Museums
https://www.digitalartarchive.at: Archive of Digital Art, formerly the Database of Virtual Art. Documents digital installation art. Research-oriented. Digital artworks are "processual, ephemeral, interactive, multimedia-based, and fundamentally context dependent". The ADA contains metadata and media. The Interactive Archive aims to preserve the archive such that visitors can experience the art over the internet, rather than in a museum setting, and contribute to the archive themselves.