Virtual art :: from illusion to immersion /
An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English German |
Veröffentlicht: |
Cambridge, Mass. :
MIT Press,
©2003.
|
Schriftenreihe: | Leonardo (Series) (Cambridge, Mass.)
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future. |
Beschreibung: | 1 online resource (xiv, 416 pages) : illustrations |
Bibliographie: | Includes bibliographical references (pages 352-401) and indexes. |
ISBN: | 9780262274265 0262274264 0585446792 9780585446790 |
Internformat
MARC
LEADER | 00000cam a2200000 a 4500 | ||
---|---|---|---|
001 | ZDB-4-EBA-ocm52305855 | ||
003 | OCoLC | ||
005 | 20241004212047.0 | ||
006 | m o d | ||
007 | cr cn||||||||| | ||
008 | 030523s2003 maua ob 001 0 eng d | ||
040 | |a N$T |b eng |e pn |c N$T |d OCLCQ |d YDXCP |d OCLCQ |d N$T |d OCLCQ |d TUU |d OCLCQ |d TNF |d OCLCQ |d ZCU |d OCLCO |d OCLCF |d OCLCQ |d OCLCA |d OCL |d OCLCQ |d MYG |d PIFBR |d OCLCQ |d SAV |d QT7 |d WY@ |d ROC |d MNS |d LUE |d VTS |d MUO |d AGLDB |d OCLCQ |d INT |d TOF |d OCLCQ |d MITPR |d STF |d K6U |d LDP |d UKAHL |d UMK |d UKEHC |d OCLCQ |d MHW |d OCLCO |d OCLCQ |d OCLCO |d OCLCL |d OCLCA | ||
019 | |a 532394998 |a 702105992 |a 793523183 |a 992026418 |a 1007378505 |a 1020510523 |a 1053041491 |a 1109175578 |a 1200053737 | ||
020 | |a 9780262274265 |q (electronic bk.) | ||
020 | |a 0262274264 |q (electronic bk.) | ||
020 | |a 0585446792 |q (electronic bk.) | ||
020 | |a 9780585446790 |q (electronic bk.) | ||
035 | |a (OCoLC)52305855 |z (OCoLC)532394998 |z (OCoLC)702105992 |z (OCoLC)793523183 |z (OCoLC)992026418 |z (OCoLC)1007378505 |z (OCoLC)1020510523 |z (OCoLC)1053041491 |z (OCoLC)1109175578 |z (OCoLC)1200053737 | ||
037 | |a 7104 |b MIT Press | ||
037 | |a 9780262274265 |b MIT Press | ||
041 | 1 | |a eng |h ger | |
050 | 4 | |a N7436.5 |b .G7313 2003eb | |
072 | 7 | |a ART |x 028000 |2 bisacsh | |
080 | |a 706.5 | ||
082 | 7 | |a 751.7/4/01 |2 21 | |
084 | |a 20.06 |2 bcl | ||
084 | |a AP 15942 |2 rvk | ||
084 | |a LH 65829 |2 rvk | ||
084 | |a LH 61100 |2 rvk | ||
049 | |a MAIN | ||
100 | 1 | |a Grau, Oliver. | |
240 | 1 | 0 | |a Virtuelle Kunst in Geschichte und Gegenwart. |l English |
245 | 1 | 0 | |a Virtual art : |b from illusion to immersion / |c Oliver Grau ; translated by Gloria Custance. |
260 | |a Cambridge, Mass. : |b MIT Press, |c ©2003. | ||
300 | |a 1 online resource (xiv, 416 pages) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a Leonardo | |
504 | |a Includes bibliographical references (pages 352-401) and indexes. | ||
588 | 0 | |a Print version record. | |
520 | |a An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future. | ||
505 | 0 | |a 1. Introduction : The science of the image ; Immersion -- 2. Historic spaces of illusion : Immersive image strategies of the classical world ; The Chambre du Cerf in the Papal Palace at Avignon ; In Rome on Mount Olympus: Baldassare Peruzzi's Sala delle Prospettive ; Immersion in biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte ; Baroque ceiling panoramas ; Viewing with military precision: the birth of the panorama ; Barker's invention: developing the space of illusionistic landscapes ; Construction and function of the panorama ; The panorama: a controversial medium circa 1800 ; The role of economics in the international expansion of the panorama -- 3. The panorama of the Battle of Sedan: obedience through presence : The battle in the picture ; The power of illusion, suggestion, and immersion ; Anton von Werner: artist and power player ; Political objectives ; The panorama stock exchange ; With Helmholtz's knowledge: "democratic perspective" versus "soldiers' immersion" ; Strategy and work of the panoramist ; L'art industriel ; The rotunda -- 4. Intermedia stages of virtual reality in the twentieth century: art as inspiration of evolving media : Monet's Water Lilies panorama in Giverny ; Prampolini's futurist polydimensional scenospace ; Film: visions of extending the cinema screen and beyond ; Highways and byways to virtual reality: the "ultimate" union with the computer in the image ; The rhetoric of a new dawn: the California dream ; Virtual reality in its military and industrial context ; Art and media evolution I. | |
505 | 0 | |a 5. Virtual art, digital! The natural interface : Charlotte Davies: Osmose ; The suggestive potential of the interface ; Aesthetic distance ; The concept of "the work" in processual or virtual art -- 6. Spaces of knowledge : Knowbotic research (KR + cF): Dialogue with the Knowbotic South ; The virtual Denkraum I: The Home of the Brain (1991) ; The virtual Denkraum II: Memory Theater VR by Agnes Hegedues (1997) ; Ultima Ratio: for a theater of the media ; Exegetes of the panorama: Benayoun, Shaw, Naimark ; Mixed realities ; Virtual reality's dynamic images ; The computer: handtool or thinktool? -- 7. Telepresence: art and history of an idea : Telepresence now! ; Subhistory of telepresence ; "Telepistermological" implications: presence and distance -- 8. Evolution : Genetic art: Christa Sommerer and Laurent Mignonneau ; A-Volve ; Artful games: the evolution of images ; A-Life's party ; A-Life's subhistory ; Transgenic art -- 9. Perspectives. | |
650 | 0 | |a Panoramas. |0 http://id.loc.gov/authorities/subjects/sh85097477 | |
650 | 0 | |a Virtual reality in art. |0 http://id.loc.gov/authorities/subjects/sh98000048 | |
650 | 0 | |a Computer art. |0 http://id.loc.gov/authorities/subjects/sh85029482 | |
650 | 0 | |a Art and electronics. |0 http://id.loc.gov/authorities/subjects/sh92005813 | |
650 | 6 | |a Panoramas (Art) | |
650 | 6 | |a Réalité virtuelle dans l'art. | |
650 | 6 | |a Art et électronique. | |
650 | 7 | |a panoramas (visual works) |2 aat | |
650 | 7 | |a ART |x Techniques |x General. |2 bisacsh | |
650 | 7 | |a Art and electronics |2 fast | |
650 | 7 | |a Computer art |2 fast | |
650 | 7 | |a Panoramas |2 fast | |
650 | 7 | |a Virtual reality in art |2 fast | |
653 | |a DIGITAL HUMANITIES & NEW MEDIA/New Media Art | ||
653 | |a DIGITAL HUMANITIES & NEW MEDIA/New Media History | ||
758 | |i has work: |a Virtual art (Text) |1 https://id.oclc.org/worldcat/entity/E39PCFHM3Ky3DyjT7hghjV6xjC |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Grau, Oliver. |s Virtuelle Kunst in Geschichte und Gegenwart. English. |t Virtual art. |d Cambridge, Mass. : MIT Press, ©2003 |z 0262072416 |w (DLC) 2002067829 |w (OCoLC)49576660 |
830 | 0 | |a Leonardo (Series) (Cambridge, Mass.) |0 http://id.loc.gov/authorities/names/n99013621 | |
856 | 4 | 0 | |l FWS01 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=81128 |3 Volltext |
938 | |a Askews and Holts Library Services |b ASKH |n AH37586452 | ||
938 | |a EBSCOhost |b EBSC |n 81128 | ||
938 | |a YBP Library Services |b YANK |n 2332919 | ||
938 | |a YBP Library Services |b YANK |n 3411042 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocm52305855 |
---|---|
_version_ | 1816881607465762816 |
adam_text | |
any_adam_object | |
author | Grau, Oliver |
author_facet | Grau, Oliver |
author_role | |
author_sort | Grau, Oliver |
author_variant | o g og |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | N - Fine Arts |
callnumber-label | N7436 |
callnumber-raw | N7436.5 .G7313 2003eb |
callnumber-search | N7436.5 .G7313 2003eb |
callnumber-sort | N 47436.5 G7313 42003EB |
callnumber-subject | N - Visual Arts |
classification_rvk | AP 15942 LH 65829 LH 61100 |
collection | ZDB-4-EBA |
contents | 1. Introduction : The science of the image ; Immersion -- 2. Historic spaces of illusion : Immersive image strategies of the classical world ; The Chambre du Cerf in the Papal Palace at Avignon ; In Rome on Mount Olympus: Baldassare Peruzzi's Sala delle Prospettive ; Immersion in biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte ; Baroque ceiling panoramas ; Viewing with military precision: the birth of the panorama ; Barker's invention: developing the space of illusionistic landscapes ; Construction and function of the panorama ; The panorama: a controversial medium circa 1800 ; The role of economics in the international expansion of the panorama -- 3. The panorama of the Battle of Sedan: obedience through presence : The battle in the picture ; The power of illusion, suggestion, and immersion ; Anton von Werner: artist and power player ; Political objectives ; The panorama stock exchange ; With Helmholtz's knowledge: "democratic perspective" versus "soldiers' immersion" ; Strategy and work of the panoramist ; L'art industriel ; The rotunda -- 4. Intermedia stages of virtual reality in the twentieth century: art as inspiration of evolving media : Monet's Water Lilies panorama in Giverny ; Prampolini's futurist polydimensional scenospace ; Film: visions of extending the cinema screen and beyond ; Highways and byways to virtual reality: the "ultimate" union with the computer in the image ; The rhetoric of a new dawn: the California dream ; Virtual reality in its military and industrial context ; Art and media evolution I. 5. Virtual art, digital! The natural interface : Charlotte Davies: Osmose ; The suggestive potential of the interface ; Aesthetic distance ; The concept of "the work" in processual or virtual art -- 6. Spaces of knowledge : Knowbotic research (KR + cF): Dialogue with the Knowbotic South ; The virtual Denkraum I: The Home of the Brain (1991) ; The virtual Denkraum II: Memory Theater VR by Agnes Hegedues (1997) ; Ultima Ratio: for a theater of the media ; Exegetes of the panorama: Benayoun, Shaw, Naimark ; Mixed realities ; Virtual reality's dynamic images ; The computer: handtool or thinktool? -- 7. Telepresence: art and history of an idea : Telepresence now! ; Subhistory of telepresence ; "Telepistermological" implications: presence and distance -- 8. Evolution : Genetic art: Christa Sommerer and Laurent Mignonneau ; A-Volve ; Artful games: the evolution of images ; A-Life's party ; A-Life's subhistory ; Transgenic art -- 9. Perspectives. |
ctrlnum | (OCoLC)52305855 |
dewey-full | 751.7/4/01 |
dewey-hundreds | 700 - The arts |
dewey-ones | 751 - Techniques, equipment, materials & forms |
dewey-raw | 751.7/4/01 |
dewey-search | 751.7/4/01 |
dewey-sort | 3751.7 14 11 |
dewey-tens | 750 - Painting and paintings |
discipline | Kunstgeschichte Allgemeines |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>08294cam a2200781 a 4500</leader><controlfield tag="001">ZDB-4-EBA-ocm52305855 </controlfield><controlfield tag="003">OCoLC</controlfield><controlfield tag="005">20241004212047.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr cn|||||||||</controlfield><controlfield tag="008">030523s2003 maua ob 001 0 eng d</controlfield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">N$T</subfield><subfield code="b">eng</subfield><subfield code="e">pn</subfield><subfield code="c">N$T</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">YDXCP</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">N$T</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">TUU</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">TNF</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">ZCU</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCF</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCA</subfield><subfield code="d">OCL</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">MYG</subfield><subfield code="d">PIFBR</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">SAV</subfield><subfield code="d">QT7</subfield><subfield code="d">WY@</subfield><subfield code="d">ROC</subfield><subfield code="d">MNS</subfield><subfield code="d">LUE</subfield><subfield code="d">VTS</subfield><subfield code="d">MUO</subfield><subfield code="d">AGLDB</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">INT</subfield><subfield code="d">TOF</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">MITPR</subfield><subfield code="d">STF</subfield><subfield code="d">K6U</subfield><subfield code="d">LDP</subfield><subfield code="d">UKAHL</subfield><subfield code="d">UMK</subfield><subfield code="d">UKEHC</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">MHW</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCL</subfield><subfield code="d">OCLCA</subfield></datafield><datafield tag="019" ind1=" " ind2=" "><subfield code="a">532394998</subfield><subfield code="a">702105992</subfield><subfield code="a">793523183</subfield><subfield code="a">992026418</subfield><subfield code="a">1007378505</subfield><subfield code="a">1020510523</subfield><subfield code="a">1053041491</subfield><subfield code="a">1109175578</subfield><subfield code="a">1200053737</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780262274265</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">0262274264</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">0585446792</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780585446790</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)52305855</subfield><subfield code="z">(OCoLC)532394998</subfield><subfield code="z">(OCoLC)702105992</subfield><subfield code="z">(OCoLC)793523183</subfield><subfield code="z">(OCoLC)992026418</subfield><subfield code="z">(OCoLC)1007378505</subfield><subfield code="z">(OCoLC)1020510523</subfield><subfield code="z">(OCoLC)1053041491</subfield><subfield code="z">(OCoLC)1109175578</subfield><subfield code="z">(OCoLC)1200053737</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">7104</subfield><subfield code="b">MIT Press</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">9780262274265</subfield><subfield code="b">MIT Press</subfield></datafield><datafield tag="041" ind1="1" ind2=" "><subfield code="a">eng</subfield><subfield code="h">ger</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">N7436.5</subfield><subfield code="b">.G7313 2003eb</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">ART</subfield><subfield code="x">028000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="080" ind1=" " ind2=" "><subfield code="a">706.5</subfield></datafield><datafield tag="082" ind1="7" ind2=" "><subfield code="a">751.7/4/01</subfield><subfield code="2">21</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">20.06</subfield><subfield code="2">bcl</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">AP 15942</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">LH 65829</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">LH 61100</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">MAIN</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Grau, Oliver.</subfield></datafield><datafield tag="240" ind1="1" ind2="0"><subfield code="a">Virtuelle Kunst in Geschichte und Gegenwart.</subfield><subfield code="l">English</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Virtual art :</subfield><subfield code="b">from illusion to immersion /</subfield><subfield code="c">Oliver Grau ; translated by Gloria Custance.</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="a">Cambridge, Mass. :</subfield><subfield code="b">MIT Press,</subfield><subfield code="c">©2003.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (xiv, 416 pages) :</subfield><subfield code="b">illustrations</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Leonardo</subfield></datafield><datafield tag="504" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references (pages 352-401) and indexes.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Print version record.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">1. Introduction : The science of the image ; Immersion -- 2. Historic spaces of illusion : Immersive image strategies of the classical world ; The Chambre du Cerf in the Papal Palace at Avignon ; In Rome on Mount Olympus: Baldassare Peruzzi's Sala delle Prospettive ; Immersion in biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte ; Baroque ceiling panoramas ; Viewing with military precision: the birth of the panorama ; Barker's invention: developing the space of illusionistic landscapes ; Construction and function of the panorama ; The panorama: a controversial medium circa 1800 ; The role of economics in the international expansion of the panorama -- 3. The panorama of the Battle of Sedan: obedience through presence : The battle in the picture ; The power of illusion, suggestion, and immersion ; Anton von Werner: artist and power player ; Political objectives ; The panorama stock exchange ; With Helmholtz's knowledge: "democratic perspective" versus "soldiers' immersion" ; Strategy and work of the panoramist ; L'art industriel ; The rotunda -- 4. Intermedia stages of virtual reality in the twentieth century: art as inspiration of evolving media : Monet's Water Lilies panorama in Giverny ; Prampolini's futurist polydimensional scenospace ; Film: visions of extending the cinema screen and beyond ; Highways and byways to virtual reality: the "ultimate" union with the computer in the image ; The rhetoric of a new dawn: the California dream ; Virtual reality in its military and industrial context ; Art and media evolution I.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">5. Virtual art, digital! The natural interface : Charlotte Davies: Osmose ; The suggestive potential of the interface ; Aesthetic distance ; The concept of "the work" in processual or virtual art -- 6. Spaces of knowledge : Knowbotic research (KR + cF): Dialogue with the Knowbotic South ; The virtual Denkraum I: The Home of the Brain (1991) ; The virtual Denkraum II: Memory Theater VR by Agnes Hegedues (1997) ; Ultima Ratio: for a theater of the media ; Exegetes of the panorama: Benayoun, Shaw, Naimark ; Mixed realities ; Virtual reality's dynamic images ; The computer: handtool or thinktool? -- 7. Telepresence: art and history of an idea : Telepresence now! ; Subhistory of telepresence ; "Telepistermological" implications: presence and distance -- 8. Evolution : Genetic art: Christa Sommerer and Laurent Mignonneau ; A-Volve ; Artful games: the evolution of images ; A-Life's party ; A-Life's subhistory ; Transgenic art -- 9. Perspectives.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Panoramas.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh85097477</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Virtual reality in art.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh98000048</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Computer art.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh85029482</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Art and electronics.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh92005813</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Panoramas (Art)</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Réalité virtuelle dans l'art.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Art et électronique.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">panoramas (visual works)</subfield><subfield code="2">aat</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">ART</subfield><subfield code="x">Techniques</subfield><subfield code="x">General.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Art and electronics</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Computer art</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Panoramas</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Virtual reality in art</subfield><subfield code="2">fast</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">DIGITAL HUMANITIES & NEW MEDIA/New Media Art</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">DIGITAL HUMANITIES & NEW MEDIA/New Media History</subfield></datafield><datafield tag="758" ind1=" " ind2=" "><subfield code="i">has work:</subfield><subfield code="a">Virtual art (Text)</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PCFHM3Ky3DyjT7hghjV6xjC</subfield><subfield code="4">https://id.oclc.org/worldcat/ontology/hasWork</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Grau, Oliver.</subfield><subfield code="s">Virtuelle Kunst in Geschichte und Gegenwart. English.</subfield><subfield code="t">Virtual art.</subfield><subfield code="d">Cambridge, Mass. : MIT Press, ©2003</subfield><subfield code="z">0262072416</subfield><subfield code="w">(DLC) 2002067829</subfield><subfield code="w">(OCoLC)49576660</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Leonardo (Series) (Cambridge, Mass.)</subfield><subfield code="0">http://id.loc.gov/authorities/names/n99013621</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="l">FWS01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=81128</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">Askews and Holts Library Services</subfield><subfield code="b">ASKH</subfield><subfield code="n">AH37586452</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBSCOhost</subfield><subfield code="b">EBSC</subfield><subfield code="n">81128</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">YBP Library Services</subfield><subfield code="b">YANK</subfield><subfield code="n">2332919</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">YBP Library Services</subfield><subfield code="b">YANK</subfield><subfield code="n">3411042</subfield></datafield><datafield tag="994" ind1=" " ind2=" "><subfield code="a">92</subfield><subfield code="b">GEBAY</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-863</subfield></datafield></record></collection> |
id | ZDB-4-EBA-ocm52305855 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:15:24Z |
institution | BVB |
isbn | 9780262274265 0262274264 0585446792 9780585446790 |
language | English German |
oclc_num | 52305855 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (xiv, 416 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2003 |
publishDateSearch | 2003 |
publishDateSort | 2003 |
publisher | MIT Press, |
record_format | marc |
series | Leonardo (Series) (Cambridge, Mass.) |
series2 | Leonardo |
spelling | Grau, Oliver. Virtuelle Kunst in Geschichte und Gegenwart. English Virtual art : from illusion to immersion / Oliver Grau ; translated by Gloria Custance. Cambridge, Mass. : MIT Press, ©2003. 1 online resource (xiv, 416 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Leonardo Includes bibliographical references (pages 352-401) and indexes. Print version record. An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future. 1. Introduction : The science of the image ; Immersion -- 2. Historic spaces of illusion : Immersive image strategies of the classical world ; The Chambre du Cerf in the Papal Palace at Avignon ; In Rome on Mount Olympus: Baldassare Peruzzi's Sala delle Prospettive ; Immersion in biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte ; Baroque ceiling panoramas ; Viewing with military precision: the birth of the panorama ; Barker's invention: developing the space of illusionistic landscapes ; Construction and function of the panorama ; The panorama: a controversial medium circa 1800 ; The role of economics in the international expansion of the panorama -- 3. The panorama of the Battle of Sedan: obedience through presence : The battle in the picture ; The power of illusion, suggestion, and immersion ; Anton von Werner: artist and power player ; Political objectives ; The panorama stock exchange ; With Helmholtz's knowledge: "democratic perspective" versus "soldiers' immersion" ; Strategy and work of the panoramist ; L'art industriel ; The rotunda -- 4. Intermedia stages of virtual reality in the twentieth century: art as inspiration of evolving media : Monet's Water Lilies panorama in Giverny ; Prampolini's futurist polydimensional scenospace ; Film: visions of extending the cinema screen and beyond ; Highways and byways to virtual reality: the "ultimate" union with the computer in the image ; The rhetoric of a new dawn: the California dream ; Virtual reality in its military and industrial context ; Art and media evolution I. 5. Virtual art, digital! The natural interface : Charlotte Davies: Osmose ; The suggestive potential of the interface ; Aesthetic distance ; The concept of "the work" in processual or virtual art -- 6. Spaces of knowledge : Knowbotic research (KR + cF): Dialogue with the Knowbotic South ; The virtual Denkraum I: The Home of the Brain (1991) ; The virtual Denkraum II: Memory Theater VR by Agnes Hegedues (1997) ; Ultima Ratio: for a theater of the media ; Exegetes of the panorama: Benayoun, Shaw, Naimark ; Mixed realities ; Virtual reality's dynamic images ; The computer: handtool or thinktool? -- 7. Telepresence: art and history of an idea : Telepresence now! ; Subhistory of telepresence ; "Telepistermological" implications: presence and distance -- 8. Evolution : Genetic art: Christa Sommerer and Laurent Mignonneau ; A-Volve ; Artful games: the evolution of images ; A-Life's party ; A-Life's subhistory ; Transgenic art -- 9. Perspectives. Panoramas. http://id.loc.gov/authorities/subjects/sh85097477 Virtual reality in art. http://id.loc.gov/authorities/subjects/sh98000048 Computer art. http://id.loc.gov/authorities/subjects/sh85029482 Art and electronics. http://id.loc.gov/authorities/subjects/sh92005813 Panoramas (Art) Réalité virtuelle dans l'art. Art et électronique. panoramas (visual works) aat ART Techniques General. bisacsh Art and electronics fast Computer art fast Panoramas fast Virtual reality in art fast DIGITAL HUMANITIES & NEW MEDIA/New Media Art DIGITAL HUMANITIES & NEW MEDIA/New Media History has work: Virtual art (Text) https://id.oclc.org/worldcat/entity/E39PCFHM3Ky3DyjT7hghjV6xjC https://id.oclc.org/worldcat/ontology/hasWork Print version: Grau, Oliver. Virtuelle Kunst in Geschichte und Gegenwart. English. Virtual art. Cambridge, Mass. : MIT Press, ©2003 0262072416 (DLC) 2002067829 (OCoLC)49576660 Leonardo (Series) (Cambridge, Mass.) http://id.loc.gov/authorities/names/n99013621 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=81128 Volltext |
spellingShingle | Grau, Oliver Virtual art : from illusion to immersion / Leonardo (Series) (Cambridge, Mass.) 1. Introduction : The science of the image ; Immersion -- 2. Historic spaces of illusion : Immersive image strategies of the classical world ; The Chambre du Cerf in the Papal Palace at Avignon ; In Rome on Mount Olympus: Baldassare Peruzzi's Sala delle Prospettive ; Immersion in biblical Jerusalem: Gaudenzio Ferrari at Sacro Monte ; Baroque ceiling panoramas ; Viewing with military precision: the birth of the panorama ; Barker's invention: developing the space of illusionistic landscapes ; Construction and function of the panorama ; The panorama: a controversial medium circa 1800 ; The role of economics in the international expansion of the panorama -- 3. The panorama of the Battle of Sedan: obedience through presence : The battle in the picture ; The power of illusion, suggestion, and immersion ; Anton von Werner: artist and power player ; Political objectives ; The panorama stock exchange ; With Helmholtz's knowledge: "democratic perspective" versus "soldiers' immersion" ; Strategy and work of the panoramist ; L'art industriel ; The rotunda -- 4. Intermedia stages of virtual reality in the twentieth century: art as inspiration of evolving media : Monet's Water Lilies panorama in Giverny ; Prampolini's futurist polydimensional scenospace ; Film: visions of extending the cinema screen and beyond ; Highways and byways to virtual reality: the "ultimate" union with the computer in the image ; The rhetoric of a new dawn: the California dream ; Virtual reality in its military and industrial context ; Art and media evolution I. 5. Virtual art, digital! The natural interface : Charlotte Davies: Osmose ; The suggestive potential of the interface ; Aesthetic distance ; The concept of "the work" in processual or virtual art -- 6. Spaces of knowledge : Knowbotic research (KR + cF): Dialogue with the Knowbotic South ; The virtual Denkraum I: The Home of the Brain (1991) ; The virtual Denkraum II: Memory Theater VR by Agnes Hegedues (1997) ; Ultima Ratio: for a theater of the media ; Exegetes of the panorama: Benayoun, Shaw, Naimark ; Mixed realities ; Virtual reality's dynamic images ; The computer: handtool or thinktool? -- 7. Telepresence: art and history of an idea : Telepresence now! ; Subhistory of telepresence ; "Telepistermological" implications: presence and distance -- 8. Evolution : Genetic art: Christa Sommerer and Laurent Mignonneau ; A-Volve ; Artful games: the evolution of images ; A-Life's party ; A-Life's subhistory ; Transgenic art -- 9. Perspectives. Panoramas. http://id.loc.gov/authorities/subjects/sh85097477 Virtual reality in art. http://id.loc.gov/authorities/subjects/sh98000048 Computer art. http://id.loc.gov/authorities/subjects/sh85029482 Art and electronics. http://id.loc.gov/authorities/subjects/sh92005813 Panoramas (Art) Réalité virtuelle dans l'art. Art et électronique. panoramas (visual works) aat ART Techniques General. bisacsh Art and electronics fast Computer art fast Panoramas fast Virtual reality in art fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85097477 http://id.loc.gov/authorities/subjects/sh98000048 http://id.loc.gov/authorities/subjects/sh85029482 http://id.loc.gov/authorities/subjects/sh92005813 |
title | Virtual art : from illusion to immersion / |
title_alt | Virtuelle Kunst in Geschichte und Gegenwart. |
title_auth | Virtual art : from illusion to immersion / |
title_exact_search | Virtual art : from illusion to immersion / |
title_full | Virtual art : from illusion to immersion / Oliver Grau ; translated by Gloria Custance. |
title_fullStr | Virtual art : from illusion to immersion / Oliver Grau ; translated by Gloria Custance. |
title_full_unstemmed | Virtual art : from illusion to immersion / Oliver Grau ; translated by Gloria Custance. |
title_short | Virtual art : |
title_sort | virtual art from illusion to immersion |
title_sub | from illusion to immersion / |
topic | Panoramas. http://id.loc.gov/authorities/subjects/sh85097477 Virtual reality in art. http://id.loc.gov/authorities/subjects/sh98000048 Computer art. http://id.loc.gov/authorities/subjects/sh85029482 Art and electronics. http://id.loc.gov/authorities/subjects/sh92005813 Panoramas (Art) Réalité virtuelle dans l'art. Art et électronique. panoramas (visual works) aat ART Techniques General. bisacsh Art and electronics fast Computer art fast Panoramas fast Virtual reality in art fast |
topic_facet | Panoramas. Virtual reality in art. Computer art. Art and electronics. Panoramas (Art) Réalité virtuelle dans l'art. Art et électronique. panoramas (visual works) ART Techniques General. Art and electronics Computer art Panoramas Virtual reality in art |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=81128 |
work_keys_str_mv | AT grauoliver virtuellekunstingeschichteundgegenwart AT grauoliver virtualartfromillusiontoimmersion |