A Virtual Reality Check

A 3-D trip that starts in 60 BC Dismiss Oliver Grau’s new book as a German multimedia theorist’s scholarly treatise on art, and you’ll miss a great read. Underneath its staid packaging, Virtual Art: From Illusion to Immersion (MIT Press, $45) puts forth the sort of provocative insights that any Neuromancer fan can appreciate. Grau […]

A 3-D trip that starts in 60 BC

Dismiss Oliver Grau's new book as a German multimedia theorist's scholarly treatise on art, and you'll miss a great read. Underneath its staid packaging, Virtual Art: From Illusion to Immersion (MIT Press, $45) puts forth the sort of provocative insights that any Neuromancer fan can appreciate. Grau argues that VR isn't new - it dates back to 60 BC. The author doesn't overplay his hand and claim that medieval muralists were actually building proto-cyberspaces. He just stresses that artists have always used technology to transport us to other realities. To prove the point, he travels through time, highlighting works that created self-contained universes. Take a look.

60 BC

Frescoes covering the walls of Pompeii formed a seamless, immersive environment.

1600s

The trompe l'oeil ceilings of the Nave Sant' Ignazio depicted columns that appeared to reach upward into heaven.

1850s

Stereoscopes, which display vivid 3-D photographs, were de rigueur in middle-class homes.

1883

The 18,568-square-foot Battle of Sedan panorama combined perspective painting techniques and real foreground objects to drop audiences in the center of a brutal and chaotic war zone.

1952

Cinerama and 3-D film went mainstream, adding new dimensions to the big screen. Sensorama came 10 years later.

1992

Head-mounted displays and the Cave Automatic Virtual Environment (which let scientists see, touch, hear, and manipulate data) went into commercial use.

2000

VR turns toward AI: In the onscreen art project Pico_Scan, digital ecosystems are populated with creatures that evolve according to audience data like heights and weights.

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