VR Organisations
3001AD LLC
[USA, physical location based
entertainment, Omni Sphere]
http://www.3001adllc.com/
3D Action Gamers' Archive
http://www.3dgamers.com/
Ars Electronica Center
The Ars Electronica Center provides
an interdisciplinary platform for "encounters" between the arts, sciences and
society. The Center is a model for exploring the impact of new technologies and media for
art. The Ars Electronica Research and Residence Program is a forum for artist
collaboration and networking with other institutions.
[Austria, interdisciplinary
projects, collaborative art]
http://web.aec.at/
Art+Com
an interdisciplinary group
concerned with the integration of computer technology, communication and design. ART+COM
was founded in 1988 as a centre for computer aided design and communication, with the
intention to promote co-operation between science, design and education. Since 1988
ART+COM has established itself as a melting pot for new ideas and new technologies, where
specialists from the Arts, from Science and from industry come together to combine their
ideas and goals. HOME PAGE at Virtual Reality Projects developed over the last 7 Years at
Art+Com, Berlin: New Media in Town Planning (Teleinteractive and Televirtual Townplanning)
Cyber City Fly, (Virtual Berlin) T_Vision (Virtual Earth) VR Daimler (Virtual Car)
Iconoclast Networked Skin
[Germany, interdisciplinary
projects, collaborative art]
http://www.artcom.de/
Atlantis Cyberspace Virtual
Reality Entertainment
[entertainment, education, retail,
links]
http://www.vr-atlantis.com
Audio Engineering Society
The AES serves its members, the
industry and the public by stimulating and facilitating advances in the constantly
changing field of audio. It encourages and disseminates new developments through annual
technical meetings and exhibitions of professional equipment, and through the Journal of
the Audio Engineering Society, the professional archival publication in the audio
industry.
[United States, audio,
publications, links]
http://www.aes.org
Crew System Ergonomics Information
Analysis Center (CSERIAC)
and Crew Chief ComputerMan :
http://cseriac.flight.wpafb.af.mil/
COMBIMAN: COMputerized
BIomechanical MAN-model
[United States, Crew System
Ergonomics Information Analysis Center (CSERIAC)]
http://cseriac.flight.wpafb.af.mil/products/combiman.htm
Crew Chief
[United States, Crew System
Ergonomics Information Analysis Center (CSERIAC)]
http://cseriac.flight.wpafb.af.mil/products/chief.htm
Defense Modeling & Simulation
Office (DMS)
http://www.dmso.mil/
Defense Sciences Office
Advanced Biomedical Technologies
http://www.sainc.com/arpa/abmt/
Distributed Interactive Simulation (DIS)
http://dis.pica.army.mil/
Happy Puppy Game Site
http://www.happypuppy.com/
Institute for Information
Processing and Computer Supported New Media (IICM)
Graz, Austria
http://www.iicm.edu
VRwave at IICM
[Austria, Institute for Information
Processing and Computer Supported New Media (IICM), java, standalone VRML browser]
http://www.iicm.edu/vrwave
Institute for Interventional
Informatics
[United States, Telepresence,
Bio-Car]
http://www.plus4.comt/i3.html
Mayo Clinic
VRASP: Virtual Reality Assisted
Surgery Program
The Mayo Biomedical Imaging
Resource (BIR)
http://www.mayo.edu/bir/vrasp/vr_intro.html
Microsoft (VRML 2.0 Viewer
download)
[USA, VRML browser, Microsoft VRML
2.0 Viewer]
http://www.microsoft.com/vrml/toolbar/
N64 Third Dimension
http://home.earthlink.net/~rain2/n64/3d.html
Netscape (download Live3D)
[USA, VRML browser, Live3D]
http://www26.netscape.com/eng/live3d/download_live3d.html
Now Enterprises
[Canada, OpenGL, standalone OS/2
VRML browser, VRML/2]
http://www.interlog.com/~lmcrae/
Sega Online
http://www.segaoa.com/welcome2.htm
Simulation Interoperability
Working Group
http://siwg.dra.hmg.gb/
Takshele Corporation
[United States, 3D visualization,
VRML browser, DpIV]
http://www.dpiv.net/
The Natural History Museum
Virtual Museum Project
The Natural History Museum in
London, Uk is exploring uses of virtual reality to its museum exhibits. Current exhibits
iclude: the 'Virtual Endeavour' Based on a 3D digital replica of Captain Cook's HM Bark
Endeavour, and VR Trilobites - VRML models of fossils.
[United Kingdom, The Natural
History Museum, VRML]
http://www.nhm.ac.uk/
University of Antwerp
VEplatform
[Belgium, University of Antwerp,
distributed environments, collaborative VR]
http://wcc.ruca.ua.ac.be/~demuynck/ve
U.S. Army Research Laboratory
Survivability/Lethality Directorate
ComputerMan
The ComputerMan Model is a software
tool (written in C++) for studying the effects of penetrating injuries to personnel. This
model is designed to simulate the wounding process and to predict injury outcomes in terms
of performance degradation and survivability.
[United States, U.S. Army Research
Laboratory Survivability/Lethality Directorate, simulation software]
http://web.arl.mil:80/software/ComputerMan/
Virtual Vegas
[online casino games]
http://www.virtualvegas.com
Virtual World Wide Web
The Virtual World Wide Web is a
network of over 400 independently owned 3D pages. Pages include exhibitions, educational
and training sites, amusement and other entertainments, multi user chat worlds, technology
pages, promotional sites, virtual shopping, 3D art galleries and virtual cities. The site
was originated by Superscape, Inc.
http://www.vwww.com
VRML Review Board (VRB)
The VRML Review Board (VRB)
provides technical review and guidance for Working Groups, advising the VRML Consortium on
recommended practices and standards.
http://www.vrml.org/vrb/
VR Sports at Interplay
http://www.vrsports.com/
Zarf' s List of Interactive Games
on the Web
http://www.cs.cmu.edu/afs/andrew/org/kgb/www/zarf/games.html
Exhibits
20/20 Blake
The current (7/97) George Coates
performance in which paintings and engravings selected from throughout William Blake's
life appear onstage as projected stage sets. The audience wears 3D glasses to experience
stereographic illusions created from digital manipulations of the paintings and engraving,
enabling live performers to appear in the artworks.
[United States, George Coates, 3D
stereographic devices, theatre/performing arts]
http://www.georgecoates.org/
Alembic
Alembic challenges conventional vr
representation and interaction paradigms. Displayed at Bonington Gallery, Alembic is an
interactive "virtual reality" installation using 3D image display, sound and
"field sensing." A sense of immersion is produced by the synthesis of
"Dynamic Form" which responds directly to the viewer's movements in an organic
and analogue manner.
[United Kingdom, Bonington Gallery,
computer generated 3D images]
http://www-crd.rca.ac.uk/~richardb/
Angels - VR Movie (1989-1992)
" Nicole Stenger is taking
advantage of VR hardware advances to create a virtual reality movie, called Angels. The
movie involves the interaction of the viewer, who is equipped with Dataglove and goggles.
When an angel is touched, it spins new environments and colors out of the crystals that
surround it. In creating the movie, Stenger rendered original settings and eliminated some
conventional Dataglove gestures." --see Haggerty, M. (1992). Serious Lunacy: Art in
Virtual Worlds. IEEE Computer Graphics and Applications, 12(2), 4.
http://www.hitl.washington.edu/scivw/angels/
E-mail: Nicole.Stenger@gte.net
Apparitions
Apparitions is both a physical
installation at the UC SanDiego University Art Gallery and a computer generated virtual
environment created by Vital Signs, a collaborative group of artists and programmers.
[United States, UC San Diego
University Art Gallery, large-scale video projections, collaborative project, Vital Signs]
http://www-apparitions.ucsd.edu/
Arena Life by Ulrike Gabriel
Each polygon generated in the
"Perceptual Arena" is developed as a form of artificial life called
"Being". It is generated and developed not only by the participant in his HMD
and Data Glove, but also by anyone accessing it through the internet. 'Being' now becomes
a matter of being manipulated by a plurality of people, a 'tribe' that create a kind of
'bottom up' circumstance for artificial life --- circumstances within circumstances.
"Perceptual Arena" is a realtime virtual environment designed with OTHERSPACE.
In the default state completely empty, it creates a visual space texture as a coding of
the user interaction. The interaction is simply to be in the space, to perceive it, to
move around and to grasp the resulting virtual clay, which defines the space and is the
material for the further interaction.
[Austria, Ulrike Gabriel, 3-D
culling, Polhemeus FastTrack, HMDs, 3D-tracking, Data Glove, OTHERSPACE]
http://www.t0.or.at/arena/arena_img.htm
(Art)^n Laboratory
Virtual Photography/PHSColograms
(Art) to the Nth Power, Inc. uses digital 3D and animation hard copy technology products
to display digital renderings of art in its installation gallery.
[United States, PHSCologram,
digital 3D/animation hard copy]
http://www.artn.nwu.edu/
BREATH by Ulrike Gabriel
In BREATH the participant's breath
was projected onto four surrounding screens in the form of changing polygons by means of
abstract computer graphics.
[Austria, Ulrike Gabriel, Polhemeus
FastTrack, 3D-tracking, VRML, Silicon Graphics Onyx2, 3D-culling, HMDs]
http://www.t0.or.at/video/ug.htm
Chimerium, by Perry Hoberman and
Scott Fisher
Chimerium' is the beginning of an
interactive, three-dimensional virtual world that visitors can enter and explore at the
InfoART Pavilion at the Kwangju 95 Biennale site. The Biennale was curated by
internationally renowned artist Nam June Paik and art and technology writer Cynthia
Goodman.
[Japan, Telepresence Research,
animation, Construct, VRML, Perry Hoberman, Scott Fisher]
http://www.construct.net/projects/chimerium/index.html
CLOUDS OF: The things that float
before your eyes by Robin Petterd
This installation work explores
'how images and people seem to float by, out of reach in so much of life because the
experience of them has been mediated by technology'. The work also attempts to address
some of the problems of how to show interactive and computer based work in a gallery
setting by the addition of more elements to gallery than just a computer screen and making
the interactive components of the exhibition as easy to use as possible.
[Australia, Salamanca Arts Centre,
Arts Tasmania, interactive art]
http://otheredge.com.au/prj/cloudsof
Conversation with Angels by Ampcom
Presented at the Ars Electronica
Festival 97, Conversation with Angels is a multi-user VRML 2.0 world in which visitors
choose an avatar in which to enter the worlds and chat with a variety of robot
personalities via a text interface. Ampcom is the artists Andy Best and Merja
Puustinen.
[Finland, VRML, avatars, Andy Best,
Merja Puustinen, Ars Electronica Festival]
http://ampcon.kaapeli.fi/
CUI: Cathartic User Interface by
Perry Hoberman and Nick Phillips
An interactive, multi-participant
installation originally installed in the Blasthaus Gallery in 1995.
[United States, Telepresence
Research, performance art, Blasthaus Gallery]
http://www.portola.com/PEOPLE/PERRY/cui/index.html
Electric Carnival
A collaboration of musicians,
software developers, visual artists, and animation specialists produced a travelling road
show of "digital marvels" that criss-crossed the country for nine weeks during
the summer of 1994 as part of the Lollapalooza alternative rock festival.
[United States, Interval, music,
collaborative work]
http://web.interval.com/projects/ecweb/ec.html
Electronic Garden/NatuRealization
by Miroslaw Rogala
A web installation which changes
over time through interaction with visitors. eGarden allows the viewer to participate
through an interactive audio set-up, take "pictures" of the garden, and explore
the garden's history, culture, and animal life.
[United States, Miroslaw Rogala,
proprietary voice-storage technology, multimedia, music, multi-channel video]
http://www.mcs.net/~rogala/egarden/
Faraday's Garden by Perry Hoberman
In Faraday's Garden, participants
walk through a landscape of household and office appliances which function as a time
travel experience, also uses 3D audio technology.
[United States, Portola, computer
generated 3D environments]
http://www.portola.com/PEOPLE/PERRY/Faraday/index.html
FRACTAL FLESH by Stelarc
Stelarc's work explores and extends
the concept of the body and its relationship with technology through human/machine
interfaces incorporating the Internet and Web, sound, music, video and computers.
[Australia, Stelarc, performance
art]
http://www.t0.or.at/video/stelarc.htm
GENETIC IMAGES by Karl Sims
This interactive installation is an
unusual collaboration between humans and machine: the humans supply decisions of visual
aesthetics, and the computer supplies the mathematical ability for generating, mating, and
mutating complex textures and patterns. The viewers are not required to understand the
technical equations involved. The computer can only experiment at random with no sense of
aesthetics - but the combination of human and machine abilities permits the creation of
results that neither of the two could produce alone.
[Austria, Ars Electronica Festival
97, mathematic art, Karl Sims]
http://www.aec.at/fest/fest93e/sims.html
Guggenheim Museum, LCD Display,
1989-1990 by Jenny Holzer
A museum installation by Jenny
Holzer.
[United States, Guggenheim Museum,
museum installation, LCD images]
http://www.artincontext.com/LISTINGS/IMAGES/FULL/W/2BOVZSMW.htm
Host Body/Coupled Gestures-Event
for Virtual Arm, Scanning Robot andThird Hand by Stelarc
Stelarc's body is the site for an
integrated human/electronic performance. A data glove on one of Stelarc's hands sends
finger flexion and position data to a computer-generated "manipulator" that not
only functions like an arm in virtual space, but extends human performance: it has
continuous wrist and finger rotation, infinite stretching, and grafting. On his other arm
is a robotic Third Hand that is activated by EMG abdominal and leg muscle signals. Sensors
connected to various parts of Stelarc's body track EMG signals, acoustically
"amplifying" the internal functions of his body; mercury switches on Stelarc's
arms allow his body to become a video switcher. An IRB 2000 robot arm towers over Stelarc,
with a camera attached, circling and scanning his body.
[Australia, Stelarc, EMG sensors,
electronic performance, TISEA]
http://www.merlin.com.au/stelarc/
HUMAN ENERGY: DIVIDED WE STAND by
Miroslaw Rogala
An interactive video symphony in
six movements.
[United States, Miroslaw Rogala,
proprietary voice-storage technology, multimedia, music, multi-channel video]
http://www.mcs.net/~rogala/dws.html
Interface Autodrom by Tommy
Lehner, Peter Hauenschild, Georg Ritter
AUTODROM is a multimedia
experimental array and installation presented at the Ars Electronica Festival 97. AUTODROM
involves the collision of two worlds at the intersection of Reality Road and the
Cyberspace Expressway - the man-machine interface, a two-way feedback loop interlinking
mankind and the virtual world. The human-controlled machines moving along an actual test
track have their equivalent in virtual space in the form of 3-D characters. An additional
computer-generated factor has been engineered into the behavior of these figures.
[Austria, Ars Electronica,
multimedia, multi-channel video]
http://www.servus.at/autodrom
Lovers Leap by Miroslaw Rogala
An interactive multimedia
installation.
[United States, Miroslaw Rogala,
proprietary voice-storage technology, multimedia, music, multi-channel video]
http://www.mcs.net/~rogala/LL3D/LOVERSLEAP.HTML
MENAGERIE: A Virtual Experience by
Scott Fisher:
A fully immersive virtual
environment installation that is inhabited by virtual characters and presences specially
designed to respond to and interact with its users. This experience allows a visitor to
become visually and aurally immersed in a 3D computer generated environment. Produced by
Scott Fisher of Telepresence Research in collaboration with Magic Box
Productions, Inc.
[United States, Telepresence
Research, Magic Box Productions, real-time computer graphics animation, head-coupled
sterescopic color viewer, animals, virtual characters]
http://www.portola.com/TR/MENAGERIE/index.html
Mothers of Time: Seven Paleolithic
Figurines from the Louis Alexandre Jullien Collection
On view at the Canadian Museum of
Civilisation, these thumb-sized, Ice-Age artifacts can be examined and manipulated by
means of three-dimensional, stereoscopic viewing. The technology allows the spectator to
magnify the image, turn it upside down or zoom in on a specific detail.
[Canada, Canadian Museum of
Civilisation, virtual museum, Digital 3D Imaging System, sterescopic projection]
http://www.cmcc.muse.digital.ca/cmc/cmceng/pr01eng.html
Ornitorrinco in Eden by Eduardo
Kac and Ed Bennett
A networked telepresence
installation, the result of a collaboration of Eduardo Kac and Ed Bennett.
[United States, University of
Kentucky at Lexington, telerobotics, cooperative installation, collaborative project,
Eduardo Kac, Ed Bennet]
http://www.uky.edu/Artsource/kac/kac.html
Parasite Performance by Stelarc
In the Parasite performances the
cyborged body enters a symbiotic/parasitic connection with information. Images gathered
from the internet are mapped onto the body and, by a muscle stimulation system, the body
becomes a reactive node in an extended nervous system. This system electronically extends
the body's optical and operational parameters beyond its cyborg augmentation of third arm,
muscle and computerized visual elements.
[Australia, Stelarc, performance
art, cyborg human body]
http://www.merlin.com.au/stelarc/
Ping datascape
Images, hypertexts, movies, noises,
and objects located in the WWW are positioned on an interactive map which forms the ping
datascape. A virtual camera, called the eye agent, is constantly moving through the
datascape, thereby generating the Ping-movie, a live and real time flight through the
Internet.
[Germany, Art + Com, multimedia,
virtual camera]
http://www.artcom.de/projects/ping/
Please Change Beliefs by Jenny
Holzer
An interactive exhibit in which the
participants alter the "truisms" or add their own.
[United States, Jenny Holzer,
text-based]
http://adaweb.com/project/holzer/cgi/pcb.cgi
Rouen Revisited by Golan Levin and
Paul Debevec
Rouen Revisted is an artifact about
artifacts about an artifact-- an interactive and open-ended interpretation of paintings
and photographs, which are themselves interpretations of an ancient Gothic artwork.
[United States, Interval,
interactive art installation, Monet]
http://web.interval.com/projects/rouen/
Slippery Traces
The Postcard Trail by George
Legrady A non-linear narrative in which the viewer navigates through a maze of about 200
interconnected postcards that cover a range of topics such as nature, geography,
colonialism, the future, work, urban environments, technology, race, gender, the
supernatural, kitsch, etc. Each postcard contains approximately 5 hotspots or links, each
of which when selected by the viewer, leads to a different image. The hotspots links to
other images are based on literal, semiotic, psychoanalytic, metaphoric or other
connections. As the viewer navigates through the images following their interest and
desire, a database algorithm keeps track of each move, weaving a second level story based
on the sequence of the viewer's choices. The viewer can choose to see this statistical
analysis, or metaphoric trace (situated beneath the postcard image) as it is constantly
updated and adjusted according to each sequential move.
[United States, George Legrady,
interactive arts]
http://www.c3.hu/butterfly/Legrady/project1.html
Terrain_02
Solar Robot Environment for Two
Users by Ulrike Gabriel: The piece consists of a round glass table, on which live 10
solar-powered robots. Two users sit on opposite sides of the table, strapped into
headbands which record their brain waves. In front of each user is a small monitor, which
displays a readout of her own, and her partner's, brain. The computer compares both
readouts and according to the results brightens or dims a bank of lamps above the table,
thus affecting the behavior of the solar robots. The robots will move when the 2 users'
brain waves balance, and will move fastest when the users minds are relaxed.
[France, Staedelschule Institut fur
Neue Medien, Polhemeus FastTrack, HMDs, VRML, Silicon Graphics Onyx2, 3D-tracking,
3D-culling]
http://www.babelweb.org/virtualistes/galerie/terrainf.htm
THE ADDING MACHINE
A Virtual Reality Project This site
demonstrates the ways in which virtual reality technology can be used to illuminate an
existing dramatic text.
[United States, University of
Kansas, HMDs, theatre/performance arts, projected computer graphic system, i.e.VR (The
Institute for the Exploration of Virtual Realities at the University of Kansas)]
http://kuhttp.cc.ukans.edu/~mreaney/machine.html
The Caves of Lascaux
Although the real Caves exist, they
are now closed to the public due to concern over deterioration of the thousands of
paintings in the Caves. The natural traffic of visitors after the rediscovery of the Caves
in 1946 brought harmful bacteria and moisture into the Caves. This exhibit, created by
Benjamin Britton, allows visitors to experience the Caves without harming the paintings,
as well as educates the public.
[France, Benjamin Britton, VRML,
preservation/archival applications, head-mounted displays]
http://205.245.83.196/gallery/ben/ben01.htm
The Clearing by George Legrady
"The Clearing" is an
interactive computer artwork that deals with the representation of the Bosnian conflict in
the language of the Western news print media. Viewers interact with a moving hunting
photograph to scan a range of topics on Bosnia. They can choose any of 30 categories to
examine news quotes imbedded in the photograph. Different points of view are identified
through color coding: The Bosnian Muslims, the Serbs and outside news commentaries. The
viewers' experience of information search through the computer program interface is
designed to reveal traces of vision technologies' origins in military and medical
applications, a particular kind of seeing that can be described as "search and
destroy" or "hold still while I examine."
[United States, George Legrady,
interactive computer artwork]
http://www.thing.net/~pomaga/art11w.html
The Invisible Shape of Things Past
"The Invisible Shape of Things
Past" is an exploration of the representation of time in virtual space and the
navigation through time in VR. The project enables users to transform film sequences
(time-based information) into interactive virtual objects.
[Germany, Art+Com, VRML, spatial
user interface (VRUI)]
http://www.artcom.de/projects/invisible_shape/welcome.en
The Topological Slide by Michael
Scroggins and Stewart Dickson
A collaboration of Michael
Scroggins and Stewart Dickson in which the participant is able to "surf"
mathematical topology.
[United States, real-time
videographic animation, MUDs]
http://www.wri.com/~mathart/portfolio/topo_slide/topo_slide_top.html
"Wings" at i.e.VR
An experimental production in which
the audience was outfitted with i-glasses.
[United States, University of
Kansas, projected computer graphic system, HMDs, theatre/performance arts, i.e.VR at the
University of Kansas]
http://kuhttp.cc.ukans.edu/~mreaney/wings.html
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