Building Complex Realities: Artistic Uses of Locative Media and Augmented Reality
by M. Luisa Gómez Martínez
In the last decades, the increasing intersections between art, science and technology have challenged the traditional concepts of art and aesthetics, their contexts of production and reception and their relationship with the audience. But these intersections have also meant the emergence of new artistic “typologies” linked to new devices that have moved from everyday life to the realm of artistic practices; devices that have been adopted by artists as creative tools, becoming important means of reflection on the effects of techno-science on different aspects of life and thought.
This applies, for example, to Locative Media and Augmented Reality devices. Systems such as GPS, Bluetooth and satellite have been integrated into artistic practices to create new participative cartographies (Locative Media Art). At the same time, the display systems that superimpose 3D information on an image of reality have been used for aesthetic experimentation with new ways of re-presenting and visualizing reality (Augmented and Mixed Reality Art).
By analyzing concrete and significant examples of artistic works that use these media, the aim of this paper is to study the aesthetic implications of their use, the new strategies of representation and participation they involve, and, over all, the new concepts of reality emerging from all these elements. Thus, these examples will lead us to the re-interpretation and re-signification of such important concepts of the Digital Age as “place”, “body” or “informational space”, showing a complex reality in which the real and the virtual overlap to give rise to a multidimensional and dynamic experience of the world.
Even if these transformations are also reflected in the daily use of these devices, our goal is to show how artistic practices play a fundamental role in understanding socio-cultural transformations associated to the introduction of new technologies. The objective of this proposal is to highlight how digital art and aesthetics become a key element not only for comprehending the complex epistemological contexts arising from the interrelationships between art, techno-science and everyday life, but also for generating them trough the creation of new subjectivities and imaginaries.
Enhancing Spatial Experiences through Digitally Augmented Spaces: The Library+ Project
by Serhat Kut, Semra Aydınlı, and Arzu Erdem
Augmented Reality (AR) is a term being used for a Computer Vision technology which enables overlaying 3d registered digital dynamic media on a physical space. This article will be undertaking this term in a trans-disciplinary approach to discuss the possibility of enhancing the experience of space through our bodies by augmenting it digitally in a 3d setting. The article will be searching for answers for the questions of reality and virtuality in terms of spatial experience and furthermore the question of how could the experience of space enhanced digitally in terms of body-space interaction and what might be the consequences of this change.
The authors will discuss the changes and new possibilities of spatial experience through digitally augmented spaces within the example of a Library. Library is a place of discovery containing limitless amount of hidden information which is waiting to be revealed and yet on the other hand most of the information is accessible only through catalogues which are either digital or conventional. Augmented Reality technology allows us to expose particular hints of the hidden information in the library by overlaying this information spatially to the existing physical library space. The new multilayered library space containing the digital and physical layers simultaneously is a hybrid space where the user may interact with the information spatially in a totally new understanding of space.
The Library+ project is a pilot study that has been experimented with undergraduate architecture students in order to discuss the questions above. Throughout the article the collected data from the pilot study by participant observation and firsthand experience and experiences of the architecture students will be interpreted and discussed intentionally to enable a further understanding of the spatial experience of digitally augmented spaces.
Digital Re-presentation and Simulacrum in Augmented Reality
by Xiaoniu S. C. Hsu, Tsun-Hung Tsai, and Yu-Hsiung Huang
Recently, the concept of augmented reality has received wide attention. This paper presents an extended definition “digital re-presentation”, “simulacrum” and “pleasurable design” of augmented reality. We used this definition to survey a number of recent works of digital art from across the world. We then move from augmented reality to digital re-presentation, building on the French sociologist Jean Baudrillard’s notion of simulacrum and re-presentation. Digital information processing can (almost magically) amplify augmented reality, allowing virtual objects and virtual reality to join together. The consequence is a digital re-presentation in a simulacrum world. The process also generates a new language for digital art. Baudrillard's concept of simulacrum and re-presentation describes man’s deep, pessimistic attitude to his environment. Through augmented reality we create a simulacrum world where we are totally immersed and feel lively pleasure. But, we are not pessimistic but optimistic as we present simulacrum and digital re-presentation.