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Hybrid Immersive Art through handmade spherical perspectives

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Methodological definitions for the art-practicebased research handmade immersive art
Publication . Olivero, Lucas Fabian
A previous investigation defined the so-called Hybrid Immersive Models (HIMs) within the field of architecture, design, and engineering drawing. A new and more recent investigation seeks to position HIMs within the field of digital arts as Handmade Immersive Art (HIA). Consequently, the article discusses new methodological definitions for approaching HIA within the right framework of work. A HIM relates analogical and digital media, so the framework of reference should be a flexible outline between three axes: first, hard mathematical definitions for drawing methods, and software developments for interactive visualization methods; second, a valid way of exploring, curating, and exposing the artistic value of the produced artworks; and third, an art-practice-based approach, as a theoretical/practical/creative ensemble that investigates both positivist and interpretive approaches simultaneously through the artistic practice.
Drawn onto a skybox: An invitation to collaborative immersive drawing using the Spheri platform
Publication . Araújo, António Bandeira; OLIVERO, LUCAS FABIAN; Bandeira, António
We describe an installation that invites the audience to collaborate on the performance of immersive drawings that will be visualized on-the-fly using the custom hardware-software platform Spheri. These drawings are made on a flat surface using traditional physical materials and following a modular tracing process that helps the user conform to the rules of cubical spherical perspective. Concurrently with the drawing performance, the Spheri platform captures the drawing and converts it into an immersive VR visualization on-the-fly, while tracking the drawing motion and choosing the camera viewpoint accordingly. The installation explores the new media of immersive handmade perspectives as well as new forms of intuitive and performative visualization. Countering the expectations of digital media as instruments for efficiency and ease of production, it aims instead at leading the user into slow and pondered geometrical thinking through handmade immersive drawing.
Spheri v1: a body tracking artefact to interact with spherical perspective drawings made on-the-fly
Publication . OLIVERO, LUCAS FABIAN
This article presents Spheri, the latest version of the artefact formerly known as "I'm Watching You/Me" (IMWYM). Spheri explores the use of Hybrid Immersive Models (HIMs) for artistic applications of immersive environments, created from handmade spherical perspective drawings. The development is framed within the ongoing investigation of Handmade Immersive Art (HIA). The article discusses the artistic and technical implications of utilizing body tracking for navigating a VR environment and analyses user experiences, and their engagement with immersive environments. Spheri is the first web-based and independently coded version of the artefact, and it represents a significant improvement with new features such as an illustrator-centred navigation system, smoother navigation, and enhanced stability. The article contributes to the field of handmade created immersive environments, and it highlights the potential implications for artists, designers, illustrators, and educators.
A novel shortcut to cubical perspective drawing
Publication . António Bandeira Araújo; OLIVERO, LUCAS FABIAN; Adriana Rossi
The article introduces a novel construction that simplifies the drawing of cubical perspectives. A recent work described a method for drawing cubical perspectives which classifies lines into several types and renders each type systematically. Some of these types require an auxiliary external construction, hindering the drawing process. This research proposes a novel method that shortcuts this step with an internal construction. This method both accelerates and simplifies the studio process, reduces systematic errors, and makes freehand sketching more viable and precise. Next, the shortcut is applied through the case of the Solimene factory (Italy), an organic architecture that highlights both the issues inherent to cubical representation and the advantages of the proposed shortcut.

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Funding agency

Fundação para a Ciência e a Tecnologia

Funding programme

OE

Funding Award Number

UI/BD/150851/2021

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