Museums

Museum without Walls

Museum without Walls

Museum without Walls

Fragmentos Rítmicos (Dionísio del Santo, oil on canvas, 1995) - access in augmented reality

DiMoDA 3.0, 2018. Work by Paul Hertz (Fools Paradise).

© The Kremer Museum

Today, the ruins of houses and collective equipments that were destroyed became part of the museum's collection and of what the residents call a memory route, along which several signs were installed to evoke spaces that existed in Vila Autódromo before the evictions.

Riverine Archive, VR screen capture (© Antonopoulou & Dare).

Non-space I (the degrading idea of home) - This work seeks to displace and reformulate the social aspect of the WebVR space. Employing verticality, mirroring as well as dislocation of the voice and images of viewer inhabited avatar bodies, it teases out other possibilities of social interaction to be explored. Concept and realization: Commonolithic.

The Space Expanding Room: AFAAB in VR - The virtual Ant Farm Antioch Art Building is a digital space constructed from 1971 archival architect’s drawings. In this virtual space, avatars can meet, chat, graffiti, attend events, and make art, just as students were once able to interact in the real space, before it was abandoned in 2008. An AFAAB production. Concept, curating, and direction by Catalina Alvarez and Liz Flyntz. Construction and design by Ty Clapsaddle.

© The Kremer Museum

David Hall, TV Interruptions: The Installation, 1971. Schematic showing 3D construction of Hantarex monitor in Maya software by Sang Hun Yu (© University of Dundee/Estate of David Hall).

Third World flag.

untitled (Nair Vervloet, oil on canvas, 1952) - access in augmented reality

These environments seek to recreate two installations by the pioneer British video artist David Hall: A Situation Envisaged: The Rite II (Cultural Eclipse) (1988-90) and TV Interruptions (7 TV Pieces): The Installation (1971/2006). They were both conceived by researcher Adam Lockhart, in collaboration with artists Rhoda Ellis and Sang-Hun Yu, as experiments in the use of virtual reality for the simulation and preservation of media artworks.

The initiative represents an informal development of the research project Rewind: British Artists’ Video in the 1970s & 1980s, from the College of Art and Design at the University of Dundee, Scotland, which has recovered and remastered more than 450 works. It is from this collection from which the video matrices used in the virtual galleries came. The rest of the components were modeled in 3D in order to imitate the equipment and the original layout of Hall’s pieces. A great deal of attention has been paid to the design of cathode-ray monitors that look and behave in a credible manner.

Both environments exemplify how virtual reality can be used to provide the experience of the qualities of a media object that do not fit in the single-channel record. Used in this way, simulation offers new ways for art history to deal with the problems caused by the physical degradation of works and the obsolescence of its technological components.

This does not mean, however, that the translation of the installations into the new medium has been fully accomplished. The videos’ framerate, for example, had to be reduced in order to guarantee the stability of their simultaneous playback in the virtual environment. Adaptations like this indicate the construction of a new type of computational realism conditioned by an economy of processing resources.

Virtual Hall

Ongoing