1. Kelly, B., and Tornatzky, C. The Artistic Approach to Virtual Reality.  VRCAI’19: The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry; Article No.: 36.  Available at: https://dl-acm-org.ocadu.idm.oclc.org/doi/pdf/10.1145/3359997.3365701#page=4&zoom=100,420,9

Summary: This paper starts out with a chronological history of the cultural applications of virtual reality dating back to the late 1800s.  The 1990s saw a leap in VR interests and new ideas and questions were explored about the viewer’s role in virtual reality.  With the advent of the Oculus DK1 in 2013, virtual reality finally penetrated the mass market.  Traditional roles were further challenged, with the creator losing control over the experience as the view takes a more participatory role in crafting their unique experience within the system. 

2. Giunchi, D., James, S., et al. Mixing Realities for sketch retrieval in Virtual Reality. VRCAI’19: The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, November, 2019, Brisbane, QLD, Australia. Available at https://dl-acm-org.ocadu.idm.oclc.org/doi/pdf/10.1145/3359997.3365751

A summary of a study about the most effective user interaction for sketch-based retrieval system in VR. The premise is that gestural actions are insufficient for providing the contextual information required by a query base to retrieve objects. The research falls under the topic of Human-centred computing, specifically in HCI design and evaluation methods, and within the computing methodologies of Object recognition and Ranking. Four tests were given to users in performing the task of retrieving a chair object from a model database: sketching “free-hand” in 3D (VR) space, sketching 2D on a handheld tablet in VR, sketching 2D on a fixed-in-place whiteboard in VR and lastly, sketching on a real tablet. The results were strikingly high in favour of sketching in the 3D environment, with a 92% success rate in the query’s algorithm recognition of the chair object and corresponding model in the database. The challenges are the ability of a user to accurately describe the model through sketch description and a lack of confidence in depicting the structural or fine-detailed elements.

Soccini, A., Virtual and Augmented Reality in the Art of Lucio Fontana, 2016. Proceedings of the conference on Electronic Visualisation and the Arts, pages 144 – 149, https://doi-org.ocadu.idm.oclc.org/10.14236/ewic/EVA2016.30

Summary : AR and VR technologies serve a purpose beyond technological needs found in medicine (ie. Telemedicine) and entertainment.  Mixed reality also finds a place within the realm of social needs and human interests that have found their expression through art and art history.  The AVAR project was founded with the intent to trace the roots of VR and AR concepts as they have appeared in the history of Art, by means of analyzing artworks and manifestos.  This paper discusses the word of contemporary artist Lucio Fontana, coined the ‘father of Spatialism’ and known as well for the concepts of immersion, 3D visualization, user experience, and the worlds of both the real and artificial.  Immersion brings an end to the notion of the viewer and turns it into the user. Fontana is but one of many artists that merit a similar study, as contemporary artists can offer novel ideas about how to bring creative innovation into mixed reality.