Illusion intrigues and provides an expanded visual experience for the viewers. Ever since the Renaissance period, the technique of Anamorphose Optical Illusion used in the field of arts is characterized as an image appearing dissimilar according to the movement and position of the viewer without any actual shift in the image. Anamorphic Art transformed along with the flow of art and enforces active participation of the audience today. The core keyword in the twenty-first century exhibitions is ‘Fusion of Science and Art.’ The field of art exhibitions continues to study and research ways for the audience to experience and gain a higher understanding of the combination of science and art. Media theorist, McLuhan states “the medium is the message.” From this, we can comprehend that a particular medium used in an art content carries the ability to influence and affect the ways an audience absorbs information during the process of viewing an exhibition. Likewise, the necessity to research about various art expressions and traits in media art is emerging as a major issue today. This study is to enhance the aesthetic experience by proposing a suitable viewing method for anamorphic Art as well as to allow active participation for the audience during the exhibition. The prototype used in this study uses game engine and motion sensor to collect data of the audience by following their real time movements and provides a virtual experience of the space without gadgets physically attached. Thirty-eight participants within the age range of twenties and thirties engaged in a prototype and VR HMD under virtual presence and usability. The prototype, compared to VR HMD, revealed high meaning in the virtual presence factor of participatory involvement. Also, it assessed highly in effectiveness, efficiency and satisfaction in the usability factor. This study focuses on the gaze detection technology to allow active participation of the audience and allows a new experience in an extended virtual space.
PUBLICATION Yunyoung Jang and Jusub Kim, Effectiveness of the Digital Anamorphic Art Exhibit based on Non-Wearable Head Tracking Technology, Journal of Digital Contents Society, Vol. 24, No. 1, 2023
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