A virtual environment showcasing a humanoid figure with a purple shell-like back, surrounded by three screens displaying different abstract, creature-like forms. The background features purple and blue abstract textures.

Bianca Shonee Arroyo-Kreimes’s "Last Species On Earth", 2022, as seen in Echoes from the Future, 2023, curated by Tina Sauerlaender for the MacKenzie Art Gallery. Virtual reality for headsets and desktop.

Benefits for Audience

VR presents the most convincing rebuttal to the so-called immersive fallacy by integrating audiences with the digital experience mere centimeters from their eyeballs. However, mass adoption of VR hardware is a vanishing horizon, as demonstrated by Meta’s lackluster Metaverse results of 2021-22. These specialized devices are not common household items. Instead, developing VR that has cross-platform compatibility adds significant overhead in terms of design and programming time.

Benefits for Artwork

VR is an appealing context for many artists to work in, its immersive qualities approximating immediacy with a virtual space created and controlled by the artist. An artist must be skilled at working with VR specifically in order to achieve the alluring goal of immersion. The skills of a VR artist include worldbuilding, visual design,working with audio, and programming. Artists can also collaborate with skilled VR technicians to help realize their work in virtual space.

VR can have more relaxed requirements for the artwork it presents as compared to the limitation of mobile or browser-based interactive art, as it can be run off of a dedicated computer. However, this is often not the case, as the most popular headsets run on Android operating systems, like the Meta Quest products, and are basically as powerful as smartphones. And if the experience is developed as a multi-platform project, the constraints of the weakest hardware apply to its entire development.

Why Consider VR Experiences

  • If you have a technically savvy team or artist, the immersion and novelty of VR headset experiences is unparalleled..
  • There is a small but dedicated audience of VR headset users who are underserved. This includes both artists and a more experimental gaming audience.

Implementing VR Experiences

  • The simplest method for creating a VR presentation is a 360° video. These can be hosted online, on platforms like Youtube, and are by default experienced on computers, smartphones, and VR headsets. A 360° video can be captured from a 360° camera (which is an artform in itself), but 360° footage can also be captured from interactive digital experiences in Unity—this is often a sound backup for a VR headset experience, so that audience members without headsets may be able to explore it on their other devices.
  • Unity and Unreal engine are go-to tools for VR creation—though unnecessary for 360° video, as mentioned above. Both feature a range of tools to make VR experiences possible. Our experience is with Unity, and we’ve found the Unity XR Interactive Toolkit and OpenXR plugins very useful for designing cross-platform VR exhibitions and experiences. For the projects Geofenced and Hypercity: Augmented Reality Arts Exhibition we used the XR Interactive Toolkit. For the project Echoes from the Future we used OpenXR.
  • When working with an artist who does not have experience with VR as a medium, for example a sculptor who wants to show 3D models, the technicians designing the exhibition and installing the work must be the ones considering the wider interactive context of the virtual space. This includes movement, whether the space is room scale (user’s movement in the real world is mapped to the virtual) or locomotive (movement in the virtual world is determined by user input, for example via joystick), how haptic feedback will be used, and how the user will interact with objects in the virtual scene.

Digital Exhibition Collaborators

In the development of digital exhibitions, it’s important to understand an artist’s relationship with their technology.

Pilot Projects

A critical part of developing DETAIL was the pilot projects. These three digital exhibitions informed the prefabs and templates.

Resources

Build your own digital exhibition spaces with our step-by-step guides and technical resources.