Background

In this section, we summarize the development process of each pilot project exhibition and the strategies we implemented to support the variety of media and challenges we encountered. Prior to the DETAIL project, we had created digital exhibitions for ourselves, collaborators, and clients, but by partnering with three guest curators we were able to create more robust exhibitions with a variety of media.

We sought to include artists with varying levels of digital expertise, from those deeply embedded in digital practices to those working in more traditional, offline mediums. This diversity helped ensure our tools could accommodate a wide range of artistic approaches. Each pilot project followed a carefully structured ten-month timeline: three months of curatorial research, with support from gallery staff and developers; three months of intensive development and artist collaboration; one month of thorough bug-testing; and a three-month public exhibition period.

Each curator took the lead in selecting artists and determining exhibition platforms, while we provided guidance on technical constraints, such as file-size limitations and platform capabilities. The development process emphasized direct collaboration between us and the artists, working one-on-one to install each artwork. These installations generated what is now available in the Resource section of this webpage. The following exhibition summaries aim to further illustrate the possibilities of the DETAIL tools

Pilot Projects

Screenshot of Digital exhibition: Katie Micak: THERE IS NO CENTRE. A virtual lobby space, with title

THERE IS NO CENTRE

In this exhibition the visual language of gaming is adapted to explore how the presentation of an artwork in a digital environment shifts the viewer’s role as a player and challenges traditional exhibition-making norms.

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A serene landscape featuring rolling green hills beneath a clear sky at either dawn or dusk. Centered over the scenery is a glowing, elegant text reading

Echoes from the Future: Speculative Creatures & Post-Human Botanicals

The virtual exhibition was a first-person, multi-platform, multi-user experience supporting voice and audio for virtual reality headsets and desktop.

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Screenshot of Wake Windows: The Witching Hour digital exhibition.

Wake Windows: The Witching Hour

Rather than using the standard video game-style keyboard controls, WASD, to navigate 2D or 3D space, the exhibition introduced a text-based navigation system that increased accessibility for audiences without gaming experience.

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Resources

Essential guides, downloads, and links for utilizing various digital exhibition tools.

Collaborator Biographies

The artists, designers, and technologists who contributed to DETAIL’s digital art exhibitions.

Acknowledgements

The individuals, organizations, and partners who supported and contributed to the DETAIL digital art exhibitions.