Posted: June 10th, 2022

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Art History
Since the Western Enlightenment separated from pure art, design art has been
developing along with the development of the economy and technology. When
computers are becoming increasingly popular, and the Internet is developing rapidly, the
amount of information is exploding. Various new media, artificial intelligence
technologies, and industries have a subtle impact on people’s lifestyles, especially how
information is received. The traditional design discipline is also undergoing
transformation and drastic changes. In this context, extended reality technology, which
can break through the limitations of two-dimensional media and the shackles of reality,
has emerged, allowing people to use their imagination more fully to “digitally materialize”
virtual scenes and objects to create a realistic experience. Under the influence of this
emerging technology, new opportunities and changes in design thinking, methods and
standards will be ushered in.
After listening to this presentation, I have a deeper and more comprehensive
understanding of computer arts. This time, I was interested in Digital Craft, Augmented
Materials, Extended Realities, Hybrid Objects, AAVS, Skunkworks, and New Media
Ceramics. I was most interested in Extended Realities, and his work Urban Scan exhibited
in Hong Kong.
Compared with the ultra-high resolution of the human eye and the limitations of
the flat media itself, ordinary artificial video devices are still unable to meet people’s
needs for immersive experiences. Therefore, XR technology, which has the three
characteristics of good immersion, interactivity, and imagination, has been favored by
people – generating a simulated environment in real-time through the mighty computing
power of computers, “seamlessly” integrating the natural environment with the virtual
world, and bringing the physical environment that was initially difficult to experience in
life into the virtual world. The full name of XR is “Extended Reality,” an extended reality
technology that integrates virtual, augmented, and mixed reality technologies. VR
(Virtual Reality) allows audiences to use wearable devices to experience a realistic,
real-time interactive environment in a computer-simulated virtual world for immersive
visual, auditory, and even tactile sensations. AR (Augmented Reality) is an “augmented
reality” developed based on virtual reality, which combines digital media, 3D spatial
modeling, real-time object tracking and registration, intelligent interaction, light sensing,
and other technologies to integrate virtual information with the natural world skillfully.
This fusion is not a simple superposition but a “seamless” synthesis that relies on the
substantial computing power of computers and various sensors and virtual models to
achieve the effect of falsification.
Paul Milgram and Fumio Kishino proposed the concept of Reality-Virtuality-
Continuum in 1994, where the “real” is the existing natural world and the “virtual” is the
virtual world simulated by computers (Roberts et al., 2014). The “real” is the natural
world, and the “virtual” is the virtual world simulated by computers. With the
development of technology, our world will gradually become a combination of reality and
reality – the natural world and computer-simulated augmented virtual reality. The
boundary between the two will become increasingly blurred, and XR technology is the
bridge between the two ends of reality and the virtual.
The urban scan is a work that makes good use of three-dimensional imaging
technology to dynamically present the urban landscape of Hong Kong, which was
previously confined to static and two-dimensional display media so that visitors can have
an intuitive understanding and feeling of the design at the proposal stage. Likewise, XR
facilitates the process of presenting designers’ ideas and thoughts and makes revising and
improving works more flexible and convenient.
This also reminds me of the fourth section of the exhibition “UCCA
Immaterial/Re-material: A Brief History of Computing Art”: Illusion and Disillusionment
in the Post-Digital Age (“Immaterial / Re-material: A Brief History of Computing Art |
UCCA Center for Contemporary Art,” 2022). Once you enter the fourth exhibition area,
the first thingI see is a gray ink scroll painting that fills one wall. From a distance, it
looks like a traditional Song Dynasty ink, with peaks and valleys of mountains and
landscapes unfolding on a long scroll. Nevertheless, I will see that the scroll painting is a
4K resolution video work when I look closer. The landscape it presents is not an ancient
landscape but a modern city night scene integrated into the sprawling starry sky. Those
high and low peaks are just crowded like a hive of high-rise buildings, and the city has
become the new landscape of our society in this era. The buildings have become the new
“landscape” in which modern people live.
The analysis of XR cases reveals its significant help in visual enhancement. The XR
technology has been used to XR technology can be used to improve the efficiency,
interest, and spectacle of visual information XR technology has been used to improve the
efficiency, interest, and spectacle of visual messages, providing audiences with an
immersive viewing experience without the need to spend many resources on building
realistic scenes. XR technology has also given rise to new design categories, giving new
meaning to design evaluation criteria. XR technology has also given rise to new design
categories, giving new meaning to design evaluation criteria.
It is undeniable that we are now living in an era of total digitalization, where
human beings are becoming increasingly dependent on “intelligent” machines. The
computer “palette” has given a new generation of artists a broader scope to explore the
boundaries of artistic realization. However, at the same time, it also raises more poignant
questions for us: If machines can store our memories and algorithms can read and even
predict our thoughts, what will happen to our own memories and attention?
The object is only the medium, the tool, and the means to achieve the behavior.
The object of design should always be the user. Victor Papanek, in his “Designing for the
Real World,” says that design should serve people, and it is essential to follow the
principles of design ethics. At the same time, even the most perfect artifacts need the
wisdom of human beings. At the same time, even the most perfect object needs human
wisdom to bring out its value, and technological progress should further improve the
level of artistic design. Only when the emerging XR technology is applied to the design
field can we go further by constantly adhering to this basic concept. Only when the
emerging XR technology is applied to the field of design can we go further.

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