{"id":648,"date":"2016-09-17T18:50:46","date_gmt":"2016-09-17T18:50:46","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2016\/?page_id=648"},"modified":"2016-09-28T19:13:26","modified_gmt":"2016-09-28T19:13:26","slug":"art-in-virtual-reality-first-wave","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2016\/presentations\/art-in-virtual-reality-first-wave\/","title":{"rendered":"Art in Virtual Reality (first wave)"},"content":{"rendered":"<h2>Head mounted art<\/h2>\n<p><strong>Walter Pichler<\/strong>, Austrian architect and artist.<\/p>\n<figure id=\"attachment_652\" aria-describedby=\"caption-attachment-652\" style=\"width: 1000px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-652\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Walter-Pichler-TV-Helmet-Portable-living-room-1967-2.png\" alt=\"Walter Pichler, TV-Helmet (Portable living room) 1967\" width=\"1000\" height=\"719\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Walter-Pichler-TV-Helmet-Portable-living-room-1967-2.png 1000w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Walter-Pichler-TV-Helmet-Portable-living-room-1967-2-300x216.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Walter-Pichler-TV-Helmet-Portable-living-room-1967-2-768x552.png 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-652\" class=\"wp-caption-text\">Walter Pichler, TV-Helmet (Portable living room) 1967<\/figcaption><\/figure>\n<figure id=\"attachment_653\" aria-describedby=\"caption-attachment-653\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-653\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Small-Room-Prototype-4-by-Walter-Pichler-2-1024x463.png\" alt=\"Small Room Prototype 4 - Walter Pichler \" width=\"840\" height=\"380\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Small-Room-Prototype-4-by-Walter-Pichler-2-1024x463.png 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Small-Room-Prototype-4-by-Walter-Pichler-2-300x136.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Small-Room-Prototype-4-by-Walter-Pichler-2-768x347.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Small-Room-Prototype-4-by-Walter-Pichler-2-1200x542.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Small-Room-Prototype-4-by-Walter-Pichler-2.png 1403w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-653\" class=\"wp-caption-text\">Small Room Prototype 4 &#8211; Walter Pichler<\/figcaption><\/figure>\n<p><em>&#8220;(Architecture) is born of the most powerful thoughts. For men it will be a compulsion, they will stifle in it or they will live \u2013 live, as I mean the word \u2026 (Architecture) has no consideration for stupidity and weakness. It never serves.  It crushes those who cannot bear it\u2026 Machines have taken possession of [architecture] and human beings are now merely tolerated in its domain.&#8221;<br \/>\n<\/em><\/p>\n<p><strong>Haus-Rucker-Co<\/strong>, also Viennese architects.<\/p>\n<figure id=\"attachment_654\" aria-describedby=\"caption-attachment-654\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-654\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Environment-Transformer-Haus-Rucker-Co.-1968-1024x733.png\" alt=\"Environment Transformer Haus Rucker Co. 1968\" width=\"840\" height=\"601\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Environment-Transformer-Haus-Rucker-Co.-1968-1024x733.png 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Environment-Transformer-Haus-Rucker-Co.-1968-300x215.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Environment-Transformer-Haus-Rucker-Co.-1968-768x550.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Environment-Transformer-Haus-Rucker-Co.-1968-1200x859.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Environment-Transformer-Haus-Rucker-Co.-1968.png 1807w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-654\" class=\"wp-caption-text\">Environment Transformer Haus Rucker Co. 1968<\/figcaption><\/figure>\n<figure id=\"attachment_655\" aria-describedby=\"caption-attachment-655\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-655\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Haus-Rucker-Co-Gru\u0308ne-Lunge-Green-Lung-outdoor-installation-at-Kunsthalle-Hamburg-1973-1024x720.jpg\" alt=\"Haus-Rucker-Co, Gru\u0308ne Lunge (Green Lung), outdoor installation at Kunsthalle Hamburg, 1973\" width=\"840\" height=\"591\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Haus-Rucker-Co-Gru\u0308ne-Lunge-Green-Lung-outdoor-installation-at-Kunsthalle-Hamburg-1973-1024x720.jpg 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Haus-Rucker-Co-Gru\u0308ne-Lunge-Green-Lung-outdoor-installation-at-Kunsthalle-Hamburg-1973-300x211.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Haus-Rucker-Co-Gru\u0308ne-Lunge-Green-Lung-outdoor-installation-at-Kunsthalle-Hamburg-1973-768x540.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Haus-Rucker-Co-Gru\u0308ne-Lunge-Green-Lung-outdoor-installation-at-Kunsthalle-Hamburg-1973-1200x843.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-655\" class=\"wp-caption-text\">Haus-Rucker-Co, Gru\u0308ne Lunge (Green Lung), outdoor installation at Kunsthalle Hamburg, 1973<\/figcaption><\/figure>\n<p>Green Lung was an architectural breathing apparatus; it pumped artificially conditioned indoor air through a series of inflatable ducts to a grape-like cluster of transparent plastic helmets suspended to a pole in the square outside.<\/p>\n<p><strong>Coop Himmelblau<\/strong>, Viennese architecture firm, still in business<\/p>\n<p><figure id=\"attachment_656\" aria-describedby=\"caption-attachment-656\" style=\"width: 800px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-656 size-full\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/SOUL-FLIPPER-Coop-Himmelblau-1969.jpg\" alt=\"soul-flipper-coop-himmelblau-1969\" width=\"800\" height=\"602\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/SOUL-FLIPPER-Coop-Himmelblau-1969.jpg 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/SOUL-FLIPPER-Coop-Himmelblau-1969-300x226.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/SOUL-FLIPPER-Coop-Himmelblau-1969-768x578.jpg 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><figcaption id=\"caption-attachment-656\" class=\"wp-caption-text\">Coop Himmelblau &#8211; Soul flipper, 1969<\/figcaption><\/figure><br \/>\nSoul Flipper &#8211; Coop Himmelblau &#8211; 1969<br \/>\nFace helmet that is sensitized to react to movements of facial muscle and skin to transmit optical and acoustical signals.<\/p>\n<p><figure id=\"attachment_657\" aria-describedby=\"caption-attachment-657\" style=\"width: 768px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/coop_himmelblau_white_suit_project-768x1024.jpg\" alt=\"Coop Himmelblau - The White Suit, 1969\" width=\"768\" height=\"1024\" class=\"size-large wp-image-657\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/coop_himmelblau_white_suit_project-768x1024.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/coop_himmelblau_white_suit_project-225x300.jpg 225w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/coop_himmelblau_white_suit_project.jpg 1000w\" sizes=\"auto, (max-width: 768px) 85vw, 768px\" \/><figcaption id=\"caption-attachment-657\" class=\"wp-caption-text\">Coop Himmelblau &#8211; The White Suit, 1969<\/figcaption><\/figure><br \/>\nThe White Suit broadcasts video images inside the helmet, complimented by the insertion of smells and the pulsing of the pneumatic vest.<\/p>\n<p>Vito Acconci, (concept artist and architect). Not quite VR, but also early &#8217;90s<br \/>\n<figure id=\"attachment_660\" aria-describedby=\"caption-attachment-660\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Vito-Acconci-Virtual-Intelligence-mask-1993-1024x744.jpg\" alt=\"Vito Acconci, Virtual Intelligence mask, (1993)\" width=\"840\" height=\"610\" class=\"size-large wp-image-660\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Vito-Acconci-Virtual-Intelligence-mask-1993-1024x744.jpg 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Vito-Acconci-Virtual-Intelligence-mask-1993-300x218.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Vito-Acconci-Virtual-Intelligence-mask-1993-768x558.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Vito-Acconci-Virtual-Intelligence-mask-1993-1200x872.jpg 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Vito-Acconci-Virtual-Intelligence-mask-1993.jpg 1280w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-660\" class=\"wp-caption-text\">Vito Acconci, Virtual Intelligence mask, (1993)<\/figcaption><\/figure><\/p>\n<p>But we will cover Augmented Reality related projects later in the semester&#8230;<\/p>\n<h2>Virtual Reality<\/h2>\n<p>Two prominent pioneers of virtual reality were in fact artists\/technologists.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-15-at-5.10.30-PM-1024x438.png\" alt=\"screen-shot-2016-09-15-at-5-10-30-pm\" width=\"840\" height=\"359\" class=\"aligncenter size-large wp-image-664\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-15-at-5.10.30-PM-1024x438.png 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-15-at-5.10.30-PM-300x128.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-15-at-5.10.30-PM-768x329.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-15-at-5.10.30-PM-1200x513.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-15-at-5.10.30-PM.png 1898w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/What-should-you-wear-to-an-Artificial-Reality-Myron-Krueger.pdf\">Myron Krueger<\/a> explaining his work and relationship with art and technology<\/p>\n<p>\u201cI know this sounds incredible, but the very first app we ever made on any of the original virtual reality equipment\u2014which included the first gloves for interaction\u2014was to play virtual musical instruments in the air.\u201d<br \/>\n-Jaron Lanier<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/ItaPqJaUypY?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><strong>Angels by Nicole Stenger 1989\/1992<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/RhSzFDFe8KU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nFirst VR work, on Jaron Lanier&#8217;s equipment<br \/>\n&#8220;The piece was conceived for the 3 senses: vision, audio &#038; touch, though only vision, audio and a non tactile data glove could be implemented at the time.&#8221;<br \/>\nShe has a <a href=\"http:\/\/www.nicolestenger.com\/news2016.html\">great website<\/a><\/p>\n<p>Works produced at the Banff Centre for the Arts in Alberta.<\/p>\n<p><strong>Dancing with the Virtual Dervish by Diane Gromala and Yacov Sharir 1990<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/EIQw_QTshLU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nComputer-based visualizations of her own body which she manipulated and animated to represent decay and reformation. A stark contrast with the rhetoric of disembodiment associated to VR.<\/p>\n<p><strong>PLACEHOLDER by Rachel Strickland and Brenda Laurel 1993<\/strong><br \/>\n<iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/27344103\" width=\"640\" height=\"480\" frameborder=\"0\" title=\"PLACEHOLDER (1993)\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><br \/>\nFor two &#8220;players&#8221;, social practice\/research aspect<br \/>\nIncorporated elements of local mythology and actual locations in the Canadian Rockies.<\/p>\n<p><strong>Lawrence Paul Yuxweluptun &#8211; Inherent Rights, Vision Rights, 1992<\/strong><br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Lawrence-Paul-Yuxweluptun-Inherent-Rights-Vision-Rights-1992-1024x972.png\" alt=\"lawrence-paul-yuxweluptun-inherent-rights-vision-rights-1992\" width=\"840\" height=\"797\" class=\"aligncenter size-large wp-image-665\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Lawrence-Paul-Yuxweluptun-Inherent-Rights-Vision-Rights-1992-1024x972.png 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Lawrence-Paul-Yuxweluptun-Inherent-Rights-Vision-Rights-1992-300x285.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Lawrence-Paul-Yuxweluptun-Inherent-Rights-Vision-Rights-1992-768x729.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Lawrence-Paul-Yuxweluptun-Inherent-Rights-Vision-Rights-1992-1200x1139.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Lawrence-Paul-Yuxweluptun-Inherent-Rights-Vision-Rights-1992.png 1267w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>In the virtual-reality &#8220;Inherent Rights, Vision Rights&#8221; the participant explores a sacred ceremony in a traditional West Coast Native Canadian long house. The long house is occupied by music, fire and spirits, which the participant can interact with. Totem poles and native landscape surround the house, producing a space for meditation with virtual nature and culture.<\/p>\n<p>&#8220;It gives you something that you wouldn&#8217;t have an idea of if you weren&#8217;t Native. I can give you an instantaneous feeling of what it&#8217;s like to walk with spirits. Non-Natives cannot experience this otherwise because they&#8217;re not brought into long houses. &#8221;<br \/>\n-Lawrence Paul Yuxweluptun<\/p>\n<p>The artist referred to the head mounted display as a &#8220;white man&#8217;s mask&#8221;, at that point so technologically primitive that will end up in museums just like other primitive masks.<\/p>\n<p><a href=\"http:\/\/www.ctheory.net\/articles.aspx?id=640\" target=\"_blank\">Essay and description<\/a><\/p>\n<p><strong>Breath by Ulrike Gabriel 1992<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/9tooUQHGq6w?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nGerman production, real time biofeedback (breath)<\/p>\n<p>Ulrike Gabriel perceptual arena 1993-<br \/>\n<iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/29811827\" width=\"640\" height=\"468\" frameborder=\"0\" title=\"perceptual arena III\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n<p><strong>Osmose by Char Davies 1995<\/strong><br \/>\nhttp:\/\/www.immersence.com\/osmose<br \/>\nControlled by breath (sinking and floating) and body tilt.<br \/>\nBreathing interaction to &#8220;reaffirm the priority of &#8216;being in the world&#8217; compared with &#8216;doing&#8217; things in it or to it.&#8221;<br \/>\nInnovative use of transparencies. Background in painting and scuba diver (it shows).<br \/>\n<a href=\"https:\/\/www.youtube.com\/watch?v=bsT59fp8LpY&#038;feature=youtu.be\" target=\"_blank\">Documentary about the piece here<\/a><\/p>\n<p><strong>Eph\u00e9m\u00e8re by Char Davies 1995<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/XCWaMll0leI?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nContinuation of Osmose. Introduces day\/night cycles and gaze-activated events.<br \/>\n<a href=\"http:\/\/www.immersence.com\/ephemere\/\" target=\"_blank\">Breakdown<\/a><\/p>\n<p>Char Davies co-founded SoftImage, an important computer graphics and special effects company.<\/p>\n<p>Meanwhile, dudes were more into the technological aspect<\/p>\n<p><strong>A Topological Slide by Michael Scroggins 1991<\/strong><br \/>\n<iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/137575437\" width=\"840\" height=\"630\" frameborder=\"0\" title=\"A Topological Slide\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n<p><strong>EVE (Extended Virtual Environment) by Jeffrey Shaw 1993<\/strong><br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment-1024x768.jpg\" alt=\"jeffrey-shaw-eve-extended-virtual-environment\" width=\"840\" height=\"630\" class=\"aligncenter size-large wp-image-672\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment-1024x768.jpg 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment-800x600.jpg 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment-300x225.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment-768x576.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment-1200x900.jpg 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Jeffrey-Shaw-EVE-Extended-Virtual-Environment.jpg 1280w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<blockquote data-secret=\"MImlqW45WP\" class=\"wp-embedded-content\"><p><a href=\"http:\/\/www.jeffreyshawcompendium.com\/portfolio\/eve\/\">EVE Extended Virtual Environment<\/a><\/p><\/blockquote>\n<p><iframe loading=\"lazy\" class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; clip: rect(1px, 1px, 1px, 1px);\" src=\"http:\/\/www.jeffreyshawcompendium.com\/portfolio\/eve\/embed\/#?secret=MImlqW45WP\" data-secret=\"MImlqW45WP\" width=\"600\" height=\"338\" title=\"&#8220;EVE Extended Virtual Environment&#8221; &#8212; Jeffrey Shaw Compendium\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe><\/p>\n<p>But not exclusively<\/p>\n<p><strong>World Skin by Maurice Benayoun 1997<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/videoseries?list=PL1618EED8D93C11D9\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<a href=\"http:\/\/www.benayoun.com\/projet.php?id=16\" target=\"_blank\">Full Description<\/a><\/p>\n<p>Hey CMU had a networked VR museum!<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/25038124\" width=\"640\" height=\"480\" frameborder=\"0\" title=\"SFCI Archive: Virtual Ancient Egypt (1993)\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><br \/>\n<a href=\"http:\/\/studioforcreativeinquiry.org\/projects\/the-networked-virtual-art-museum\" target=\"_blank\">The Networked Virtual Art Museum <\/a>by Carl Loeffler 1992<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Head mounted art Walter Pichler, Austrian architect and artist. &#8220;(Architecture) is born of the most powerful thoughts. For men it will be a compulsion, they will stifle in it or they will live \u2013 live, as I mean the word \u2026 (Architecture) has no consideration for stupidity and weakness. It never serves. It crushes those &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2016\/presentations\/art-in-virtual-reality-first-wave\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Art in Virtual Reality (first wave)&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":308,"menu_order":3,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-648","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/648","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/comments?post=648"}],"version-history":[{"count":6,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/648\/revisions"}],"predecessor-version":[{"id":674,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/648\/revisions\/674"}],"up":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/308"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/media?parent=648"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}