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Hyper-Interactivism
or
Immersionism
Mary Sader
Immersion:
(Virtual Reality)
• Immersion is the state
of consciousness where
a person’s awareness
of physical self is
diminished or lost by
being surrounded in an
engrossing total
environment; often
artificial
• Widely used for
describing immersive
virtual reality,
installation art and video
games

• An immersive
digital
environment is an
artificial, interactive,
computer-created
scene or "world"
within which a user
can immerse
themselves.
Maurice Benayoun
• French
• New-media artist
The Tunnel Under the Atlantic

• 1995
• A virtual tunnel between Pompidou Centre in Paris
(right) and the Museum of Contemporary Art in
Montreal (left)
• “Televirtuality”
• Architecture of communication
Cosmopolis

• 2005
• “Cosmopolis endeavours to examine urban realities through
people's eyes. It is an artistic, and scientific interpretation of
urbanization, making a visit a physical and intellectual
experience.”
• Paris , Berlin , Barcelona , Chicago , Johannesburg , Cairo ,
Sao Paulo , Beijing , Shanghai , Chongqing , Chengdu , Hong
Kong
Don Ritter
• Canadian artist living in
Berlin, Germany
• Work consists primarily
of large interactive
video and sound
installations that
audiences control
through their body
position, body
movement or voice.
• Content is primarily
concerned with human
behavior.
Vested

• 2009
• a large interactive video and sound
installation that "reflects the commodification
of human tragedy."
Intersection

• 1993
• An interactive sound installation within a large dark
room. The work presents the sounds of four lanes of
car traffic that respond to audiences by screeching to
a halt, idling, accelerating or crashing into each other.
Myron W. Krueger
• American computer artist who developed
early interactive works.
• One of the first generation virtual reality and
augmented reality researchers.
• Envisioned the art of interactivity, as opposed
to art that happens to be interactive.
Early Interactive Work
• In 1969, he collaborated with Dan Sandin, Jerry
Erdman and Richard Venezky on a computer
controlled environment called "glowflow," a computercontrolled light sound environment that responded to
the people within it.
• Developed Metaplay, an integration of visuals,
sounds, and responsive techniques into a single
framework. The computer was used to create a
unique real-time relationship between the participants
in the gallery and the artist in another building.
• In 1971, his "Psychic space" used a sensory floor to
perceive the participants' movements around the
environment.
Small Planet

• 1998
• Interactive computer graphics
CAVE:
Cave Automatic Virtual
Environment
• An immersive virtual
reality environment
where projectors are
directed to three, four,
five or six of the walls of
a room-sized cube.
• Rear-projection screens
• The first CAVE was
developed in the
Electronic Visualization
Laboratory at University
of Illinois at Chicago
Sources
http://en.wikipedia.org/wiki/Immersive_virtual_reality
http://en.wikipedia.org/wiki/Interactive_art
http://en.wikipedia.org/wiki/Maurice_Benayoun
http://www.youtube.com/watch?v=qU_MOJVGgbQ
http://www.benayoun.com/projet.php?id=31
http://en.wikipedia.org/wiki/Don_Ritter
http://en.wikipedia.org/wiki/Myron_Krueger
http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_En
vironment

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