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1. Introduction
Hiding Spaces
is an immersive VR Cave artwork which pushes past the limitations of physical
media by exploring the new ambiguities that can delight the viewer in
the virtual world. By using innovative tools developed especially for
creative work within the Cave environment, in combination with more established
digital methods and artistic practice, the authors collaborated to produce
a work which transgresses the usual borders of 2D and 3D, including those
that are common even in VR environments.
2. Description
Engaging visual art depends on a rhythmic interplay of texture, color,and
form to captivate the viewer and to create the sensation of movement.
Many artists, particularly those working in static 2D media, employ these
elements to create ambiguous spatial tensions. Artists love ambiguity,
and 2D artists especially are enamored of spaces that are never defined
but rather remain elusive, because spatial illusion is what makes traditional
2D imagery come alive.
In the Cave environment we have the opportunity to further the power of
elusive space by incorporating the play of "real" space against
the illusion of ambiguous space. In this work, the 2D spaces breathe not
only because of the illusion of complex spatial relationships, but through
the actual non-static nature of the projections. Rather than deny the
limitations of the physical walls of the Cave, Hiding Spaces utilizes
them as an integral part of the work.
Hiding Spaces is comprised of 2D painterly images in combination
with virtual 3D objects, using software that runs in a 4-wall immersive
virtual reality system (Cave).To experience the work, viewers wear stereo
shutter glasses with a positional tracker. As the viewer moves around
the space, the system detects each new position, thus triggering corresponding
shifts in the imagery. While the 3D forms remain anchored at the walls,
the 2D images, projected on the walls and door, slowly shift by means
of a soft cross-fade.
The entire human-computer-interaction is based on the familiar and natural
activities of walking and looking. The viewer is drawn to a 3D object
or a spot of 2D imagery, but in moving towards it, finds that this very
action prompts a change. When something else catches the viewerÕs attention,
the cycle repeats. The user is constantly compelled to explore, yet does
not have to learn any complex interaction modalities. By simply walking
around and exploring naturally, the viewer quickly learns that it is engagement
and curiosity that cause the imagery to shift , and this in turn encourages
more interaction with the system.
Hiding Spaces evolved from photographic sources manipulated in
Adobe Photoshop and Corel Painter, first used in an earlier 2D printed
digital image (Old
House in the Shadow of the Castle). As we discovered that projecting
shifting images on walls was too jarring without slowly blending transitions,
we developed a method for creating convincing digital color and texture
in varying overlays. The proprietary software Cave-Painting
* allowed us to create forms within the Cave itself in response to
the imagery on the wall. As a result of our experiments with the juxtaposition
of 2D and 3D elements in the Cave, we eventually developed textures for
the 3D Cave-painted forms out of image fragments of the projected 2D images.
*(see Keefe,
D.,Acevedo, D.,Moscovich,T. ,Laidlaw,D., and LaViola, J.CavePainting:
A Fully Immersive 3D Artistic Medium and Interactive Experience, Proceedings
of the 2001 Symposium on Interactive 3D Graphics )

The images shown here depict
views of 3D forms against one wall of the Cave. In the example above,
we see a cluster of pink forms gathered at various angles in 3D space.
In the image on the left, a tree-like 3D form with similar coloring is
just fading away but still present. The pink forms relate visually to
this 3D form, as well as to the rich pink-purple texture on the wall.
As the viewer moves, the situation shifts slowly, so that by the time
we get to the instance on the right,the cluster of 3D pink forms appears
to be less intense, even though in fact the forms are still there. The
clearer background, with an intense red spot, contributes to the changing
perception, as does the disappearance of the pink tree form.
In the examples below, we
see more clearly how the changing back- ground frames the reading of the
3D forms.

3. Conclusion: Engaging
visual art, in the Cave as well as in static media,depends on a rhythmic
interplay of texture, color, and form to captivate the viewer and to create
the sensation of movement. But the Cave environment introduces new notions
of materiality and non-linear space. Thus how we develop and apply innovative
tools for creating within this environment, as well as how we use familiar
tools, can be instrumental in developing a new aesthetic. Ultimately,
we envision that the lessons learned through artistic work in the Cave
will also be applied to problems of visual representation in scientific
domains.
additional
information on the authors and process
quicktime
clip of interacting with Hiding Spaces
Thanks to the Brown University Graphics
Group, Scientific Visualization Group, and the Technology Center for
Advanced Scientific Computing and Visualization, and to David Laidlaw
and Sean Solley for their insights in the development of this project.
This work was partially supported by NSF
(CCR-0086065, EIA-9871440).
© 2002 (images and text )
Rubin//Keefe
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