{"id":5841,"date":"2019-10-21T18:02:30","date_gmt":"2019-10-21T22:02:30","guid":{"rendered":"https:\/\/www.ceros.com\/inspire\/?p=5841"},"modified":"2021-03-10T11:47:28","modified_gmt":"2021-03-10T16:47:28","slug":"extended-reality-virtual-reality-poly-sparkar-xavier-monney","status":"publish","type":"post","link":"https:\/\/www.ceros.com\/inspire\/originals\/extended-reality-virtual-reality-poly-sparkar-xavier-monney\/","title":{"rendered":"The Artists Pushing the Limits of VR"},"content":{"rendered":"Reading Time: <\/span> 3<\/span> minutes<\/span><\/span>\n

For the past few years, virtual reality has been billed as the next big frontier\u2014the medium that will transform every industry from gaming to content marketing. And in some ways, that\u2019s true, but change has been slower than anticipated<\/a>, and there\u2019s evidence that the VR gaming market is lagging<\/a>. <\/p>\n\n\n\n

But while the hype around VR gaming might be waning, there\u2019s still a great deal of interest in what VR offers elsewhere. Designers and artists are beginning to recognize VR\u2019s potential, incorporating it into their work, challenging what consumers anticipate from simulated environments. And viewers are beginning to appreciate that virtual reality is more than just a marketing buzzword, more than a content platform that you need a fancy headset to access. <\/p>\n\n\n\n

Here are a few of the ways artists are using simulated environments to change the design world. <\/p>\n\n\n\n

XR: Beyond Virtual Reality<\/h3>\n\n\n\n

With new technology comes new terminology: Extended reality (XR) is the term du jour<\/em>. XR is a bucket term for next-level digital content experiences encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR). There are slight but important distinctions for each. VR is the complete simulation of an environment, AR is the superimposition of digital objects in real-world settings, and MR is the integration of real and virtual worlds where physical and digital objects can interact.<\/p>\n\n\n\n

Open-Source Experimentation<\/h3>\n\n\n\n

In platforms like Poly<\/a>, Google\u2019s digital library of 3D clip-art, and programs like Spark AR<\/a>, designers have a growing number of opportunities to experiment and to put their work in front of users. In August, Spark AR became available<\/a> for all Instagram users to customize face filters on the platform.<\/p>\n\n\n\n

The benefit of engaging with Poly or Spark AR creations is that they are social and shareable by nature<\/a>\u2014and have a great capacity for virality. Take, for example, Johanna Jaskowska\u2019s Beauty3000 face filter, which took Instagram by storm in late 2018. She created this filter while Spark AR was still in beta, but it became so popular with her followers\u2014and her followers\u2019 followers\u2014that she\u2019s credited with starting<\/a> the trend of trippy psychedelic antibeauty filters. A year later, the trend is still going strong.<\/p>\n\n\n\n

\nhttps:\/\/www.instagram.com\/p\/ByKc8DKhtVQ\/?utm_source=ig_web_copy_link\n<\/div><\/figure>\n\n\n\n

Extended Reality Graphics<\/h3>\n\n\n\n

The potential for XR in graphics is also endless<\/a>, proven by designers like Zach Lieberman and Molmol Kuo. They collaborated on a Weird Type app<\/a>, which turns anything you type into a 3D object. Another designer, Xavier Monney<\/a>, did recent work for Burberry and Nike involving 3D motion type.<\/p>\n\n\n\n

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