Art and VR

Five of the best projects — and most interesting approaches — using virtual reality to transform the way we experience art collections.

Virtual reality may well be going mainstream, but there is still a dearth of content. This is partly due to the unavoidable cost of creating it for 360 degree consumption, in contrast with the more controlled field of view offered by TV, tablet or even theatre. But more importantly, content producers are still learning which curatorial approaches and modes of interaction best suit the medium.

Over the past 18 months there have been some fascinating experiments in the arts and culture sector and the following examples have been selected for their quality and diversity of execution.

Beyond being great individual experiences that prove the hype, together they hint at the patterns defining how the sector will move forwards.

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