Re: [-empyre-] thoughts on the gallery space

<melinda said>
 i was wondering lloyd about peoples reactions to the work in that context ,
and im wondering why didnt you make more..i recall seeing them and thinking
how fabulously delicate they were installed in a huge gallery space, whiel
and the oterh work in the show was of  a massive scale and very heavily
constructed.. so it made the nano creatures, which were abstractly and
virtually constructed.. more alive..

That was a lateral experience... exhibiting digital works at a number of combined Craft|Design exhibitions.
Within the 'craft' exhibition context the precision of the works and industrial side of the production fitted ok.

People reacted to them and saw them somewhat like jewellery and small ceramic works in the craft context much like those intricate design works using the various similar materials of glass, aluminum and plastics.

But they were also intrigued by the transfer from the vague digital space to the gallery space.

Many people thought the accompanying prints of 3d works and environments|spaces exhibited with them were photographs of real objects and spaces - just like the sculptural pieces they could see and touch right there in front of them.

This to me is a predictable extension of my work in the architectural industry doing 3D Architectural walk-throughs for building projects to gain tenders and have the spaces then made 'real', and the work I have done and taught within the industrial design industry where the 'virtual' work gets eventually made into 'real' objects via rapid-prototyping or as an actual mass produced product using CAM etc.

...and I have made more Stereolith, SLS and other rapid-prototype objects... but mainly for myself and as direct commissions for other people who liked them as micro sculptures.

What is most interesting about this is the kind of 'inverse' digital immersion.
The objects emanated directly from the 3D environments I was working on and were made 'real' at a human scale.
They are as exciting as each other in many different ways.
I like that there is a continuum from the virtual to the real where aspects can be materialised and digitised.

This brings both clarity and opacity to some of the distinctions between the virtual and real for me.

Some of the more interesting works I have seen cross this boundary...
in some by simply helping us into or out of the space by provided physical clues like smell and touch as a way to reinforce, diffuse or suspend belief - or help bypass the inadequacy of the VR headsets, 2D monitors and projections.

however... there are still unique spaces and experiences which I think can be created in the digital arena and they can only exist there... just as I see there is no current digital replacement for the 'real' experience of eating, digesting and excreting food.

And despite my comments at the start of this discussion about not having anything much to discuss about this with 12 year olds in the context of games, I have no problems with people using the technologies like game stations to explore these experiences.

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