ISOVISTA

Isovista is an ongoing virtual project covering art, design, and education. Its first iteration was in 1995 and used a 2D multiuser platform called The Palace. Over the years, papers and presentations have been spun off for events like SIGGRAPH, CHI, DiGRA, Sloan-C, Serious Play, and the Arts Festival of Atlanta. Currently, the work is centered on the creation of formal art classes on VR design and presentation of that artwork in a VR Gallery.

Go to Isovista.org website


 

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Summer 2018 - Internship

Game design students from the University of Baltimore and the University of Moscow, Idaho participated in an 8-week internship class. In a VRChat classroom, interns were first presented with VR art history and design theory. After discussion and concept sketches, interns modeled their own virtual sculptural installations. In addition to the classes and modeling work, some team members helped present past work at the Escape Velocity 2018 conference and participated in a live class session demo at the 2018 Serious Play conference.

Upcoming events are being planned. Their artwork is slated for (and influences the design of) the next Isovista Art Gallery. Interns are also pursuing individual opportunities to present their work. Images are screen captures of live weekly VR critique sessions.


 





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Play Video

 

Fall 2014 - Special Topic Class & Internship

Started as a Special Topic class for the Art Institute of Pittsburgh - Online Division, then continued as an Internship, this project explored virtual art and virtual gallery design. Students created artwork and discussed the ongoing design of the Isovista Web3D gallery. Originally built in Jibe / Unity, this was adapted for Google Cardboard, and is currently live in VRChat. Interns participated in live Q & A sessions at the 2015 DIGRA conference and the 2016 Serious Play conference.





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Play - Class Usage (Part 1)

Play - Class Usage (Part 2)

Play - Darwin Video (Part 1, Part 2 coming)

  Spring 2010 - SIGGRAPH & Early Years

The history of Isovista begins with my work in the design of classrooms and art galleries. Both spaces are designed to share information within a social setting. Both spaces confront issues of travel, ownership, and presentation. The images here show my first classroom design, an early presentation on Charles Darwin, and later iterations of the classroom and gallery that lead up to the 2014 work.

The blending of 2D and 3D elements in the presentations may seem obvious, but please try a Google search for anything remotely similar done in Second Life, Active Worlds, VRChat, etc. Additionally, the transitions between slides are not decorative. Users in 3D environments expect to move about and interact with the world; these transition elements are meant to hold their attention. This approach does need development, but is far better than the widely used alternative - locking students into faux 3D desks.