Can AR Technologies Have an Impact on the Definition of Art?

Yutaka Higashiguchi

Abstract


 

AR seems to be one of the most advanced and near-future technologies that produce new experiences and values that have never been before. However, both AR and art have a common means of engaging the senses. Thus, the problem of where the borderline between AR and art exists should come into question. In order to consider how AR will have an influence on the definition and the significance of art, this study analyses real and fictional elements in AR and art. AR requires the physical field where sensory information mediated by computer is projected. Consequently, viewers perceive the mixed image of real things and those not existing before eyes, that is fiction. Art also needs a real environment where the fictional world is opened. Though art and AR have something in common, there are crucial differences between them. AR technologies include the firm aim of erasing fictional elements that remain as ever in spite of their accurate representation. On the other hand, art attempts to preserve a fictional area within the real world. From the comparison of AR and art, it will come to light that whether there is the frame or not plays an important role in deciding what is art or what is reality. While AR reduces fictionality from a multi-layered scene to enrich a real experience, art cuts fiction from a present scene to idealize the real world. In this way, they constitute a dialectical circle and mediate new reality through fictional images from the reverse direction.

 

Article received: April 5, 2019; Article accepted: July 6, 2019; Published online: October 15, 2019; Review article

How to cite this article: Higashiguchi, Yutaka. "Can AR Technologies Have an Impact on the Definition of Art?" AM Journal of Art and Media Studies 20 (2019): 97-103. doi: 10.25038/am.v0i20.331


Keywords


AR technologies; definition of art; fiction; multi-layered image; reality; sensory perception.

Full Text:

PDF

References


“Argument Reality for iOS.” Apple Inc. https://www.apple.com/ios/augmented-reality/. Accessed February 24, 2019.

“Marimekko fabrics collection,” Marimekko Oyj. https://www.marimekko.com/com_en/fabrics. Accessed February 27, 2019.

“The projection system ‘SORIS VLS’ which projects 3D images of VOCALOIDS is very clear and amazing,” GIZMODE Japan, published April 27, 2013. https://www.gizmodo.jp/2013/04/_chokaigi_3dsoris_vsl.html. Accessed February 27, 2019.

Aristotle. The Poetics of Aristotle. Translated by Stephen Halliwell. Chapel Hill: University of North Carolina Press, 1987.

Barthes, Roland. Image – Music – Text. Translated by Stephen Heath. New York: Hill and Wang, 1977.

Burke, Dave. “ARCore: Augmented reality at Android scale.” Google LLC., published August 29, 2017, https://www.blog.google/products/arcore/arcore-augmented-reality-android-scale/. Accessed February 24, 2019.

Danto, Arthur. “The Artworld.” The Journal of Philosophy 61, 19 (October 1964): 471–584.

Dickie, George. “The New Institutional Theory of Art.” In Aesthetics: Critical Concepts in Philosophy, edited by James O. Young, 74–85. London: Routledge, 2005.

Hegel, Georg Wilhelm Friedrich. Vorlesungen über die Ästhetik. 3 Bände. Frankfurt am Main: Suhrkamp Taschenbuch Wissenschaft, 1986.

Heidegger, Martin. “Ursprung des Kunstwerkes.” In Martin Heidegger Gesamtausgabe. 1. Abteilung. Veröffentlichte Schriften 1910–1976. Band 5: Holzwege (1935–1946), edited by Friedrich-Wilhelm von Herrmann, 1–74. Frankfurt am Main: Vittorio Klostermann, 1977.

Plato in Twelve Volumes. Vol. VI, Translated by Paul Shorey. London: W. Heinemann, 1935.

“#SunflowersLIVE No.1 National Gallary,” van Gogh Museum Channel. https://www.youtube.com/watch?v=4n8mxC0-wGw&index=1&list=PLp9bGKxyieV3bXYy1hMOrhObLUhMPUdSv. Accessed February 27, 2019.

Tachi, Susumu, Makoto Sato, and Michitaka Hirose, ed. Virtual Reality. Tokyo: The Virtual Reality Society of Japan, 2011.

Willett, John ed. and trans. Brecht on Theatre: The Development of an Aesthetic. New York: Hill and Wang, 1964.

Yamamoto, Susumu, Hidenori Tanaka, Shingo Ando, Atsushi Katayama, Ken Tsutsuguchi. “Visual SyncAR: Eizou ni Douki shite Jyouhou wo Tyoujyuuhyouji suru Eizoudouki-gata AR gijyutsu [Visual SyncAR: Augmented Reality which Synchronizes Video and Overlaid Information].” The Journal of the Institute of Image Electronics Engineers of Japan 43, 3 (July 2014): 397–403.




DOI: http://dx.doi.org/10.25038/am.v0i20.331

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 AM Journal of Art and Media Studies

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

The content on this site is licensed under a Creative Commons Attribution 4.0 International License.

AM Journal of Art and Media Studies ISSN 2217-9666 - printed, ISSN 2406-1654 - online, UDK 7.01:316.774

Contact: amjournal@outlook.com

Publisher: Faculty of Media and Communications, Singidunum University, Belgrade, Serbia

Indexed in: ERIH PLUSEBSCODOAJ, and in The List of Scientific Journals Categorization of Ministry of Education, Science and Technological Development of Republic of Serbia (M52). Beginning with No. 12 2017, AM is indexed, abstracted and covered in Clarivate Analytics service ESCI.