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Lilly Lu

5.20 Immersive Art Experiences: Leveraging VR for Contemporary Art Education (Paper) – virtual


Lilly Lu – University of Nebraska at Omaha, USA – virtual



Abstract:


We are at a transformative point in history, where digital technology permeates all aspects of life, blurring the lines between the real and the virtual, the human and the artificial, and the physical and digital realms. As technological advancements push boundaries, we find ourselves striving to surpass human limits and explore possibilities that were once thought impossible. Artificial Intelligence, as seen with tools like ChatGPT, exemplifies this shift, raising both opportunities and ethical concerns. Virtual Reality (VR) similarly extends human experience, creating new digital spaces that overlay and expand our physical worlds. VR technology has entered various aspects of daily life – shopping, entertainment, communication, and education. VR has transformed the gaming and entertainment industries, immersing users in highly realistic, simulated environments that mimic the physical world. This same potential unlocks unprecedented opportunities for 21st-century art and design education. As a new technology and a creative medium, VR offers a dynamic and interactive environment with visual realism, enabling users to explore immersive spaces unlike anything they can experience in the real world. VR represents an expansive digital canvas for artists, inviting illustrators, painters, animators, sculptors, 3D modelers, and game designers to experiment and innovate within new dimensions. It also presents significant career opportunities for artists, designers, and art students seeking to navigate and contribute to a digitally evolving world. In this presentation, I will discuss my research project, which explores the affordances and applications of Virtual Reality in art education. I will share insights into students’ perceptions of VR art, highlight their examples of VR art creations, and provide a curriculum that integrates VR into art education. Additionally, I will examine effective practices in art education that leverage VR, fostering creativity and engagement in immersive digital environments.

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