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The Visual Science of Art Conference 2019, Leuven, Belgium

Scientific study compares experience of art in a VR gallery vs. experience of art on a computer screen

Assistant professor Dragan Jankovic, from the Laboratory for experimental psychology, Department of Psychology at the University of Belgrade, presented new findings about art experience in VR at this year’s Visual Science of Art Conference. Titled “Visual art in the digital age: About the art experience in VR vs. ordinary displayed museum contexts”, the study was aimed to test how visual artworks are experienced depending on the contexts in which they are presented. The study was performed using VR-All-Art’s state-of-the-art technology for exhibiting artworks in VR galleries.

One half of the study participants were shown paintings first in VR, within a 3D simulated environment, and then on ordinary computer screens, while the other half were shown the same artworks in reverse order of contexts. Although the results of the study showed that participants did not notice a difference in quality and artistic value of the artworks, they showed that the aesthetic experience of paintings was more intense in VR and that the artworks were experienced as more impressive. Participants who experienced paintings in a virtual reality gallery expressed a greater desire to know more about the paintings. While nothing can completely replace the unique experience of physically going to a museum or gallery and seeing art in person, it seems that the results hint at a promising future for virtual reality in the arts and culture sphere.

VR-All-Art is honored to have taken part in professor Jankovic’s research, and thankful for the opportunity to offer use of our VR technology for the purposes of scientific experiments like this. “Next important steps will be to directly compare VR with real world settings to test the VR for ecological validity,” Jankovic says. We are looking forward to the following research since the results of scientific studies like this will have pertinent roles in the further development of the VR-All-Art platform as we continue to revolutionize the arts and culture space in an effort to prepare it for the future.

 

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