Type of site | Visual Arts Biology Education |
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Owner | Paper Project |
URL | https://paperproject.org |
Commercial | No |
Registration | None |
Launched | Fall 1999 |
Current status | Active |
The Paper Project is a fusion project that blends art, science, and technology into engaging 2D and 3D experiences.
The Paper Project is a multidimensional art and science project exploring the microscopic structure of paper using a scanning-laser confocal microscope. Created by artist and scientist Charles Kazilek and printer and paper maker Gene Valentine (July 29, 1938 – February 22, 2022) in 1999 the project began exhibiting works in various formats including 2D and virtual 3D images. The 3D anaglyphic images make use of inexpensive red-blue 3D glasses first introduced to moviegoers in the 1950s. When wearing 3D glasses, it is as if the viewer has been reduced to the size of a period at the end of a sentence and can explore the invisible structure and beauty of paper.
In 2002, the project expanded to dance, collaborating with costume designers Jacqueline Benard and Galina Mihaleva and dance choreographer Jennifer Tsukayama. The result of the collaboration was Paper Interiors: a dance exploration of real and virtual dimensions which debuted at the American College Dance Festival. In 2004, Jennifer Tsukayama became a member of the Paper Project and the group created a traveling 3D immersive room based on the earlier dance performance. The first installation of the room was at the Arizona Museum for Youth.
Since its creation, images from the Paper Project have been viewed around the world in museums, science centers, and on the Web. In addition to exhibits, the Paper Project has developed educational content that can be used to engage students in art, history, biology, chemistry, and physics.
2008 Nikon International Small World Competition - Fifth Place. [19]
2006 Nikon International Small World Competition - Fourth Place. [20]
2005 Classics Award Winner for Teacher Education. Multimedia Educational Resources for Learning and Online Teaching (MERLOT). [21]
2004 Nikon International Small World Competition - Fourth Place. [22]
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. As such, it is one of the key technologies in the reality-virtuality continuum.
Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media.
3D films are motion pictures made to give an illusion of three-dimensional solidity, usually with the help of special glasses worn by viewers. They have existed in some form since 1915, but had been largely relegated to a niche in the motion picture industry because of the costly hardware and processes required to produce and display a 3D film, and the lack of a standardized format for all segments of the entertainment business. Nonetheless, 3D films were prominently featured in the 1950s in American cinema, and later experienced a worldwide resurgence in the 1980s and 1990s driven by IMAX high-end theaters and Disney-themed venues. 3D films became increasingly successful throughout the 2000s, peaking with the success of 3D presentations of Avatar in December 2009, after which 3D films again decreased in popularity. Certain directors have also taken more experimental approaches to 3D filmmaking, most notably celebrated auteur Jean-Luc Godard in his film Goodbye to Language.
A cave automatic virtual environment is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's Republic in which a philosopher contemplates perception, reality, and illusion.
A micrograph or photomicrograph is a photograph or digital image taken through a microscope or similar device to show a magnified image of an object. This is opposed to a macrograph or photomacrograph, an image which is also taken on a microscope but is only slightly magnified, usually less than 10 times. Micrography is the practice or art of using microscopes to make photographs.
Anaglyph 3D is the stereoscopic 3D effect achieved by means of encoding each eye's image using filters of different colors, typically red and cyan. Anaglyph 3D images contain two differently filtered colored images, one for each eye. When viewed through the "color-coded" "anaglyph glasses", each of the two images reaches the eye it's intended for, revealing an integrated stereoscopic image. The visual cortex of the brain fuses this into the perception of a three-dimensional scene or composition.
A virtual museum is a digital entity that draws on the characteristics of a museum, in order to complement, enhance, or augment the museum experience through personalization, interactivity, and richness of content. Virtual museums can perform as the digital footprint of a physical museum, or can act independently, while maintaining the authoritative status as bestowed by the International Council of Museums (ICOM) in its definition of a museum. In tandem with the ICOM mission of a physical museum, the virtual museum is also committed to public access; to both the knowledge systems embedded in the collections and the systematic, and coherent organization of their display, as well as to their long-term preservation. As with a traditional museum, a virtual museum can be designed around specific objects, or can consist of online exhibitions created from primary or secondary resources. Moreover, a virtual museum can refer to the mobile or World Wide Web offerings of traditional museums ; or can be born digital content such as, 3D environments, net art, virtual reality and digital art. Often, discussed in conjunction with other cultural institutions, a museum by definition, is essentially separate from its sister institutions such as a library or an archive. Virtual museums are usually, but not exclusively delivered electronically when they are denoted as online museums, hypermuseum, digital museum, cybermuseums or web museums.
A virtual tour is a simulation of an existing location, usually composed of a sequence of videos, still images or 360-degree images. It may also use other multimedia elements such as sound effects, music, narration, text and floor map. It is distinguished from the use of live television to affect tele-tourism.
Virtual heritage or cultural heritage and technology is the body of works dealing with information and communication technologies and their application to cultural heritage, such as virtual archaeology. It aims to restore ancient cultures as real (virtual) environments where users can immerse.
An architectural model is a type of scale model made to study aspects of an architectural design or to communicate design intent. They are made using a variety of materials including paper, plaster, plastic, resin, wood, glass, and metal.
VR photography is the interactive viewing of panoramic photographs, generally encompassing a 360-degree circle or a spherical view. The results is known as VR photograph, 360-degree photo, photo sphere, or spherical photo, as well as interactive panorama or immersive panorama.
In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
Ashes and Snow by Canadian artist Gregory Colbert is an installation of photographic artworks, films, and a novel in letters that travels in the Nomadic Museum, a temporary structure built exclusively to house the exhibition. The work explores the shared poetic sensibilities of human beings and animals. Ashes and Snow has traveled to Venice, New York City, Santa Monica, Tokyo, and Mexico City. To date, Ashes and Snow has attracted more than 10 million visitors, making it the most attended exhibition by a living artist in history.
Char Davies is a Canadian contemporary artist known for creating immersive virtual reality (VR) artworks. A founding director of Softimage, Co, she is considered a world leader in the field of virtual reality and a pioneer of bio-feedback VR. Davies is based in rural Quebec and San Francisco.
Ask A Biologist is a science outreach program originating from Arizona State University's School of Life Sciences, a unit of the ASU College of Liberal Arts and Sciences.
Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.
Google Arts & Culture is an online platform of high-resolution images and videos of artworks and cultural artifacts from partner cultural organizations throughout the world.
The history of film technology traces the development of techniques for the recording, construction and presentation of motion pictures. When the film medium came about in the 19th century, there already was a centuries old tradition of screening moving images through shadow play and the magic lantern that were very popular with audiences in many parts of the world. Especially the magic lantern influenced much of the projection technology, exhibition practices and cultural implementation of film. Between 1825 and 1840, the relevant technologies of stroboscopic animation, photography and stereoscopy were introduced. For much of the rest of the century, many engineers and inventors tried to combine all these new technologies and the much older technique of projection to create a complete illusion or a complete documentation of reality. Colour photography was usually included in these ambitions and the introduction of the phonograph in 1877 seemed to promise the addition of synchronized sound recordings. Between 1887 and 1894, the first successful short cinematographic presentations were established. The biggest popular breakthrough of the technology came in 1895 with the first projected movies that lasted longer than 10 seconds. During the first years after this breakthrough, most motion pictures lasted about 50 seconds, lacked synchronized sound and natural colour, and were mainly exhibited as novelty attractions. In the first decades of the 20th century, movies grew much longer and the medium quickly developed into one of the most important tools of communication and entertainment. The breakthrough of synchronized sound occurred at the end of the 1920s and that of full color motion picture film in the 1930s. By the start of the 21st century, physical film stock was being replaced with digital film technologies at both ends of the production chain by digital image sensors and projectors.
Libraries in virtual worlds are part of an immersive 3D environment that can be used for entertainment and educational purposes. Due to increasing interest in digital services, some libraries and librarians have established virtual services in Second Life and other virtual worlds.
Charles J. Kazilek III is an American-born science communicator, educator, and artist. His K-12 outreach work involves the globally successful Ask A Biologist website, which he founded in 1997. Kazilek is also an artist who works in both the real and virtual worlds of visual arts. His art has been inspired by his background in microscopy and includes the Paper Project, Scanning Light Photomacrograhy, and his novel approach to illustrating insects which includes two field guides on tiger beetles.