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Building the Future with Virtual Reality in Architecture
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Introduction
In the ever-evolving world of architecture and design, technology has played an instrumental role in reshaping the way professionals conceptualize and present their ideas. Among the many technological advancements, virtual reality (VR) has emerged as a transformative tool. ProtoTech Solutions, a pioneering company in the field of software development, has been at the forefront of harnessing VR technology to empower architects and designers. In this blog post, we will delve into the world of virtual reality software for architecture, with a particular focus on ProtoTech Solutions and their contributions to this exciting field.
The Rise of Virtual Reality in Architecture
Virtual reality is a computer-generated environment that can simulate physical presence in a real or imagined world, allowing users to interact with the surroundings. In the realm of architecture, VR has gained prominence for several reasons:
1. Enhanced Visualization: VR offers architects the ability to visualize their designs in three dimensions, providing a more immersive experience compared to traditional 2D drawings or even 3D models.
2. Improved Communication: VR enables architects to communicate their ideas more effectively to clients, contractors, and other stakeholders by allowing them to experience the design firsthand.
3. Efficient Design Iteration: With VR, architects can quickly iterate and make changes to their designs, reducing the time and cost associated with revisions.
4. Realistic Simulations: VR can simulate real-world conditions such as lighting, acoustics, and materials, helping architects make informed decisions during the design process.
Pioneering Virtual Reality for Architecture
ProtoTech Solutions is a leading 3D software development company specializing in engineering, 3D visualization, and virtual reality. Their innovative solutions have been instrumental in revolutionizing the architecture industry. Here are some of the key contributions of ProtoTech Solutions to the world of virtual reality for architecture:
1. VR Plugin Development: ProtoTech Solutions has developed powerful VR plugins that seamlessly integrate with popular architectural software like Autodesk Revit and SketchUp. These plugins allow architects to export their designs to VR environments effortlessly.
2. Realistic Environments: ProtoTech Solutions' VR software creates highly realistic environments, complete with accurate lighting, textures, and materials. This level of realism is crucial for architects to make informed design decisions.
3. Collaboration Tools: ProtoTech Solutions offers collaborative VR platforms where multiple stakeholders can meet in a virtual space to discuss and review architectural designs. This fosters better communication and streamlines the decision-making process.
4. Mobile VR Solutions: Recognizing the need for flexibility, ProtoTech Solutions has developed mobile VR solutions that work with devices like Oculus Quest, making it easier for architects to showcase their designs anywhere, anytime.
5. Training and Support: ProtoTech Solutions provides comprehensive training and support to architects and designers, ensuring they can leverage the full potential of VR technology in their projects.
Benefits of Using ProtoTech Solutions's VR Software
Architects and design professionals who choose ProtoTech Solutions' VR software can enjoy a wide range of benefits, including:
1. Enhanced Client Engagement: VR presentations are engaging and memorable, helping architects win clients' trust and approval more effectively.
2. Streamlined Design Processes: VR software by ProtoTech Solutions streamlines the design process, reducing the need for costly revisions and speeding up project timelines.
3. Better Decision-Making: Realistic VR simulations allow architects to make informed decisions about design elements, materials, and spatial arrangements.
4. Cost Savings: By catching design flaws early and reducing revisions, architects can save significant costs in construction and project management.
5. Competitive Edge: Architects and firms that embrace VR technology gain a competitive edge in the market, attracting clients who value innovative and immersive design experiences.
Conclusion
Virtual reality for architecture software, as exemplified by ProtoTech Solutions, has transformed the way architects and designers approach their projects. The power of VR lies in its ability to create immersive and realistic environments, facilitating better communication, decision-making, and design iteration. As technology continues to advance, it's clear that VR will play an increasingly vital role in the future of architecture. Architects and design professionals who harness the capabilities of VR software, like those provided by ProtoTech Solutions, are poised to excel in this dynamic and ever-evolving field.
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webzininfotech1 · 28 days
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E-Commerce in the Metaverse: Navigating Virtual Shopping Experiences
step into a world where shopping is no longer bound by physical limitations – welcome to the metaverse! as technology continues to advance, e-commerce is evolving into immersive virtual shopping experiences that offer endless possibilities. join us as we explore how brands are harnessing the power of the metaverse to create unique and engaging shopping experiences for consumers. buckle up and get ready to navigate this futuristic retail landscape like never before!
Introduction to the Metaverse and its impact on e-commerce
in recent years, the concept of the metaverse has gained significant attention in the tech world. coined by neal stephenson in his 1992 science fiction novel “snow crash,” the metaverse refers to a virtual reality space where users can interact with each other and digital objects. with advancements in technology, this once fictional idea is now becoming a reality, and its potential impact on various industries, including e-commerce, cannot be ignored.
the metaverse is essentially an immersive online world that allows users to engage in a wide range of activities such as socializing, gaming, shopping, attending events, and more. it offers an entirely new dimension to online experiences by blurring the lines between physical and virtual worlds. with virtual reality (vr) headsets becoming more accessible and affordable for consumers, it is projected that there will be over one billion people engaged in some form of virtual reality activity by 2025.
one industry that stands to benefit greatly from the rise of the metaverse is e-commerce. online shopping has already seen massive growth in recent years due to its convenience and accessibility. however, with the introduction of vr technology into e-commerce platforms, shopping experiences are about to become even more engaging and personalized.
virtual reality allows customers to experience products before making a purchase decision. imagine being able to walk through a virtual store or try on clothes using your avatar’s body without leaving your home! this level of immersion can significantly enhance customer satisfaction as they get a better understanding of how products look or feel like before buying them.
Understanding virtual shopping experiences in the Metaverse
with the rise of the metaverse, virtual shopping experiences are becoming increasingly popular among consumers. but what exactly is the metaverse and how does it impact our online shopping experiences? in this section, we will delve deeper into understanding virtual shopping experiences in the metaverse.
the metaverse can be described as a comprehensive virtual world that allows users to interact with each other using avatars and engage in various activities such as gaming, socializing, and even shopping. with advancements in technology, the metaverse has become more immersive and realistic, blurring the lines between physical and digital realities.
in terms of e-commerce, the metaverse offers a unique opportunity for businesses to reach out to a global audience without any geographical limitations. virtual shopping experiences in the metaverse allow customers to browse products from different brands and make purchases using virtual currency or real money. this not only makes it convenient for customers but also opens up new markets for businesses.
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Benefits of virtual shopping for consumers and businesses
virtual shopping, also known as e-commerce in the metaverse, has become increasingly popular in recent years due to its convenience and accessibility. this innovative concept offers a multitude of benefits for both consumers and businesses alike.
for consumers, one of the biggest advantages of virtual shopping is the convenience it provides. with just a few clicks, shoppers can access a wide range of products from the comfort of their own home or even on-the-go through their mobile devices. this eliminates the need to physically travel to stores and deal with crowds, parking, and long lines at checkout. additionally, virtual shopping allows consumers to browse and compare products from different retailers within seconds, saving them time and effort.
another benefit for consumers is the ability to customize their shopping experience. in virtual environments, shoppers have more control over how they view and interact with products. they can zoom in on items for a closer look, change colors or sizes with ease, and even try on clothes virtually before making a purchase decision. this level of personalization enhances the overall shopping experience and makes it more enjoyable for customers.
Challenges of navigating virtual shopping experiences
the rise of e-commerce has brought about a new era of virtual shopping experiences, where consumers can browse and purchase products without ever stepping foot in a physical store. with the introduction of virtual reality (vr) and augmented reality (ar) technologies, these experiences have become even more immersive and interactive. however, as exciting as this new frontier may be, it also brings along its own set of challenges for both retailers and consumers.
one of the main challenges of navigating virtual shopping experiences is the lack of physical interaction with products. in traditional brick-and-mortar stores, customers are able to touch, feel, and try on products before making a purchase decision. this allows them to get a better sense of the product’s quality, size, and fit. in contrast, virtual shopping often relies on visual representations or descriptions provided by retailers which may not accurately depict the product in real life. this can lead to disappointment or dissatisfaction when the actual product does not meet their expectations.
another challenge is the learning curve associated with using vr/ar technology for shopping purposes. while many younger generations may be familiar with these technologies through gaming or entertainment platforms, older demographics may struggle to adapt to this new form of online shopping. it requires users to wear specialized headsets or use handheld controllers to navigate through virtual stores which can be complicated for those who are not tech-savvy.
Key features and technologies used in virtual shopping platforms
virtual shopping platforms have revolutionized the way people shop and interact with brands. with the emergence of virtual reality (vr) and augmented reality (ar) technologies, these platforms offer a highly immersive and interactive shopping experience for consumers. in this section, we will explore some key features and technologies used in virtual shopping platforms.
1. virtual reality (vr)
one of the main technologies used in virtual shopping platforms is vr. this technology allows users to enter a fully simulated environment and interact with it using specialized equipment such as headsets, gloves, and controllers. in virtual shopping experiences, vr enables customers to browse products, try them on virtually, and even walk through a virtual store to make their purchases.
2. augmented reality (ar)
another essential technology used in virtual shopping is ar. unlike vr which creates an entirely new environment, ar overlays digital elements onto the real world. this allows shoppers to see how a product would look like in their physical space before making a purchase decision. for instance, an ar-enabled virtual furniture store would enable customers to visualize how a piece of furniture would fit into their home.
3. 3d scanning
in order to create accurate representations of products in virtual shopping platforms, 3d scanning technology is often utilized by retailers. this involves using specialized cameras or scanners to capture detailed images of products from all angles which are then translated into 3d models for use on the platform.
4.e-commerce integration
for successful transactions on virtual shopping platforms, e-commerce integration is crucial. this involves integrating payment gateways and other e-commerce functionalities into the platform so that customers can easily make purchases without having to leave the virtual environment.
5.social features
virtual shopping experiences also incorporate social features that allow shoppers to interact with each other while browsing or making purchases on the platform.this adds another layer of interactivity and realism as users can chat with friends or strangers just like they would in a physical store.
6. personalization
many virtual shopping platforms use artificial intelligence (ai) to collect data on customer preferences and behaviors, allowing for personalized recommendations and experiences. this makes the shopping experience more efficient and enjoyable for customers as they are shown products that align with their interests.
virtual shopping platforms integrate various technologies to offer shoppers an immersive and interactive experience. from vr and ar to e-commerce integration and personalization, these platforms are constantly evolving to provide a seamless online shopping experience in the metaverse.
Tips for successfully selling products in the Metaverse
the metaverse, a digital world where we can interact and conduct business in virtual environments, is becoming an increasingly popular platform for e-commerce. with the rise of virtual reality technology and online gaming, more and more people are immersing themselves in this alternate universe for shopping, socializing, and entertainment.
for businesses looking to tap into this emerging market, selling products in the metaverse can be a lucrative opportunity. however, it does require a different approach compared to traditional e-commerce strategies. to help you successfully sell products in the metaverse, here are some tips to keep in mind:
1. create an engaging virtual storefront
in the physical world, a visually appealing storefront can attract potential customers to your store. the same principle applies in the metaverse – creating an engaging virtual storefront that stands out from the rest is crucial. utilize eye-catching graphics and designs that align with your brand’s image to entice visitors to explore your store further.
2. offer personalized experiences
one of the main advantages of selling products in the metaverse is the ability to offer personalized experiences for shoppers. use interactive features like avatars or 3d product demonstrations to give customers a sense of being present in your store. additionally, consider offering customization options for certain products so customers can create their unique items.
3. leverage social media integration
social media plays a significant role in both e-commerce and the metaverse. by integrating social media platforms into your virtual store, you can increase engagement with potential customers who may not have discovered your brand otherwise. encourage shoppers to share their experiences on social media through discounts or rewards programs.
4. partner with influencers
collaborating with influencers who have a significant following within specific virtual communities can be beneficial for promoting your brand and products within those communities. these influencers already have established relationships with their audience and can help generate buzz around new product launches or sales events.
5. offer virtual events and promotions
hosting virtual events, such as product launches or fashion shows, can create a sense of excitement and exclusivity for your brand. additionally, consider offering limited-time promotions or discounts to encourage shoppers to make purchases while they are actively engaged in the metaverse.
6. ensure a seamless checkout process
make sure that the checkout process is user-friendly and seamless. shoppers should not encounter any technical difficulties when trying to purchase products from your virtual store. consider integrating digital payment options like cryptocurrency to cater to customers who prefer using these methods.
with its vast potential for immersive experiences and personalized interactions, the metaverse presents an exciting opportunity for businesses looking to sell products in a new way. by implementing these tips into your e-commerce strategy, you can successfully navigate virtual shopping experiences and reach a wider audience through the metaverse.
Potential future developments and opportunities
as technology continues to advance and virtual experiences become more immersive, the potential for e-commerce in the metaverse is limitless. in this section, we will explore some of the potential future developments and opportunities that may arise in the world of virtual shopping.
one major development that is already being explored by companies is the use of augmented reality (ar) and virtual reality (vr) in e-commerce. with ar and vr technologies, customers can try on clothes, test out furniture in their homes, or even take a virtual tour of a product before making a purchase. this not only enhances the shopping experience but also reduces returns and increases customer satisfaction. as these technologies become more accessible and affordable, we can expect to see an increase in their use by e-commerce businesses.
another exciting opportunity for e-commerce in the metaverse is the integration of social media platforms. with millions of users on platforms like facebook, instagram, and tiktok, it’s no surprise that businesses are leveraging these channels to reach potential customers. in the future, we can expect to see social media platforms fully integrated into virtual shopping experiences. customers will be able to browse products directly from their favorite influencers’ pages or join virtual shopping events hosted by brands they follow.
Conclusion:
as we have explored, the metaverse is becoming an increasingly popular space for e-commerce. with the rise of virtual reality technology and online gaming communities, businesses are realizing the potential of this new platform for reaching their target audience. however, as with any technological advancement, there are both opportunities and challenges that come with incorporating e-commerce into the metaverse.
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ikarusvr · 5 months
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aanaethan · 9 months
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Exploring the Latest Metaverse Tools: A Glimpse into the Future
Metaverse leads us to the new world! Where Imagination Knows No Bounds. Metaverse holds a significant position in the digital world. 
The market value of the Metaverse is expected to reach $800 billion by the year 2024. 
Every year, individuals spend around $54 billion on virtual products in the Metaverse. 
Do you wanna know more about it and about the latest metaverse technological tools to explore the virtual world? Get from this insightful blog! 
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techvoyager · 9 months
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Virtual Reality Software Development Company | 360 Degree Service Provider | TechVoyager
Best Virtual Reality Development Company
Utilize technology to feed your content and provide your end users with the finest content experience possible.
Virtual reality (VR) and augmented reality (AR), combined with artificial intelligence (AI) and automation, have altered content strategies and revolutionized the way organizations create information.
Matterport Service Provider In India
AR/VR services, Virtual Commerce for Business have been used in products, processes, and, most significantly, training content to provide a more contextual and visual experience to end users. AR/VR content provides consumers with a tactile experience, allowing them to better understand and learn. Today, AR/VR applications are used across sectors and companies to improve content user experience.
Virtual Walkthrough Solutions
TechVoyager provides a wide range of Virtual Reality Services India across industries, with competence in computer vision, machine learning, deep learning, and 3D Virtual Reality Walkthrough Service. We assist in the creation of rich, immersive, and interactive user experiences using AR-triggered content. Personalized content is tailored to a user's personal requirements and is adapted to distinct user roles. Users can fully connect with the released material thanks to the interactive experiences.
End to End 3D Scanning Service
TechVoyager also provides 3D Services in India. Users can visualize the equipment or hardware, examine it in 360 Degree 3D Animation Company in India, and learn how to use and troubleshoot it as a result. The solution is highly customizable, allowing it to be fitted to any sector or purpose.
Here are some of the benefits we provide to consumers with our AR-based content offerings:
Creating immersive and interactive VR-based walkthroughs by converting input product information into 3D.
Integration of solutions with existing CRM/ERP systems.
Creating virtual reality locations/scenarios to increase customer interaction.
Creating single and numerous product visualizations in augmented reality.
TechVoyager  
Address
No. 66, Thiruvengadam Nagar
Thanjavur 613005
Contact
+91 7010108633
Our Services : matterport 3d virtual tours��| 3d designing & printing | 3d scanning and printing service | 3d design and modeling service in india | virtual store development | 360 Product Photography Service | 360 drone photography
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shrutiafi · 1 year
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frog707 · 1 year
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springs eternal
It's been a few days, and I still haven't found artifacts for the lwjgl-ovr:3.3.2 library at Maven Central. Feeling stuck, I created an account at the LWJGL Forum and posted a plea for help.
Account creation took longer than I expected because it required both solving a CAPTCHA and evaluating the following Java expression:
("LWJGL".hashCode() ^ "3".hashCode()) & 0xFFF
I imagine some creative Forum admin with a burning desire to keep out spammers and unwashed masses (i.e. non-programmers). I wonder how well this approach works in practice...
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justtechtalks · 1 year
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A Brief History of Android: From its Origins to the Latest Releases
Android is the world's most popular mobile operating system, powering billions of devices around the globe. But how did this versatile and widely-used operating system come to be? In this blog post, we'll take a look at the history of Android, from its early beginnings to the latest releases.
The origins of Android
Android was founded in 2003 by Andy Rubin, Rich Miner, Nick Sears, and Chris White. The company was initially focused on developing a mobile operating system for digital cameras, but eventually shifted its focus to smartphones.
In 2005, Google acquired Android, and the company's first Android-powered phone, the HTC Dream (also known as the T-Mobile G1), was released in 2008. The HTC Dream was the first phone to feature a full touchscreen and the Android Market (now known as the Google Play Store), which allowed users to download apps.
The early years (2008-2011)
In the early years of Android, the operating system saw rapid development and an increase in market share. In 2009, the Motorola Droid was released, which was the first Android phone to be marketed as a "smartphone."
In 2010, Android released its first tablet, the Samsung Galaxy Tab, and also introduced Android 3.0 Honeycomb, which was specifically designed for tablets.
In 2011, Android released its first "ice cream sandwich" version, Android 4.0, which introduced a unified interface for phones and tablets.
The modern era (2012-present)
In 2012, Android released its first "jelly bean" version, Android 4.1, which included Google Now and improved voice recognition. In 2013, Android released Android 4.4 KitKat, which introduced a redesigned interface and improved performance.
In 2014, Android released Android 5.0 Lollipop, which introduced a new design language called Material Design and improved battery life. In 2015, Android released Android 6.0 Marshmallow, which introduced native support for fingerprint sensors and improved battery management.
In 2016, Android released Android 7.0 Nougat, which introduced split-screen multitasking and improved notification management. In 2017, Android released Android 8.0 Oreo, which introduced picture-in-picture mode and improved battery life.
In 2018, Android released Android 9.0 Pie, which introduced a new gesture-based navigation system and improved artificial intelligence capabilities. In 2019, Android released Android 10, which introduced a new dark mode and improved privacy controls.
In 2020, Android released Android 11, which introduced a new conversation section in the notification shade and improved privacy controls. In 2021, Android released Android 12, which introduced a new design language called Material You and improved privacy controls.
As we can see, Android has come a long way since its humble beginnings in 2003. From its first phone, the HTC Dream, to the latest releases, Android has consistently evolved and improved, introducing new features and capabilities that have kept it at the forefront of mobile technology. It will be exciting to see what the future holds for Android and how the operating system will continue to shape the world of mobile devices.
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aurosoulart · 1 year
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man this thing is crazy. I can’t show off half the things it does because the video/casting software needs some updates, but like....... I spent the morning sitting under a TREE creating 3d models IN THIN AIR.
it was absolutely surreal being surrounded by birdsong, warm sunlight, being able to see every leaf on the trees around me crystal clear....... AND being able to see AND INTERACT WITH virtual objects on top of reality with that same clarity.
just..... literal, real-life holograms. out in nature. words honestly cannot do it justice.
anyways. my new life goal is to get a solar-powered backpack charger and then never go inside again 🌳🌲🌴🍃
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ganbaramen · 5 months
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Link! Like! LoveLive! SPECIAL STAFF INTERVIEW
[This interview was published online on the G's Channel website, and is print in the Link! Like! LoveLive! FIRST FAN BOOK, released Dec 27, 2023.]
The Hasunosora Jogakuin School Idol Club is a group of virtual school idols that made their striking debut in April this year. How did their fan engagement app “Link! Like! LoveLive!” come about? Fujimoto Yoshihiro and Sato Kazuki discuss the app’s origin and what they think about the project.
It’s all about enjoying Love Live!—! The untold story behind the birth of the fan engagement app LLLL
—The smartphone app “Link! Like! LoveLive!” (which we’ll refer to as “LLLL”), celebrated its six-month anniversary in November. Let’s look back on the past six months and discuss the birth of LLLL. To start us off, could you two tell us about your roles in developing this app?
Sato: I’m Sato Kazuki from CERTIA, a producer for this app. I’ve worked for game companies as a planner and director, and now I’m a self-directed game producer. From arcade games to consumer software to apps, my path has involved a variety of media. I’ve been following Love Live! as a fan since the µ’s era, and became a producer for Hasunosora’s game after being consulted for a Love Live! app where the members stream.
Fujimoto: I’m Fujimoto Yoshihiro from Bandai Namco Filmworks, and I’m also a producer for LLLL. I started with the desire to make a Love Live! smartphone game.
***
—LLLL’s official start of service was May 20, 2023, but I heard that the road there was quite long. Could you talk about that?
Fujimoto: If we want to start from when development began…. we’ll have to go back to 5 years ago.
Sato: A big part of the appeal of Love Live! comes from these school idols being independent and putting their souls into it as a club activity, so there is a certain kind of enjoyment and emotional payoff from supporting them.
If you insert a “player” who can essentially play god into this, it inevitably feels like a mismatch. Then wouldn’t it be great to turn that idea on its head and instead have an app where you support these independent idols? And streaming would be a great match for that. As we worked out this concept where you cheer on the members as just another fan, this “school idol fan engagement app” took form.
—What led up to integrating motion capture into the app?
Sato: From the very beginning, we had decided that virtual concerts and streams would use 3D models. The development team already had the know-how for streaming with 3D models, so of course we were going to use them.
The key idea is to have the virtual concerts, live streams, and story intimately linked to make the entire experience real-time, so we decided it would be best to have them appear in the same form in both the streams and the activity log (story), which is why the story also uses 3D models. The visuals should be precisely linked so we carefully animated the story with 3D models.
Fujimoto: It is quite rare for the cast to also do motion capture, but it was necessary to realize the vision that Sato-san has described. Yes, it would technically be doable to have the cast only voice the characters and instead have actors do the motion capture, but that would be a lot less palatable.
Sato: It certainly feels a lot more real when the cast is both voicing and moving their characters. The fact that this project is a part of the Love Live! series helped a lot in being able to implement this. The cast loves Love Live!, and it’s because of how much the project staff and cast members put into this that we could make it a reality.
—As an example of this hard work: the cast had intense training on motion and talking, with lessons and rehearsals starting about a year before the app was released.
Sato: In both the live streams and virtual concerts, the cast do the motion capture, in real-time too! Even now, this fact isn’t well-known, or rather, it seems like there are a lot of people who think “No way they go that far!”. Yes, the cast do it themselves!
—So why does doing it in real-time make it good?
Sato: What a pointed question! (laughs)
Fujimoto: What’s important depends on what you value. What we’re aiming for is the feeling of a real concert.
Sato: Putting it concisely, the feeling that it’s live is very important to LLLL. It seems to me that the feeling of being live has recently been highly valued, not just in concerts but in the entertainment industry as a whole. We can look back on works of the past whenever we want through subscription services and the like, so following something now has its own appeal that can evoke a certain zeal. Bearing witness to this moment in history is now viewed as being more significant than it used to be. That’s why we maximize that feeling of being live by having the cast do the motion capture and by streaming in real-time. We felt that those two points are essential.
—So rather than just being parts of the concept, these are essential to the project.
Sato: At one point, we considered doing only the talk and MC in real-time, while having the performance part be recorded. But because we want to get at the heart of the pleasure of having it be real-time, we couldn’t make that compromise.
Actually, the cast do occasionally hit the wrong notes or mess up their dance formations, but these are little things that signal that it’s live—in fact, such happenings can increase how real it feels, which can make the performance feel special if you approach it with the right mindset.
***
—Can I ask about the Fes×LIVE production, like the camerawork, lighting, and outfits? It feels like the production value goes even higher every time.
Fujimoto: I think that’s probably because, just like how the Hasunosora members are growing, the staff is as well, going further each time after saying things like “For the next performance, I want more of this!”.
Sato: Things like flying over the stage or swapping outfits in the instant that the lighting changes—we won’t do those. A core principle is that we aim for a production that matches what school idols would do and constrain ourselves to portray what’s possible in reality.
***
—The story following school idols at a school steeped in tradition—that’s a new challenge, too.
Sato: We had certain reasons for setting this at a school with a long history—so long that this year is the 103rd. There’s this common image of streamers debuting as no-names, and then working their way up to become more popular. But if Hasunosora were like that, the fact that there would be a lot of fans from the beginning would make it very unrealistic. After all, there’s no way your average rookie streamer could be like “This is my first stream!” and yet have 5000 viewers. (laughs)
We thought hard about how to resolve this in a way that makes sense. Then, we figured out that it would work to have a tradition-laden school that was already a “powerhouse”. So in the end, we made it a point to have the school be a powerhouse with a history of having won Love Live! before.
—So the school already had fans following it, with high expectations for the new school idols: Kaho and the other first years.
Sato: Yeah, it’s meant to be like one of those schools that are regular contenders at Koshien, the national high school baseball championship.
—The world-building is done so thoroughly that such an answer could be arrived at pretty quickly.
Sato: We consulted with many people, starting with the writer team, about implementing the concepts that we mentioned before—having the cast do motion capture to maximize the live feeling, and doing the streams in real-time.
In the beginning, there was a lot of resistance to the idea of trying to successfully operate an app while constructing the story and streams such that there would be no contradictions between them. If you do streams in real-time, such contradictions can certainly arise—you have to work out the setting in quite a lot of detail, and even then, things can happen that are impossible to predict.
But my thinking was always that this is doable if we adjust how often we synchronize the story and streams. I think it’s impossible to stream every day and release a new story every day. But on the other side of the spectrum, if we were to write a year’s worth of story ahead of time, and then do however many streams within that year, that would certainly be doable. 
Following that line of thought, in the early stages, we had a lot of discussion about how often we could do streams, searching for the limit of what would be possible to implement. As a compromise, we arrived at the system of fully synchronizing once a month. For each month, we can keep the setting relatively flexible, not setting everything precisely in stone until the month is over. We thought that a monthly frequency should make it possible to both maintain the charm of the story and implement streams.
But right now we’re streaming three times a week, so there end up being a lot of things like “they shouldn’t know this yet” or “this event hasn’t happened yet”. It feels like putting together a complicated puzzle.
Fujimoto: There’s one aspect that we haven’t made clear before—I don’t think there are many people that have realized it. It’s that the talk streams are the furthest along in the timeline, while the story shows what has already happened. It’s not that the story happens on the day that we update it, but rather that the story describes what happened up to that day. People who have realized this have probably read quite closely.
Sato: That’s why it’s called the “activity log”. The With×MEETS serve the important role of synchronization between what happened in the activity log—the world of the story—with reality, so we carefully prepare for them each time.
—That makes sense! One nice thing is that if you keep up with the With×MEETS in real-time, then watch the Fes×LIVE, it feels like keeping up paid off—”Good thing I watched the With×MEETS!”.
Fujimoto: It would be great if our efforts got through to everyone enjoying LLLL.
—If you set things up that carefully, it must be difficult when irregularities happen. In August, several cast members had to take a break to recover from COVID-19, causing many With×MEETS to be canceled. How did you deal with that?
Sato: The silver lining of that period was that it avoided the most critical timing. If that had been off by even a week… it might not have been possible to recover from that. This project always has this feeling of tension, because there is no redoing things.
***
Tackling the Love Live! Local Qualifiers! The culmination of the story put viewers on the edges of their seats!!
—On how people have reacted to LLLL: was there anything that went exactly as planned, and on the other hand, was there anything that defied your expectations?
Fujimoto: To bring up a recent event, the Love Live! Local Qualifiers in October very much stood out. There was tension all around—even I was nervous about how it would go. The feeling that “these girls really are going to take on this challenge, at this very moment”. It was like watching the championship of the World Baseball Classic… Well, maybe that’s an overstatement, but an atmosphere similar to that. I’m really happy that we managed to create such an atmosphere with the cast and everyone who participated as a user.
Sato: Not just in sports, but also in the world of anime or fiction, there is definitely a certain excitement that arises when you “witness” something. Bearing witness to the moment that “drama” is born produces an impulse, something that hits deep. This is not something that can be produced in an instant. Rather, such an overwhelming concentration of passion can come about only because so much has happened up to that point.
That’s why, aiming for “that moment”, we first have people experience the Hasunosora members’ existence and reality day after day. After having connected with the members and viscerally felt the sense of being in sync with their “now”, something new will be born…
The closest we’ve gotten to an atmosphere of tension that’s as close as possible to the real thing is what Fujimoto-san just mentioned, the Love Live! Local Qualifiers. I think part of why that was such an “incredible” event was the weight of everything that happened in the Love Live! series up to that point.
—Is there anything else from the fans’ reactions and the like that was unexpected?
Fujimoto: For the talk streams, we have a system where everyone can write comments in real-time. Some users go all in on the setting and act as if they’re in that world.
Sato: The characters are not aware that their everyday lives can be observed in the story, so these users adhere to the rule of not talking about anything that’s only depicted in the story, commenting as if they don’t know what happened there. And if you do that, your comment might get read. So you really can be a participant in the performance. We were surprised at just how many people were earnestly participating like that.
—It’s like making a fan work in real-time, or rather, it’s like playing a session of a tabletop RPG.
Sato: I think what we’re doing here is very much like a game. It’s the “role-playing” of a tabletop RPG taken to an extreme, a pillar of a certain kind of “game”, or maybe more like a participatory form of entertainment.
—Oh, I see! It’s as if we’ve returned to the classic reader participation projects of Dengeki G’s magazine, which is kind of touching.
[Translator’s note: Love Live! originated from Sunrise collaborating with the Dengeki G’s magazine editorial department, bringing Lantis in for music.]
Sato: Yes, indeed. In the era of magazine participatory projects, the back-and-forth would have several months in between. In comparison, a real-time system makes it easier to participate, which I think is a significant and useful advancement. For now, in the first year, it feels like we’ve been grasping in the dark while trying to do the best with what we have. But we’re thinking about how best to adjust the frequency and volume of activities from here on.
Fujimoto: Also, the users have largely figured out all the hints we cooked in!
Sato: They’ve been looking in quite some detail. (laughs) Our cooking has paid off.
***
—Is there any challenge that LLLL is taking on anew?
Sato: Going back to what I said at the beginning, I was a huge fan of µ’s, so I started by trying to analyze and put into words just what made me so attracted to, so crazy about them. 
A big part of the charm was that it involved youth and a club activity, so by following their story and cheering them on, you could vicariously re-live the passion of those three years in high school. So I wanted to make it so that you could re-live that experience of youth in depth.
My goal is to have it feel so overwhelmingly real—through LLLL’s real-time nature—that you can unwittingly delude yourself into the sense that you’re re-living your high school years.
Fujimoto: If we’re talking about a new challenge, maybe it’d be good to touch on how frequent the interactions are.
For example, let’s consider a one-cour anime. No matter how much you’d like to keep watching it, it ends after three months. Even if it turns out there’s a continuation, you’ll have to wait before you can watch that.
In contrast, if we turn to virtual content, people are streaming three times a week on YouTube. In that vein, what we’re aiming for with this project is this: you can follow this group you like throughout that limited time between matriculation and graduation, and during that time they’ll always be there for you to meet.
***
—Some people are expecting an anime as one of the future mixed-media developments. To put it bluntly, what do you think about that?
Sato: What we are doing right now with Hasunosora would not work outside the structure of an app. As mentioned before, it’s not quite a tabletop RPG but rather a participatory form of entertainment, and it’s that structure that allows fans to experience the true spirit of the Hasunosora Jogakuin School Idol Club.
—So for now, we should experience it through the streams in the app! Is that what you’re saying?
Fujimoto: Exactly. It wouldn’t be an exaggeration to say that LLLL is a project to make you fall for these girls throughout their streams—that’s how much effort we’re putting into it.
Sato: Starting LLLL by going through the story and then participating in the With×MEETS streams might be more common, but you can also start enjoying it in a novel way by just jumping into the latest With×MEETS stream. The members’ engagement with the comments has been especially noticeable in the most recent streams—it feels like a symbiotic relationship.
***
—Finally, a word for those who are looking forward to the project’s future.
Sato: I can confidently say that LLLL is a new experience made possible because of the times we live in. Because of that, it is very high-context, so it’s hard to explain how it will make you feel or what kind of game it is—you must play it to understand. We are very aware of how much of a hurdle this is, and how it might be difficult to get a grasp on if you start later.
But if you’re willing to take that first step into the world of LLLL, we promise to bring you content that is worth following. So to those reading this interview: please do consider trying it out once, even if it’s with a window-shopping mindset.
Fujimoto: Hasunosora’s story can only happen because of everyone watching. We hope you’ll keep supporting us!
Sato: We’ve prepared plenty of tricks up our sleeves for the end of the school year in March, so please look forward to it!
Credits
Translation: ramen Translation check: xIceArcher Various suggestions: Yahallo, Yujacha, zura
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shinnith · 1 year
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The first AR laptop was just released.... to think it went from those weird ass 3DS cards to this is fucking wild????
Im fuckING LOSING IT RIGHT NOW. Everyone??? Meet fucking Spacetop??
You thought your 3DS AR Kirby cards were peak shit?? Think again.
Here's the link to the promo but if you want to hear my excited ass rant, it's below the cut lol:
Spacetop: Own Your Space (youtube)
Seeing how CNET talked about it, and actually seeing the promo made me realize this isn't some wish shit- this is actually happening. As someone who grew up obsessed with sci-fi, my heart is absolutely pounding.
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No, this isn't Virtual Reality. It's Augmented Reality (AR). Meaning, despite having glasses on like a headset, your seeing the software literally floating in your living room/bathroom/local @dennys . This is totally in the starter stages, (remember when VR began popping off and it was... yeah) so don't expect it to be some perfect Star Trek shit, but it functions as intended.
Unlike VR, I am getting the impression this AR Laptop is more spatially aware and doesn't make you break your neck to look to the left. I could literally go on for years on this new technology but I'm gonna leave it here- or I'll never stop lol.
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The Ultimate Guide to Virtual Reality Software for Architecture
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In the ever-evolving world of architecture, staying at the forefront of technology is paramount. One such technological advancement that has revolutionized the architectural industry is virtual reality (VR). Virtual reality architecture software has ushered in a new era of design, presentation, and client engagement. In this comprehensive guide, we'll explore the world of virtual reality architecture software, its benefits, and a spotlight on ProtoTech Solutions as a leading player in the field.
 Understanding Virtual Reality Architecture Software
Virtual Reality (VR) is a technology that immerses users in a computer-generated environment, allowing them to interact with and navigate through it as if it were real. In architecture, VR software leverages this technology to create immersive 3D environments of architectural designs and spaces.
 Key Features of Virtual Reality Architecture Software
1. Immersive Visualization: VR software provides architects, designers, and clients the ability to walk through a building or space as if they were physically present. This immersive experience enhances design comprehension.
2. Real-time Collaboration: Many VR architecture tools offer real-time collaboration features, allowing multiple stakeholders to review and make decisions on designs simultaneously, no matter where they are located.
3. Design Iteration: VR software enables architects to make real-time changes to designs, which can be immediately visualized, facilitating rapid design iteration and decision-making.
4. Client Engagement: Using VR during client presentations is a powerful way to convey design concepts, helping clients understand and feel the space before it's built.
5. Data Integration: Some VR solutions integrate with Building Information Modeling (BIM) software, enabling architects to import 3D models and data for a seamless design-to-VR workflow.
 Benefits of Using Virtual Reality Architecture Software
 1. Enhanced Design Communication
VR software bridges the gap between architectural drawings and the client's understanding of the design. Clients can "walk" through the virtual space, gaining a comprehensive understanding of the project, reducing miscommunication, and enhancing the decision-making process.
 2. Streamlined Design Review
Design teams and clients can collaborate in real-time within the virtual environment, making changes and annotations directly in the 3D model. This streamlines the design review process and ensures everyone is on the same page.
 3. Reduced Costs
By identifying design flaws and issues early in the process, VR architecture software can help avoid costly revisions during construction. It also allows for better design optimization, potentially reducing construction costs.
 4. Competitive Advantage
Architectural firms that adopt VR technology gain a competitive edge by showcasing their projects in immersive, engaging ways. It can impress clients and help secure new projects.
 Spotlight on ProtoTech Solutions
ProtoTech Solutions is a renowned name in the world of virtual reality architecture software. As a leader in this field, ProtoTech Solutions offers a range of innovative solutions tailored to the needs of architects and designers.
 ProtoTech's Virtual Reality Software Features
1. Immersive VR Experiences: ProtoTech's VR solutions provide highly immersive experiences, making it easy for clients and stakeholders to visualize architectural designs.
2. Cross-Platform Compatibility: ProtoTech offers VR solutions that work seamlessly across multiple platforms and devices, including VR headsets, desktops, and mobile devices.
3. BIM Integration: ProtoTech's VR software can integrate with popular BIM tools, enabling architects to import complex 3D models and data effortlessly.
4. Real-time Collaboration: ProtoTech's collaboration features allow architects and clients to review and modify designs in real-time, improving communication and decision-making.
 Why Choose ProtoTech Solutions?
Expertise: ProtoTech Solutions has a team of skilled professionals with extensive experience in VR development and architecture.
Customization: They offer tailored solutions to match the unique needs of architectural firms and construction companies.
Proven Track Record: ProtoTech has a strong track record of delivering high-quality VR solutions for the architecture industry.
Support and Training: ProtoTech provides comprehensive support and training to ensure users can maximize the benefits of their VR software.
In conclusion, 
virtual reality architecture software has redefined the way architects design, collaborate, and present their projects. With ProtoTech Solutions at the forefront of this technological revolution, architects and designers have a trusted partner to help them unlock the full potential of VR in their work. Embrace the power of virtual reality and stay ahead in the world of architecture.
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tanadrin · 1 year
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The invention of the basic BCI was revolutionary, though it did not seem so at the time. Developing implantable electronics that could detect impulses from, and provide feedback to, the body's motor and sensory neurons was a natural outgrowth of assistive technologies in the 21st century. The Collapse slowed the development of this technology, but did not stall it completely; the first full BCI suite capable of routing around serious spinal cord damage, and even reducing the symptoms of some kinds of brain injury, was developed in the 2070s. By the middle of the 22nd century, this technology was widely available. By the end, it was commonplace.
But we must distinguish, as more careful technologists did even then, between simpler BCI--brain-computer interfaces--and the subtler MMI, the mind-machine interface. BCI technology, especially in the form of assistive devices, was a terrific accomplishment. But the human sensory and motor systems, at least as accessed by that technology, are comparatively straightforward. Despite the name, a 22nd century BCI barely intrudes into the brain at all, with most of its physical connections being in the spine or peripheral nervous system. It does communicate *with* the brain, and it does so much faster and more reliably than normal sensory input or neuronal output, but there nevertheless still existed in that period a kind of technological barrier between more central cognitive functions, like memory, language, and attention, and the peripheral functions that the BCI was capable of augmenting or replacing.
*That* breakthrough came in the first decades of the 23rd century, again primarily from the medical field: the subarachnoid lace or neural lace, which could be grown from a seed created from the patient's own stem cells, and which found its first use in helping stroke patients recover cognitive function and suppressing seizures. The lace is a delicate web of sensors and chemical-electrical signalling terminals that spreads out over, and carefully penetrats certain parts of the brain; in its modern form, its function and design can be altered even after it is implanted. Most humans raised in an area with access to modern medical facilities have at least a diagnostic lace in place; and, in most contexts, they are regarded as little more than a medical tool.
But of course some of the scientists who developed the lace were interested in pushing the applications of the device further, and in this, they were inspired by the long history of attempts to develop immersive virtual reality that had bedevilled futurists since the 20th century. Since we have had computers capable of manipuating symbolic metaphors for space, we have dreamed of creating a virtual space we can shape to our hearts' content: worlds to escape to, in which we are freed from the tyranny of physical limitations that we labor under in this one. The earliest fiction on this subject imagined a kind of alternate dimension, which we could forsake our mundane existence for entirely, but outside of large multiplayer games that acted rather like amusement parks, the 21st century could only offer a hollow ghost of the Web, bogged down by a cumbersome 3D metaphor users could only crudely manipulate.
The BCI did little to improve the latter--for better or worse, the public Web as we created it in the 20th century is in its essential format (if not its scale) the public Web we have today, a vast library of linked documents we traverse for the most part in two dimensions. It feeds into and draws from the larger Internet, including more specialized software and communications systems that span the whole Solar System (and which, at its margins, interfaces with the Internet of other stars via slow tightbeam and packet ships), but the metaphor of physical space was always going to be insufficient for so complex and sprawling a medium.
What BCI really revolutionized was the massively multiplayer online game. By overriding sensory input and capturing motor output before it can reach the limbs, a BCI allows a player to totally inhabit a virtual world, limited only by the fidelity of the experience the software can offer. Some setups nowadays even forgo overriding the motor output, having the player instead stand in a haptic feedback enclosure where their body can be scanned in real time, with only audio and visual information being channeled through the BCI--this is a popular way to combine physical exercise and entertainment, especially in environments like space stations without a great deal of extra space.
Ultra-immersive games led directly, I argue, to the rise of the Sodalities, which were, if you recall, originally MMO guilds with persistent legal identities. They also influenced the development of the Moon, not just by inspiring the Sodalities, but by providing a channel, through virtual worlds, for socialization and competition that kept the Moon's political fragmentation from devolving into relentless zero-sum competition or war. And for most people, even for the most ardent players of these games, the BCI of the late 22nd century was sufficient. There would always be improvements in sensory fidelity to be made, and new innovations in the games themselves eagerly anticipated every few years, but it seemed, even for those who spent virtually all their waking hours in these spaces, that there was little more that could be accomplished.
But some dreamers are never satisfied; and, occasionally, such dreamers carry us forward and show us new possibilities. The Mogadishu Group began experimenting with pushing the boundaries of MMI and the ways in which MMI could augment and alter virtual spaces in the 2370s. Mare Moscoviensis Industries (the name is not a coincidence) allied with them in the 2380s to release a new kind of VR interface that was meant to revolutionize science and industry by allowing for more intuitive traversal of higher-dimensional spaces, to overcome some of the limits of three-dimensional VR. Their device, the Manifold, was a commercial disaster, with users generally reporting horrible and heretofore unimagined kinds of motion-sickness. MMI went bankrupt in 2387, and was bought by a group of former Mogadishu developers, who added to their number a handful of neuroscientists and transhumanists. They relocated to Plato City, and languished in obscurity for about twenty years.
The next anybody ever heard of the Plato Group (as they were then called), they had bought an old interplanetary freighter and headed for the Outer Solar System. They converted their freighter into a cramped-but-servicable station around Jupiter, and despite occasionally submitting papers to various neuroscience journals and MMI working groups, little was heard from them. This prompted, in 2410, a reporter from the Lunar News Service to hire a private craft to visit the Jupiter outpost; she returned four years later to describe what she found, to general astonishment.
The Plato Group had taken their name more seriously, perhaps, than anyone expected: they had come to regard the mundane, real, three-dimensional world as a second-rate illusion, as shadows on cave walls. But rather than believing there already existed a true realm of forms which they might access by reason, they aspired to create one. MMI was to be the basis, allowing them to free themselves not only of the constraints of the real world (as generations of game-players had already done), but to free themselves of the constraints imposed on those worlds by the evolutionary legacy of the structures of their mind.
They decided early on, for instance, that the human visual cortex was of little use to them. It was constrained to apprehending three-dimensional space, and the reliance of the mind on sight as a primary sense made higher-dimensional spaces difficult or impossible to navigate. Thus, their interface used visual cues only for secondary information--as weak and nondirectional a sense as smell. They focused on using the neural lace to control the firing patterns of the parts of the brain concerned with spatial perception: the place cells, neurons which periodically fire to map spaces to fractal grides of familiar places, and the grid cells, which help construct a two-dimensional sense of location. Via external manipulation, they found they could quickly accommodate these systems to much more complex spaces--not just higher dimensions, but non-Euclidean geometries, and vast hierarchies of scale from the Planck length to many times the size of the observable universe.
The goal of the Plato Group was not simply to make a virtual space to inhabit, however transcendent; into that space they mapped as much information they could, from the Web, the publicly available internet, and any other database they could access, or library that would send them scans of its collection. They reveled in the possibilities of their invented environment, creating new kinds of incomprehensible spatial and sensory art. When asked what the purpose of all this was--were they evangelists for this new mode of being, were they a new kind of Sodality, were they secessionists protesting the limits of the rest of the Solar System's imagination?--they simply replied, "We are happy."
I do not think anyone, on the Moon or elsewhere, really knew what to make of that. Perhaps it is simply that the world they inhabit, however pleasant, is so incomprehensible to us that we cannot appreciate it. Perhaps we do not want to admit there are other modes of being as real and moving to those who inhabit them as our own. Perhaps we simply have a touch of chauvanism about the mundane. If you wish to try to understand yourself, you may--unlike many other utopian endeavors, the Plato Group is still there. Their station--sometimes called the Academy by outsiders, though they simply call it "home"--has expanded considerably over the years. It hangs in the flux tube between Jupiter and Io, drawing its power from Jupiter's magnetic field, and is, I am told, quite impressive if a bit cramped. You can glimpse a little of what they have built using an ordinary BCI-based VR interface; a little more if your neural lace is up to spec. But of course to really understand, to really see their world as they see it, you must be willing to move beyond those things, to forsake--if only temporarily--the world you have been bound to for your entire life, and the shape of the mind you have thus inherited. That is perhaps quite daunting to some. But if we desire to look upon new worlds, must we not always risk that we shall be transformed?
--Tjungdiawain’s Historical Reader, 3rd edition
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aanaethan · 9 months
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The Metaverse: A New Frontier of Digital Reality!
A new doorway is open in the digital world. Absolutely it is Metaverse! It evolves rapidly! Just get to know it!
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techvoyager · 1 year
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Real Estate Photography and Videography Services | Virtual Reality Services India
Exploring the Uncharted
The Indian real estate market is witnessing a remarkable technological revolution, and one of the most exciting innovations taking center stage is VR360 (Virtual Reality 360). TechVoyager ( best virtual reality development company ), a pioneer in immersive technology solutions, is leading the way by harnessing the power of VR360 to transform the real estate industry in India. In this blog post, we will dive into the world of VR360 in Indian real estate and explore how TechVoyager is shaping the future of property buying and selling.
Breaking Geographical Barriers:
India's vast geography poses a challenge for buyers and sellers who are often located far apart. 3D Virtual Tour Service for Real Estate technology eliminates this hurdle by providing virtual property tours that bridge the gap between remote buyers and sellers. With TechVoyager's Real Estate Photography and Videography Services, potential buyers can explore properties across India from the comfort of their homes, transcending physical boundaries and expanding their options.
Realistic Property Visualization:
Visualizing properties based solely on floor plans and static images can be a daunting task for buyers. TechVoyager's matterport 3d virtual tours offers a lifelike experience, enabling buyers to virtually walk through properties, examine details, and get a genuine sense of space. From the architecture to interior design, VR360 tours provide an immersive and realistic understanding of properties, empowering buyers to make informed decisions.
Elevated Marketing and Sales:
TechVoyager's Videography Photography Solutions provide a cutting-edge marketing and sales tool for real estate developers and agents. By integrating VR360 experiences into their marketing strategies, developers can showcase properties more effectively and leave a lasting impression on potential buyers. The immersive nature of 360 virtual tours for business not only attracts attention but also enhances the perceived value of properties, leading to increased inquiries and faster sales.
Transforming VR in the Real Estate Business
Traditionally, property visits involve considerable time and expense, both for buyers and sellers. TechVoyager's Virtual Reality Architectural Walkthrough technology streamlines the process, saving time and costs for all parties involved. Buyers can eliminate the need for multiple physical visits, and sellers can showcase properties to a wider audience without the logistical challenges of traditional open houses. This efficiency accelerates the sales cycle and reduces unnecessary expenses.
Enhanced Collaboration and Decision-making:
TechVoyager's VR Real Estate Solutions also facilitate seamless collaboration between buyers, sellers, and real estate professionals. Multiple stakeholders can virtually explore and discuss properties in real-time, regardless of their physical locations. This level of collaboration empowers buyers to make confident decisions and allows sellers to address queries and concerns effectively, leading to smoother transactions and increased customer satisfaction.
Conclusion:
TechVoyager's VR360 technology is revolutionizing the Indian real estate industry by introducing a new era of immersive property exploration. Through breaking geographical barriers, realistic property visualization, elevated marketing and sales, time and cost efficiency, and enhanced collaboration, TechVoyager is transforming how buyers and sellers interact in the market. As 360 degree service provider gains momentum, TechVoyager's innovative solutions promise to reshape the future of real estate in India, creating a more accessible, efficient, and engaging property buying experience for all.
TechVoyager  
Address
No. 66, Thiruvengadam Nagar
Thanjavur 613005
Contact
+91 7010108633
Our Services : matterport 3d virtual tours | best 3d scanning services in india | 3d design and modeling service in india | virtual reality in e-commerce | virtual reality online store development
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supersonicart · 1 year
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Megan Ellen MacDonald's "Wet Dream."
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Currently on view until January 7th, 2023 at Hashimoto Contemporary in New York City is artist Megan Ellen MacDonald's solo exhibition, "Wet Dream."
Utilizing 3D software and virtual reality to create intricate scenes, the artist reinterprets these compositions via traditional oil painting techniques informed by historical still life painting of the Dutch Golden Era. Continuing the exploration of contrasting themes of objectification and power, MacDonald expands on how these themes relate to the femme experience through coded iconography.
For Wet Dream, the artist depicts distorted, opulent tableaus of natural elements filled with flowers, skulls and fruit, which allude to the commodification and seduction within an elaborate inner world; one that clumsily mimics elements of ours but maintains its own unique aesthetic. Glossy, overly ripe fruits and flowers hang from delicate stems, drooping heavily from the weight. Shucked oysters tantalizingly call to the viewer, holding a shimmering pearl at it’s center. MacDonald’s saturated palette is slick and full of shades of pink, what is considered to be a traditionally femme color.
About the latest body of work, the artist states, “each work serves as a memento mori and love letter to the complexities of nature that we take for granted. While the work explores feminine identity and the dichotomy of gender and power, the narratives in the exhibition include references to the fragility and beauty of the natural world.”
Seductive yet unnerving in their surreal nature, the artist paints scenes which allude to the impact of human intervention with nature, and our inclination to replace real world experiences with more curated, commodified existences.
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THE SUPERSONIC ART SHOP | FOLLOW ON INSTAGRAM
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