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NETJETS US VOLUME 9 2019

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artscape<br />

Daniel Birnbaum, who has<br />

taken the creative reins at<br />

VR pioneer Acute Art<br />

Facing page, from top: A<br />

still from Anish Kapoor’s<br />

VR work Into Yourself, Fall,<br />

2018; the artist triying the<br />

VR headset<br />

Previous page: Mona Lisa:<br />

Beyond the Glass, a VR<br />

installation at the Louvre for<br />

the museum’s Leonardo da<br />

Vinci exhibition<br />

E<br />

urope’s most notable exhibition this<br />

year showcases Leonardo da Vinci<br />

at the Louvre, and, perhaps fittingly,<br />

one of the key displays will feature<br />

a device that Leonardo himself might have<br />

dreamed up: A virtual reality headset.<br />

Viewers will be able to explore the<br />

Mona Lisa in extraordinary detail in the<br />

VR experience—benefiting from digital<br />

enhancement to get much closer than the<br />

usual swarming crowds allow, and also<br />

discovering the latest research findings as<br />

well as novel perspectives (viewers can,<br />

among other things, see the reverse side of<br />

the painting) to make a truly new experience<br />

of the world’s best-known work of art.<br />

The Louvre is one of the more conservative<br />

institutions in one of Europe’s most techphobic<br />

countries, so its inaugural foray into<br />

VR is a clear sign, if any were needed, that<br />

VR is here to stay, at least in the art world.<br />

Five years ago, the future of VR wasn’t so<br />

obvious. Like the driverless car, prototypes<br />

existed and there was a vague promise of<br />

future ubiquity. But now, unlike autonomous<br />

vehicles, which are mired in regulatory<br />

red tape and programming details, VR has<br />

fulfilled its promise and sits comfortably<br />

across a range of industries. Architects—and<br />

their clients—have fallen head over heels<br />

for the ability to explore a full building to<br />

scale before the plans are signed off, and<br />

elsewhere it is proving especially popular<br />

as a teaching tool: Trainee surgeons in<br />

England who learn with VR outperform<br />

their 2D-educated peers, and businesses are<br />

increasingly commissioning bespoke training<br />

programs using VR following the theory that<br />

immersive learning is both more effective and<br />

more efficient.<br />

The immersive quality of VR is also a<br />

powerful draw for creative types as well, who<br />

see the potential to unlock a new level of<br />

engagement with their audience. Last month,<br />

Icelandic singer Björk released Vulnicura VR,<br />

a visual reinterpretation of her 2015 album<br />

of the same name that transfers the private<br />

connection between artist and individual<br />

from headphones to headset. “The whole<br />

process has been an improvisation, trying<br />

to keep faith in formats,” she wrote in a<br />

statement, explaining that she wanted to “try<br />

to have courage to grow along with how 360<br />

sound and vision tech was growing”.<br />

Cinema has always been primarily a visual<br />

medium, so its adoption of VR has been relatively<br />

straightforward—and rapid. In 2017, for<br />

instance, director Alejandro González Iñárritu<br />

received a Special Achievement Award Oscar,<br />

the first ever given to a VR film, for his Carne<br />

y Arena, which dramatized the border-crossing<br />

journey from Mexico to the <strong>US</strong>. The Venice<br />

Film Festival—always a bit more adventurous—<br />

has hosted an annual VR section of the festival<br />

on an abandoned island, Lazzaretto Vecchio, for<br />

the last three years. This year’s event included<br />

more than three dozen films, some interactive,<br />

others merely immersive.<br />

French director Céline Tricart, whose<br />

interactive 20-minute film The Key, also about<br />

migrants, won the overall VR competition<br />

this year, sums up the appeal of the medium<br />

for directors: “I believe VR is a first-person<br />

medium. We bring a lot of ourselves in with us:<br />

Our identity, our thoughts, our emotions. It’s<br />

story-living, instead of storytelling.”<br />

The ability to elicit deep empathy makes VR<br />

an especially appealing proposition for artists.<br />

At the very least, it’s a way to get viewers to<br />

give their full attention to works for minutes on<br />

end—a rarity at art museums and galleries.<br />

JOHN SCARISBRICK<br />

68 NetJets

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