
In the world of the arts, technology is not the first thing that comes to mind. Painting? Yes. Music? Yes. Dance? Yes. But water-proof cameras and immersive 3D technology? Not so much.
The age of technology has dawned, and the digital seeds have been sown. Now, the innovations have spread into every industry. In the world of journalism, newspapers that are seeking longevity have already moved to an online platform, and it’s a constant battle to stay up to speed on the latest gadget, but what will matter in terms of the arts and its coverage?
Google Glass has started popping up in the journalism world. Currently, it is used more for exploration by institutions and individuals that can afford its steep purchase price of $1500. The device looks like the top half of a pair of lens-less wire-rimmed glasses with a small square piece of glass over the right eye. It’s a hands-free voice-commanded camera that takes video as well as photos.
Google Glass had a lot of hype when it first came out, but Syracuse University Professor Dan Pacheco thinks the product will eventually fade from the market. As the Peter A. Horvitz Endowed Chair in Journalism Innovation, he constantly studies new technology to see what impact they will have on the world of journalism—technologies like Google Glass.
“First of all, Google Glass is not attractive,” Pacheco said. “You look like a cyborg with it on.”
He also said Glass changes the social dynamics during an interview.
“When interviewing someone, you cannot move your head while wearing the Glass,” Pacheco said. “The usual social cues you use to show you are listening during an interview are no longer there. It makes for an awkward interview.”
Pacheco believes immersive environments are the way of the future and points to augmented realities as a way to inform the public. Oculus Rift allows users to experience virtual realities through a head set that fits down over the eyes like a pair of over-sized blacked-out ski goggles that encase the head with straps and wires. Once hooked up, the user can see 360-degree views and 3D elements.
This past summer, Pacheco, in conjunction with the Des Moines Register and the Gannett Company’s digital division, used 360-degree cameras and Oculus Rift to create an immersive news story on agriculture in Iowa. The experience begins with a helicopter ride over farmland and ends with a close-up interactive with the farmers. Once on the ground, the farm transforms into a digital replica of the farm. Various checkpoints were laid out to guide the user through the story. When the user maneuvered the hand-held controller to the checkpoint, a video took over the screen. Suddenly, there’s grandpa, explaining the generation of farmers that have occupied this land. Turning in a full circle, the user sees all of the family. Looking down, the blades of grass stare back.
Pacheco thinks the art world is a perfect fit for this technology to take off, and the inroads are already being laid.
Many museums have started digitizing their collections to share with the people that would like to visit, but can’t because of distance. The Google Cultural Institute took this idea and brought 456 art collections from across the globe and placed it in the virtual hands of the art patrons. The virtual galleries are curated with images of the work interspersed with notes on the creation and the artists.
Digitization happens outside of Google as well. There are grants that help museums step into the digital world. Syracuse’s Everson Museum just received a $200,000 grant from the Henry Luce Foundation to digitize the American portion of their ceramics collection. The digitization process at the Everson involves photographers taking pictures from every angle of each piece. From there, the images are compressed to form one 360-degree photo.
Sarah Massett, the Interim Director of the Everson believes this project will bring awareness to the museum.
“We have a world renowned ceramics collection,” Massett said. “The Henry Luce grant will allow us to make the collection accessible to students and scholars around the world.”
Pacheco said this process would lend itself easily to the virtual immersive experience. The 3D pictures could be dropped into software that would then have the capability to create the virtual walkthrough, similar to the farm experience. Massett isn’t so sure.
“Museums are very conscientious of the placement of their funds,” she said. “Walkthroughs might not grab on quickly to be worth their cost.”
Chris Baker, an entertainment reporter for Syracuse’s Post Standard, thinks something like a virtual tour would be interesting, but also has reservations as to its practicality.
“Arts organizations tend to be understaffed and underfunded and don’t have the time or the resources to devote to these types of technologies,” Baker said.
He also believes the visceral realness of seeing something in person still trumps a virtual experience.
“Take the Mona Lisa for example,” Baker said. “Everyone has seen it, but there is a difference seeing it in person over seeing a picture of it.”
On the reporting side, Baker said simplicity and mobility are key. When reporting on a show, he says his smartphone is his best tool and has “revolutionized journalism.” Being able to embed videos and photos into a story as well as filing that story right after an event allows a reporter to get the content to the reader more quickly. That’s not to say innovation isn’t important to Baker, it just needs to serve a purpose as well.
Ultimately, Baker argues that experimenting the art in-person is most important.
“As a journalist, being there and being able to convey a piece of art of a show to someone, and getting them to want to see that art, that’s what matters most.
Technology that may or may not serve a journalistic or arts purpose. Who can tell?
Google Glass – $1500 A hands-free voice-commanded smart device that allows the user to capture video and images and also allows for a cool futuristic cyborg look. Users can also practice their golf swing before hitting the links.
Oculus Rift – $200-400 This product started out as Kickstarter campaign and raised $2.4 million. It creates an immersive 3D experience for users through a “virtual-reality headset.” This product is still in development for consumers, but should hit the market in 2015.
Autographer – $399 “Spontaneous, hands-free image capturing.” With a 136 degree lens, GPS unit inside with 5 built-in sensors, this wearable camera takes images on its own by judging the light and shadows. GPS records where each photo was taken and blue tooth connects with an app on the user’s phone to upload photos and create an instant story line.
GoPro – $130-400 This mountable camera has been used by adventurers to capture first-person views of cycling, white-water rafting, and many other thrill-seeking adventures. The Post Standard strapped one onto a crowd surfer at a concert.
Google Cardboard – Starter sets cost $19.95. These high-tech DIY Viewfinders allow users with an Android phone to view 3D photos as well as view immersive game-like realities. One app allows users to view “cultural artifacts from every angle.” The user slips their phone into the front of the Cardboard. There are two lenses secured in side and as the viewer uses the cardboard, there is a magnetic slider on the side that interacts with the phone to switch the images. An app is also available that gives you a guided tour of the Palace of Versailles.
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