The use of Virtual Reality in preserving and reactivating immersive audio art installations: the case of Dissonanze Circolari by Roberto Taroni
dc.contributor.author | Russo, Alessandro | en_US |
dc.contributor.author | Fayyaz, Nikoo | en_US |
dc.contributor.author | Franceschini, Andrea | en_US |
dc.contributor.editor | Caputo, Ariel | en_US |
dc.contributor.editor | Garro, Valeria | en_US |
dc.contributor.editor | Giachetti, Andrea | en_US |
dc.contributor.editor | Castellani, Umberto | en_US |
dc.contributor.editor | Dulecha, Tinsae Gebrechristos | en_US |
dc.date.accessioned | 2024-11-11T12:48:39Z | |
dc.date.available | 2024-11-11T12:48:39Z | |
dc.date.issued | 2024 | |
dc.description.abstract | Interactive multimedia artworks pose unique challenges for their preservation, such as the obsolescence of original components, software, and playback devices, and other issues related to their interactive and time-based nature. The Centro di Sonologia Computazionale (CSC) of the University of Padova developed the Multilevel Dynamic Preservation (MDP) model, which aims at ensuring the long-term preservation of multimedia artworks by treating them as dynamic objects. Reactivation is a fundamental step for allowing their preservation, and, among various reactivation strategies, Virtual Reality (VR) provides a unique opportunity to recreate the immersive experience while still maintaining the concept of the original artwork. The CSC started to work together with Italian artist Roberto Taroni, a central figure in the experimental scenario, who often combined music and visual arts in his works. This contribution concerns the reactivation in VR of Roberto Taroni's artwork ''Dissonanze Circolari'' from 1999. This installation featured a room with 16 speakers, each one playing a fragment of Beethoven's piano performance, Op.111, executed by different musicians, creating a dissonance-based immersive experience. The reactivation was carried out using the documentation provided by the artist and the audio samples from the original installation. The VR environment was created using the game engine Unreal Engine 5. This reactivation approach allows to maximize access to the artwork, providing new information for curators, scholars, and art enthusiasts. | en_US |
dc.description.sectionheaders | Posters | |
dc.description.seriesinformation | Smart Tools and Applications in Graphics - Eurographics Italian Chapter Conference | |
dc.identifier.doi | 10.2312/stag.20241349 | |
dc.identifier.isbn | 978-3-03868-265-3 | |
dc.identifier.issn | 2617-4855 | |
dc.identifier.pages | 3 pages | |
dc.identifier.uri | https://doi.org/10.2312/stag.20241349 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.2312/stag20241349 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Applied computing → Media arts | |
dc.subject | Applied computing → Media arts | |
dc.title | The use of Virtual Reality in preserving and reactivating immersive audio art installations: the case of Dissonanze Circolari by Roberto Taroni | en_US |
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