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    AR Art through the Lens of Heideggerian Philosophy: Revealing Reality in Augmented Spaces

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    https://www.riss.kr/link?id=A109754460

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    This paper navigates the multifaceted landscape of AR art, exploring its diverse applications, impacts, and philosophical implications within the framework of Martin Heidegger's insights on technology. Grounded in an elucidation of the fundamental distinctions between AR and VR, the paper delves into the dynamic methodologies employed by AR artists, ranging from passive to active engagement, and from fixed-location installations to ubiquitous experiences. Drawing inspiration from Heidegger's philosophical framework, particularly his concepts of technological poiesis and dwelling-in-the-world, the paper investigates how AR serves as a mode of revealing, uncovering deeper layers of reality, and enriching human engagement with the world. A historical exploration of AR art's evolution, from guerrilla interventions to contemporary trends, lays the groundwork for understanding its transformative role in challenging spatial structures and institutional norms within the art world. Through in-depth case studies of prominent AR art projects, including Alex Mayhew's "ReBlink" at the Art Gallery of Ontario. These projects exemplify AR's potential to transform classical artworks into dynamic, interactive experiences, democratize art appreciation, and reshape the narrative of artistic creation in the digital age. In conclusion, this paper envisions a future where the convergence of AR and Heideggerian philosophical insights unfolds as a dynamic and collaborative journey. The transformative influence of AR promises to reshape the essence of artistic narratives, deeply rooted in the interconnectedness of technology, humanity, and cultural expression.
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    This paper navigates the multifaceted landscape of AR art, exploring its diverse applications, impacts, and philosophical implications within the framework of Martin Heidegger's insights on technology. Grounded in an elucidation of the fundamental dis...

    This paper navigates the multifaceted landscape of AR art, exploring its diverse applications, impacts, and philosophical implications within the framework of Martin Heidegger's insights on technology. Grounded in an elucidation of the fundamental distinctions between AR and VR, the paper delves into the dynamic methodologies employed by AR artists, ranging from passive to active engagement, and from fixed-location installations to ubiquitous experiences. Drawing inspiration from Heidegger's philosophical framework, particularly his concepts of technological poiesis and dwelling-in-the-world, the paper investigates how AR serves as a mode of revealing, uncovering deeper layers of reality, and enriching human engagement with the world. A historical exploration of AR art's evolution, from guerrilla interventions to contemporary trends, lays the groundwork for understanding its transformative role in challenging spatial structures and institutional norms within the art world. Through in-depth case studies of prominent AR art projects, including Alex Mayhew's "ReBlink" at the Art Gallery of Ontario. These projects exemplify AR's potential to transform classical artworks into dynamic, interactive experiences, democratize art appreciation, and reshape the narrative of artistic creation in the digital age. In conclusion, this paper envisions a future where the convergence of AR and Heideggerian philosophical insights unfolds as a dynamic and collaborative journey. The transformative influence of AR promises to reshape the essence of artistic narratives, deeply rooted in the interconnectedness of technology, humanity, and cultural expression.

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    참고문헌 (Reference)

    1 "Visualize the past through the Lenses of the Future"

    2 K. Kraus, S., "The art of crafting a systematic literature review in entrepreneurship research" 16 : 1023-1042, 2020

    3 "Smithsonian Brings Historic Specimens to Life in Free "Skin and Bones" Mobile App"

    4 M. Marques, D., "Skin &bones: an artistic repair of a science exhibition by a mobile app" 5 : 1-16, 2015

    5 M. Marques, D., "Reinventing object experiences wit h technology"

    6 H. Heidegger, M, "Question Concerning Technology, and Other Essa ys" Harper Torchbook 1977

    7 İ. İlkay, Y., "Psychogeography in Planning: A New Methodological A pproach via Representations of 'Body', 'Urban Space' and 'Walking'" 1 (1): 584-603, 2023

    8 C. Ellard, C, "Places of the heart : The psychogeography of everyday life" Bellevue Literary Press 2015

    9 K. Olsen, "Nina Chanel Abney's First AR Artwork, "Imaginary Friend""

    10 C. Sapieha, "New ReBlink exhibit at Toronto's AGO takes aug mented reality beyond video games"

    1 "Visualize the past through the Lenses of the Future"

    2 K. Kraus, S., "The art of crafting a systematic literature review in entrepreneurship research" 16 : 1023-1042, 2020

    3 "Smithsonian Brings Historic Specimens to Life in Free "Skin and Bones" Mobile App"

    4 M. Marques, D., "Skin &bones: an artistic repair of a science exhibition by a mobile app" 5 : 1-16, 2015

    5 M. Marques, D., "Reinventing object experiences wit h technology"

    6 H. Heidegger, M, "Question Concerning Technology, and Other Essa ys" Harper Torchbook 1977

    7 İ. İlkay, Y., "Psychogeography in Planning: A New Methodological A pproach via Representations of 'Body', 'Urban Space' and 'Walking'" 1 (1): 584-603, 2023

    8 C. Ellard, C, "Places of the heart : The psychogeography of everyday life" Bellevue Literary Press 2015

    9 K. Olsen, "Nina Chanel Abney's First AR Artwork, "Imaginary Friend""

    10 C. Sapieha, "New ReBlink exhibit at Toronto's AGO takes aug mented reality beyond video games"

    11 Y. Young, J., "Mixed Reality and Human-Robot Intera ction. Intelligent Systems, Control and Automation: Science and Engineering, vol. 1010" Publisher missing 1-11, 2011

    12 S. Sovhyra, T., "Implementation of Augmented Reality Technologies in Artwork Creating Process" 9 (9): 111-121, 2020

    13 D. Fabri, D, "Handbook on information technologies for education and training" Springer Berlin Heidelberg 113-132, 2008

    14 P. Paul, C, "Digital art" Thames &Hudson 2003

    15 M. Marques, D., "Concerns and challenges developin g mobile augmented reality experiences for museum exhibitions" 6 (6): 541-558, 2018

    16 M. Marques, D., "Concerns and challenges developin g mobile augmented reality experiences for museum exhibiti ons" 61 (61): 541-558, 2018

    17 G. Williams, "Charting a Changing World One Loss at a Time"

    18 "Cao Fei: Blueprints"

    19 A. Hicks, "Cao Fei at the Serpentine Gallery: where virtual an d real worlds meet"

    20 G. Gao, Z., "Bridging curatorial inte nt and visiting experience: Using ar guidance as a storytelli ng tool" 1-10, 2022

    21 B. Barhorst, J., "Blen ding the real world and the virtual world: Exploring the rol e of flow in augmented reality experiences" 22 : 423-436, 2021

    22 H. Heidegger, M, "Being and time" Harper and Row Publi shers 1962

    23 Y. Yuen, "Augmented realit y : An overview and five directions for AR in education" 4 (4): 119-140, 2011

    24 T. Thiel, T, "Augme nted Reality Art: From an Emerging Technology to a Novel Creative Medium" Springer 31-60, 2022

    25 R. Talia, "AGO's ReBlink exhibit combines augmented reality and classic paintings"

    26 "(Un)seen Sculptures – Augmented Reality Art"

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