In the “Simulations and Simulacra” part, we can know the development of Virtual Reality（VR), and saw the trajectory of VR through these artwork. Artists break the boundary between reality and virtual, and “pursuit to achieve likenesses that fool the eye and convincingly conflate simulation with reality. ” The 1950s saw the initial development of viral reality. The 1960s saw the initial development of navigable, interactive, computer-generated environments that later came to be known as VR, first used for artistic purposes in the 1970s.
Virtual Reality based artwork always employs audiences’ body as a real and physical media, then they use them to influence the artwork itself. Actually, the real part like people’s body can not be separated with the video or image, they all composed of the whole work and play a important role.
Another，artists employ surveillance explore the range of space and time. They use many kinds of exploratorium to seek more possibilities of landscape and subtle changing of daily life. They posted the concepts about “Hyperreality” and “Hypermedia” which are influential for latter digital artists.
Art+Com company’s work impressed me a lot. The work named “The invisible shape of things past”, which used parametric translations of movies and put into space. Many single frames from a film sequence are lined up in space, according to the camera movement with which they were shot. Through this translation of single frames consisting of single pixels (picture elements) into space, objects of voxels (volume elements) are generated.
Like the name, this work try to freeze the time and moment in space. In some way, they contrast the temporary and permanent. They use the multi-exposure photography and virtual reality technology, combining the cubists and futurist, disintergrated the linear representation of space and time in their pictures and sculptures.