The article by the Atlantic did an excellent job of documenting a turn of the tide in the art world. Technology has been growing so fast that the world is trying to find a way to resist, co-exist, or compliment it, without sacrificing the merits of their original purpose. The Met has struggled with how to allow technology without it disrupting the goals of their very reason for being. Finally they are on a path to harnessing the capabilities of technology in order to enhance a visitors experience to the museum.
I’ll admit that when I first began viewing the video on Virtual Reality I pictured what the early 2000’s showed us about what virtual reality was like. A viewer with large over-sized goggles on and huge black gloves with red wires running from them; the viewer would be exclaiming about how amazing what they were seeing was. While cutting edge, VR in the early 2000’s was far from the sleek design we are used to associating with the latest and greatest technology trends.
The video with the panel introduced Virtual Reality as the next frontier. VR will be a tool for the toolbox, just as powerful as the motion picture is. Virtual Reality is still in the very beginning phases so we do not know yet what it can become, nor the plethora of applications therein. While motion pictures give us a window to view our narrative through, VR quite literally allows us to step into this other world which we would not otherwise have access to.
When the panel began speaking about possible applications, I immediately thought of the medical field, specifically mental health. I have an interest in art therapy so I do have an extensive background in psychology. This type of technology could help in therapeutic modalities for phobia treatment, ptsd, EMDR, and trauma counseling, etc. This is exciting as we have yet to see any scientific research including a tool of this nature. Perhaps it has the capabilities to help reroute neuro pathways, allowing patients to see a life different than their present one. In any case, VR has a chance to dramatically alter our lives and experiences for the better, beyond the obvious entertainment applications.