A Bizarre, Tranquil World Awaits in London’s Latest VR Artstravaganza

I’ve seen some weird and wonderful content in virtual reality (VR), from twisted ethereal landscapes to horrifying monstrosities you’d not want to meet in your nightmares. VR has managed to transcend so many aspects of entertainment I’m always curious as to where creators go next, with some of the more unexpected ideas coming from the artistic community. One of the biggest advocates in the space over the last few years is Vive Arts, returning once again with an exhibition that mixes multiple mediums.

Alienarium 5

Vive Arts has reunited with Dominique Gonzalez-Foerster for her solo exhibition Alienarium 5 at the Serpentine Gallery in London’s Hyde Park. It’s an exhibition that encompasses the artists’ 20-years of experimentation with ideas surrounding deep space, science fiction and the myriad possibilities of alien life.   

Stepping into the gallery you’re instantly presented with a bright, eye-catching Alienarium 5 neon sign, the use of neon signage a long-time favourite of Gonzalez-Foerster’s. The vibrant use of colour can be found throughout the exhibit, draped across the walls and floors; even hidden behind a selection of eyelets that fill your vision with cascading hair and a pungent, crisp perfume that I couldn’t quite place.

It was almost too easy to miss the carpet that curved around the foyer, taking inspiration from the planet Uranus with deep hues of blue gradually fading into vivid reds and yellows. In actuality, it’s a very sedate start to what’s to come, with the VR portion completing the whole ensemble.

Alienarium 5

Through the archway and into the Serpentine’s central gallery, if you’ve not been there before it’s an impressive domed ceiling encircled with lights at its centre, giving an even yet dramatic illumination to the artwork below. On the floor, was a selection of what looked like large recreations of books all carefully placed. These actually turned out to be cushions, enabling guests to sit down and take in the huge piece of artwork that encircled the space.

Partly space-themed with a giant image of the Earth dominating as you first enter, the sci-fi design becomes even more abundant with a collage of alien designs interspersed with imagery of people, all harking back to those 1950/60s glory days of space travel. It’s an impressive piece of work that you can keep coming back to spot areas you’d not noticed before. But I’m no art critic, I’m here for the VR and how Vive Arts and Gonzalez-Foerster have deployed the tech. It is worth remembering that many have not tried VR, especially a device like the Vive Pro 2 in use here, so Alienarium 5 could well be their first step into an immersive digital space.

That definitely seems to have been part of the thought process here, as there are five headsets placed on stools and I’m told to stay seated forwards. With no need to turn around and no controllers to worry about the VR portion of Alienarium 5 is a tranquil, almost meditative experience that doesn’t so much feel like you’re floating in space, more the ocean deep.

Alienarium 5

You embody an alien, a different creature for each headset. Coming in at around 9 minutes, each experience is like a visual dance, imagine a murmuration where thousands of starlings twist and churn almost magically in the sky. It’s quite captivating with both audible and visual cues drawing your attention around the space. As it turns out, during the sequence you’ll spot what looks like other unusual alien creatures which are in fact the other exhibition guests.

While I didn’t have time to try them all I did test two out, with significant differences between them. The first portrayed what seemed to be a shoal of fish flitting around my vision. Their movement random, I came away relaxed but not connected to the piece or with a desire to re-experience it. The second headset was entirely the opposite. Almost like static rain in neon blue, what set it apart was the gaze-based control, wherever I turned my head would make a tunnel through the undulating haze, altering the spatial audio to suit. A far more dynamic presentation, the time quickly disappeared as I played in the space, stepping away far more energised and appreciative of the artist’s work.

London always has some amazing art on display but if you’re looking for some a little more tech-savvy then Alienarium 5 is worth popping into. The exhibition runs until 4th September 2022.   

HTC Vive to Launch NFT Marketplace Vive Bytes in Feb

Love them, hate them or plain not understand them, one of the hottest trends at the moment is NFTs (non-fungible tokens). There are plenty of global brands getting into this scene with HTC Vive announcing plans to launch its own marketplace called Vive Bytes next month.

Vive Bytes
3D Cat Art – Vive Bytes. Image credit: HTC Vive

Vive Bytes will be part of Viveport, the hardware-agnostic store for virtual reality (VR) videogames and apps. The NFT platform will focus on anime, cartoon, and game-themed NFTs to begin with, with the first wave of NFTs coming from the Step Into Cat Art exhibition by Shu Yamamoto.

Viveport held an online exhibition for Yamamoto’s Step Into Cat Art in September 2021, where guests could view 124 virtual versions of his work. Soon, you’ll be able to own some of these as NFTs. To begin with, the entire The Hisstine Chaple ceiling painting will be available via a series of “Collect-to-Unlock” NFT Mystery Box special events. Anyone who purchases Cat Art NFTs will also get the opportunity to buy limited-edition 3D Cat Art model NFTs, like the one above.

As for Vive Bytes itself, the platform will support both fiat and cryptocurrency payments at launch as well as the ability to link MetaMask wallets to users accounts. In the future, the marketplace plans to add auction features.

Cat Art
3D Cat Art – Vive Bytes. Image credit: HTC Vive

“NFTs are changing how we think about identity and ownership, and Vive Bytes is at the forefront of unlocking the potential of creative works and making digital works more accessible for consumers and creators,” said Joseph Lin, general manager at Viveport in a statement. “Following the launch of the world’s first Cat Art online exhibition with our partners last year, we’re delivering new formats of CAT ART NFTs – enabling visitors to grow and diversify their collection of digital works.”

However, this isn’t HTC Vive’s first foray into NFTs. Back in December as part of its Viverse strategy, the company sold NFTs of Art Nouveau masterpieces by Czech artist Alphonse Mucha via its Vive Arts Marketplace.

Vive Bytes is scheduled to launch in mid-February featuring exclusive NFTs during its inaugural sales event. For further updates on the new marketplace, keep reading gmw3.

HTC Launches Vive Arts NFT Store

HTC Vive is getting into VR NFTs. But don’t pick up the pitchforks yet; maybe the idea of a VR NFTs works? Maybe?

A blog post today announced the launch of the Vive Arts NFT store. It’s essentially a browser-based sales gallery – the platform will reportedly offer a chance for artists to sell art made in VR and AR as well as other digital works.

HTC says creators will be able to decide the amount of copies of a work they can sell as well as whether to accept cryptocurrency or actual currency (for lack of a better term). The NFT Store will be hosting a sales meeting on December 17 in which it will feature NFT-ized works from Czech artist, Alphonse Mucha (pictured below) in collaboration with the Mucha Foundation.

HTC Vive Arts VR NFT

Before we make too much fun of the news (tempting as it is), there is perhaps some merit to the concept of a VR NFT. Works created in apps like Tilt Brush and Quill aren’t simple images or videos and, while you could still download and view them on lots of flatscreen devices when they’re hosted on platforms like Sketchfab, there is legitimacy in the idea of a VR artist selling a unique copy of their work. It’s not like a Tilt Brush expert can hang up a 3D model at a gallery and pass it over to someone else, and similarly you can’t just screencap a picture of a model and get the full experience of viewing inside VR.

Think of this as simply selling VR artwork and push the term NFT out of your mind and it kind of makes sense. Granted the works in the first sales meeting next week aren’t actually VR works, but the point remains. HTC also isn’t the first to touch on the possibility of VR NFTs; Mark Zuckerberg noted that they could be a part of Meta’s vision of the Metaverse at the Connect conference in October.

What do you think of HTC Vive getting into VR NFTs? Let us know in the comments below.

American Museum of Natural History’s T. Rex VR Experience Comes to Viveport

HTC and the American Museum of Natural History announced early this year that the Manhattan-based institution’s ‘T. rex: The Ultimate Predator’ exhibit was getting a VR experience that would let museum-goers collaborate to build a Tyrannosaurus rex bone-by-bone in virtual reality. Starting today, you can now jump into the app with your VR headset at home.

Update (July 22nd, 2019): Vive Studios and Vive Arts released their educational title, ‘T. Rex: Skeleton Crew’, to at-home Viveport members.

The app is available either through Viveport Infinity, the Netflix-style subscription service, or on the Viveport store for $5. The app is specifically targeted towards HTC Vive and Vive Pro headsets.

Original Article (March 6th, 2019): The experience, dubbed T. rex: Skeleton Crew, was created by the Museum’s Science Visualization team, Vive Studios, and Warsaw-based AR/VR studio Immersion. The project was also undersigned by Vive Arts, HTC’s program to help cultural institutions fund and develop VR installations.

T. rex: Skeleton Crew takes up to three visitors and places them in a virtual re-imagining of the Museum’s Hall of Saurischian Dinosaurs, where they will work together to build a T. rex skeleton bone-by-bone. Completing the dinosaur skeleton transforms it into a walking, breathing beast, while simultaneously the Hall transforms into T. rex’s Montana home circa 66 million years ago during the Late Cretaceous Period.

In addition to the multiplayer VR experience, the museum will also be showing off life-sized reconstructions of T. rex at various life stages, which includes “the most scientifically accurate representation of T. rex to date, fossils and casts, large-scale projections and hands-on interactives to tell the amazing story of the iconic dinosaur,” HTC says in a blog post.

Now celebrating its 150th anniversary, T rex: The Ultimate Predator will be this year’s first major exhibition at the American Museum of Natural History.

“Virtual reality is a magical realm in which our human perceptions of time and space are suspended,” said Vivian Trakinski, the Museum’s director of science visualization. “In virtual reality, nothing is too small, too big, too fast, too slow, too distant, or too long ago to be appreciated. We hope this technology will let our visitors experience the most fantastic and inaccessible realms of nature.”

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Vive Arts has seen several partnerships with museums all over the world since the program’s launch in 2017, including London’s Royal Academy of Arts, Tate Modern, Taipei’s National Palace Museum, Muséum national d’Histoire naturelle in Paris, Washington D.C.’s Newseum, and St. Petersburg’s Hermitage Museum.

The T. rex exhibition will be open to the public from March 11th, 2019, to August 9th, 2020. A version of this VR experience will also be available on Viveport starting Summer 2019 (see update).

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Discover International VR Art From Around the World on Radiance

When someone mentions virtual reality (VR) they may start thinking about the PlayStation VR videogames, or potentially purchasing or re-modelling a car or house. VR and art are not yet something that are commonly put together. This may be due to what some might call the isolating experience one has to go through when putting on a headset. It’s a personal experience.

 

Banz and Bowinkel Mercury

HTC Vive have been trying to change this with their Vive Arts Program, where they are trying to introduce VR into museums around the world. More and more artists are starting to understand the potential of VR, and you might start to stumble on small art exhibitions that are trying to integrate VR – like in David Blandy’s The End of the World Art Exhibition. Tina Sauerlaender and Philip Radiance Co-founders of Radiance are trying to make it easier for curators, museums and artist to connect on their Radiance VR art research platform.

Radiance is a trained artist himself and discovered VR four years ago. When he started to look for other artists who used the medium he found it incredibly difficult. Sauerlaender who is also a curator found it equally difficult and the two decided to set up Radiance. At the moment it’s a website where artists can upload images, videos, their bio and information about their VR experience. Radiance and Sauerlaender hope to add new features to the website, such as streaming the experience or potentially even downloading the experience and make it accessible for home users to view and experience VR art.

The website launched in September 2017 and features over 50 artists and are growing in number. Users are able to browse by artist, categories and platforms. The VR experiences are available for various VR headsets ranging from the HTC Vive, Oculus Rift to mobile VR platforms. Categories range from 360, feminism, parallel worlds, documentary, sculpture to portraiture to name a few.

Two examples of VR art pieces on the website are German artists Banz & Bowinkel who have created an VR experience named Mercury where a viewer is transported into an archipelago world of connected footbridges where various elements such as nature, culture and technology intertwine into a surreal terrain. Banz & Bowinkel in Mercury question the concept of simulated realities and thereby the human perception of the world.

Banz and Bowinkel Mercury2
Explore various elements such as nature, culture and technology as you traverse a surreal landscape in Mercury.

Another example is Mélodie Mousset’s HanaHana 花華 VR art piece for the Oculus Rift and HTC Vive. In this surreal landscape you use your controllers to create structures, buildings, connections by growing chains of hands. This is where VR merges with the unconscious. Inspired by the manga One Piece or HanaHana  花華, it’s inspired and taken from the character Nico Robin who has the power to infinitely sprout and replicate her own body parts. HanaHana  花華 explored the liminal space between technology and the self.

The feedback for Radiance has been positive, with artists expressing the need for a database such as this existing to help connect them with other artists, curators and collectors. Radiance explains that VR you can create a whole new digital world with endless possibilities that can connect with a user in a way no other medium is capable of doing as there is no more frame. However when it comes to displaying VR art there are several obstacles in the way such as training technicians, maintaining hygiene and power for the controllers during the exhibition.

In order to discover, add yourself to Radiance or potentially purchase or exhibit VR art pieces you can contact Radiance through their website. To find out more watch the video below.

Victoria Chang on how Vive’s Arts Program is Expanding to Museums Around the World

HTC Vive and the Royal Academy of Arts (RA) have partnered for the second time after their successful ‘Virtually Real’ exhibition last year. Members of the public are now able to experience three virtual reality (VR) pieces in the Tennant Gallery by artists Yinka Shonibare and Humphrey Ocean, and architect Farshi Moussavi. Announced back in September the ‘From Life’ exhibition is about seeing the possible future applications of VR in art. VRFocus spoke with Victoria Chang, Director of Vive Arts and Culture, about how HTC Vive plan on introducing VR to the masses in cultural, education and artistic spaces.

From Life Royal Academy
Through a partnership with Google Arts and Culture, Jonathan Yeo has been collaborating with Google’s engineers on their Tilt Brush software, which lets users paint in a 3D space using virtual reality technology.

HTC Vive and the RA are combining life drawing and VR to create a new form of experiential artwork. Artists Jonathan Yeo, alongside Royal Academicians Humphrey Ocean, Yinka Shonibare, and Farshid Moussavi have produced works of art designed with the Vive head-mounted display (HMD), creating a new digital platform. Yeo’s bronze cast sculpture was built using the HTC Vive, Google Tiltbrush and OTOY scans. Yeo’s piece demonstrates how artists can harness and enhance the latest digital processes to open up new creative possibilities. It also shows how both portraiture and new technology will change and infiltrate our lives in the coming years. The exhibition is spread across two galleries at the RA, with paintings, works on paper, and historic casts found alongside contemporary works in the Sackler Wing, and three VR experiences installed in the Tennant Gallery.

The RA is not only a museum space but also a school; in fact it’s been teaching for 250 years. Mostly focusing on life drawing of models or life models. The RA saw that VR was having a really big impact on the manner in which art students were learning, creating and even appreciating various forms of art from a new perspective. They invited three RA alumni students in the ‘Virtually Real’ exhibition to experiment with VR as a new fine art medium and had the final sculpture printed in 3D.

Chang says, “That exhibition, although it’s short, it is so positively impactful in a way that so many museums, professionals and artists saw the result of what virtual reality can bring into the art sector that in this entire year so many things have sprouted out in the culture sector in relation to VR.”

Another example of where HTC Vive has also introduced VR to the public, specifically art lovers, is the Tate Modern. The Modigliani exhibition has a dedicated VR that invites members of the public to try a HTC Vive HMD and transport audiences to the The Ochre Atelier, or Modigliani’s artist studio in Paris back in 1919. It’s not just about bringing VR to museums and exhibitions, but also bringing art into VR. Chang says, “These VR art pieces, museum VR content are all coming up to Viveport to be able to see what’s going on in a gallery in London or Paris.”

This means that anybody with a HTC Vive HMD and access to Viveport will be able to experience the VR pieces.

To find out what the VR pieces are inside the RA as well as what HTC Vive plan to do in other cultural sectors, watch the video below.

Tate Modern’s ‘Modigliani VR: The Ochre Atelier’ Experience Comes to Viveport

HTC has now published the Modigliani VR experience, The Ochre Atelier, on Viveport. As a focal point at the Modigliani exhibition currently still in rotation at Tate Modern in London, the experience takes you to the early 20th century Parisian studio of famous painter and sculptor Amedeo Modigliani.

While Modigliani’s ‘final’ studio still exists in Paris, its appearance has changed significantly over the course of 100 years. To recreate the studio in VR as it was in 1919, London-based developers Preloaded partnered with experts from Tate, whom were armed with extensive research on the subject matter.

Preloaded calls the at-home version a “longer, exploratory version,” in comparison to the experience at Tate. Drawing on extensive archival material and new research surrounding Modigliani, the experience tells his story in a way a simple audio guide and informational placard never could. The Ochre Atelier is now available for download on Viveport here for $2.99.

“You get that sort of gut feeling understanding that you don’t necessarily get from reading about it, or just looking at it in 2D pictures,” said Hilary Knight, Tate’s Head of Digital Content.

“Understanding art is about understanding the painter, the paintings, and also the historical and social contexts. The opportunity we have with virtual reality, and for this experience, has been to try to deliver that in a very short experience that gets you really close to those details,” said Phil Stewart, Creative Director at Preloaded.

As the result of a HTC’s multi-million dollar VR initiative VIVE Arts program, which aims to support content, creators and institutions embracing VR in the arts, The Ochre Atelier is only one of many VR projects. Vive headsets have made their way to exhibitions at museums including London’s Royal Academy of Arts, Taipei’s National Palace Museum, Muséum national d’Histoire naturelle in Paris, Washington D.C.’s Newseum, and St. Petersburg’s Hermitage Museum.

The Modigliani VR experience can still be viewed at Tate Modern’s Modigliani exhibition until April 2, 2018. You can check out upcoming Vive Art installations here.

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HTC Vive Partnership with Tate Modern Immerse Art Lovers into Modigliani’s World

Since the consumer launch of the HTC Vive in 2016, Vive has been working on trying to find ways of integrating the new technology into various forms of culture and art. The Vive Arts Program started in 2015 in partnership with the Royal Academy of Arts (RA) with Virtually Real exhibition. The project invited contemporary artists to experiment and create work in virtual reality (VR) that would eventually be 3D printed and showcased to the public. Vive also worked with British artist Mat Colliwshaw on his VR exhibition Thresholds that ran at the Somerset House, London. Vive hasn’t only participated with artists in London, but has also partnered with the National Palace Museum in Taipei to educate and provide access to the museums in remote regions. 

Vive Art img1 Announced back in June this year, Vive have also partnered with Tate Modern on bringing VR to Tate Modern’s highly anticipated Modigliani exhibitionVRFocus spoke to Paul Brown, the General Manage of HTC Vive Europe about the immersive experience in the center of the Modigliani exhibition at Tate Modern.

The Modigliani exhibition runs from the 23rd November 2017, until 2nd April 2018, so for art lovers who have always wanted to try VR or for the youngsters dragged to museums by their parents – there is an opportunity to be immersed into the world of Italian artist Modigliani. The exhibition is the most comprehensive Modigliani exhibition ever held in the UK, bringing togetehr his iconic portraits, sculptures and the largest ever group of nudes to be shown in the UK. Although Modigliani died tragically young, he was a ground-breaking artist who pushed the boundaries of art at his time. Including 100 works – many of them rarely exhibited and nearly 40 of which have never been shown in the UK – the exhibition re-evaluates one of the greatest artist of the twentieth century.

Whilst perusing through the gallery and rooms, one will find VR experience The Ochre Atelier set up by Vive. Nine HTC Vive head-mounted displays (HMDs) will bring a user to Modigliani’s original studio in Paris in 1919. The nine to ten minute guided experience features various quotes, and bits of information about Modigliani’s life, his paintings and eventually painting a picture of what led to his tragic death. This is the first time Tate Modern has showcased any VR technology. The seated experience is the result of five months of mapping and rigorous historical research, the space, its interiors and objects. Tate selected VR studio Preloaded to create the experience. Each of the over 60 objects featured in The Ochre Atelier has been carefully research and authentically modelled by 3D artist and modellers, from a packet of cigarettes to the way the windows would have opened to let the light in. Two late works, Jeane Hebuterne 1919 and Self-portrait 1919 have been reconstructed at the Tate  in collaboration with colleagues at the Metropolitan Museum of Art, New York and the Museum of Contemporary Art, University of Sao Paulo.

Brown says this is the first time they’ve helped create a piece of content that is integrated into an experience to enhance the life of the artist. He also says The Ochre Atelier will be available for HTC Vive users via the Viveport, in December 2017. This will be a roomscale and much longer experience that will allow users to interact with various objects in the room. Admission is £19.70 GBP (without donation £17.70), concession tickets are £17.90 (without donation £15.90). The Modigliani exhibition is open daily from 10.00-18.00 and until 22.00 on Friday and Saturday. Or if one owns an HTC Vive, one can simply wait for the experience to be available on Viveport.

To find out more about the Vive Arts Program watch the video below. VRFocus will keep you updated with all the latest installations from Vive.

Vive Arts: HTC Vive kündigt millionenschwere Kunst-Initiative an

Der chinesische Hersteller HTC Vive investiert weiter in seine VR-Sparte und kündigt ein millionenschweres globales Programm auf, um in Künstler, Institutionen wie Museen und Kunst zu investieren. Das Ziel ist es, die Erstellung von Kunst und die Art, wie Menschen mit Kunst umgehen, zu fördern. VR steht mit dem Programm Vive Arts naturgemäß im Mittelpunkt.

Vive Arts: Mit VR die Kunstwelt verändern

In einem Blog-Post gibt HTC das globale und mit Millionen ausgestattete Programm Vive Arts offiziell bekannt. Vive sieht großes Potential darin, wie man mit VR die größten Schätzen der Welt teilen und sie erfahren kann. Seit dem Launch der HTC Vive habe man bereits in Kunst und in kulturelle Räume investiert, schreibt der Hersteller, und nennt etliche Institutionen, mit denen man zusammenarbeitet. Darunter sind beispielsweise die Royal Academy of Arts in London und das French National Museum of Natural History in Paris.

Das erste Projekt unter dem Vive Arts Label eröffnet schon bald: am 23. November in der Tate Modern Gallerie in London. Die Ausstellung ist dem italienischen Zeichner, Maler und zuletzt Bildhauer Amedeo Modigliani gewidmet. Vive verspricht für diese Ausstellung eine einmalige VR-Erfahrung mit dem Namen The Ochre Atelier: Modigliani VR Experience. Die soll man aber nicht nur als Besucher der Galerie vor Ort erleben können. Via dem eigenen App Store Viveport können auch Besitzer der HTC Vive an dem Kunstereignis teilhaben.

Die Ausstellung geht bis zum 2. April 2018. Wer in London ist und die VR-Erfahrung erleben will, kann auf der Webseite kostenlose Tickets buchen. Diese sind begrenzt und werden nach dem „Wer zuerst kommt, mahlt zuerst”-Prinzip vergeben. Die Webseite dazu findet ihr hier.

(Quelle und Bilder: HTC Vive Blog)

Der Beitrag Vive Arts: HTC Vive kündigt millionenschwere Kunst-Initiative an zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Announces Multi-million Dollar Vive Art Initiative, Bringing VR to Museums Worldwide

HTC announced a new multi-million dollar VR initiative aiming to support content, creators and institutions that embrace VR not only as an artistic medium itself, but as a way to better immerse users in all forms of art. The company aptly calls the program VIVE Arts.

HTC says in a blogpost announcing the program, that Vive Arts was created to help cultural institutions fund and develop VR installations that furthers education of the arts across the globe. As a happy side effect, some of that content will also be made available on Viveport, Vive’s digital marketplace.

HTC has a history of partnering with museums worldwide since the launch of Vive in 2016, helping to engage the public in VR-accessible art and immersing them in the artists’ world through unique experiences. Vive headsets have made their way to exhibitions at museums including London’s Royal Academy of Arts, Taipei’s National Palace Museum, Muséum national d’Histoire naturelle in Paris, Washington D.C.’s Newseum, and St. Petersburg’s Hermitage Museum.

Amedeo Modigliani

Now the company is facilitating its next project in London for Tate Modern’s major upcoming exhibition, Modigliani, opening on November 23rd. The VR portion of the exhibition draws on extensive archival material and new research surrounding painter and sculptor Amedeo Modigliani, and tells his story in a way a simple audio guide and informational placard never could; from the heart of early 20th century Paris. Called The Ochre Atelier: Modigliani VR Experience, ticketed museum-goers can go through the experience for free, although Tate Modern says there’s limited capacity, so free tickets must be collected on the day of your visit on a first come, first-serve basis. You can book tickets here.

“With the launch of Vive Arts, we are driving Virtual Reality’s influence in art and providing access to our world’s cultural heritage. We are empowering artists to create, and consumers to experience and interpret, art and culture in new ways,” said Joel Breton, vice president, VIVE Studios. “We are thrilled for the next Vive Arts’ project with Tate Modern, and support their mission to increase the public’s enjoyment and understanding of international modern and contemporary art.”

You can check out upcoming Vive Art installations here.

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