In a 2014 bombshell, Facebook (now Meta) made a bold near $3 billion bet on the future, acquiring Oculus VR, a fledgling company pioneering virtual reality (VR) headsets. This audacious move, while initially met with skepticism, positioned Facebook at the forefront of a potentially revolutionary technology, aiming not only to dominate social media but shape the next frontier of human interaction in the immersive worlds of VR.
So what has happened in the succeeding decade?
VR has not suffered or benefited from the intense hype cycles of NFTs (non-fungible tokens). High costs of participation and slow consumer adoption still define the technology, even as major advances have occurred. While Artland has more or less become a Artsy competitor, Vortic (founded 2016) has been quietly working on the technical and curatorial advances that make the immersive display of physical artworks a viable reality for the artworld.
At December’s Untitled Art Fair in Miami, some 50 international galleries created virtual exhibitions. What’s been going on this last decade in VR both in and outside of the art world?
10 things you should know about VR since 2014
1. Standalone Headsets
Ditching the need to be physically tethered to a PC, the Oculus Quest (2019) and other standalone headsets have made VR more accessible as a personal electronic device.
2. The global pandemic of 2020-21
When we were all stuck at home during the global pandemic there was a surge of interest in VR, which was covered by The Art Newspaper's XR Panel, but the technology never really reached mass adoption in consumer electronics of the art world causing many to wonder, “If not now, when?”
3. VR fitness
Games like Beat Saber (2018) and Pistol Whip (2019) became breakout hits, demonstrating the potential of VR for fitness. These fitness games relied upon technical advances such as motion tracking, wireless capability and improved comfort of headsets.
4. VR Concerts and Events
Major artists like Billie Eilish (2022) and Travis Scott (2020) have embraced VR concerts, offering fans immersive and unique experiences that go beyond a typical live show.
5. Haptic Feedback
The ability to “feel” virtual objects with gloves like VRgluv Manus Prime added touch sensations to VR experiences.
6. VR Storytelling and Performance
Interactive narratives, virtual theatre productions, and groundbreaking dance performances defied physical limitations. Nonny de la Peña's Hunger in Los Angeles a VR narrative presented in the New Frontier section at Sundance Fesitval in 2012, had set the standard, using an early prototype of what became Oculus Rift, and sparking conversations about VR's potential for social documentary.
7. VR Sculpting and Painting
3D virtual artworks are now regularly made in real-time with tools such as Quill and Tilt Brush.
8. VR Mixed Reality (MR) Art Installations
Apple's Vision Pro, launched in February, joins the Meta Quest 3 in offering mixed reality experiences to the user.
9. Community-Driven VR Art Platforms
Platforms like Mozilla Hubs allowed organisations like Miami’s Mud Foundation to open VR up to anyone to create virtual worlds, galleries, and interactive experiences, democratising art creation and fostering vibrant communities.
10. The Metaverse Hype
While breathy discussions about the Metaverse creating a virtual world replacing the internet have now dissipated, VR was temporarily seen as essential to our metaverse-centric lives.