Cappasity: 3D virtual art exhibitions on blockchain

The accelerating development of AR/VR technologies is finally overhauling the art world. A new generation of artists is beginning to produce AR/VR artwork (some for display in galleries, others freely accessible online) that lets viewers dive into fully articulated spaces. In these works, immersion is everything. In the next few years, it is expected that exhibitions and events will be deeply committed to augmented and virtual reality.

Recently, interest in VR surged thanks to two hardware innovations, the first being Oculus Rift, an immersive headset, and the second — the Google Cardboard kit that holds a smartphone in place in front of biconvex lenses.

In terms of AR, among last word novelties we can point out Microsoft Hololens. This headset offers an extraordinary AR experience, its potential near to limitless. The holographic high-definition lenses use a projection system to create multi-dimensional full-color images. There are also advanced sensors that can figure out what you are doing and what environment you are in. All of this information is then processed by the custom HPU (holographic processing unit), mapping everything out in real time. The device is expected to be used to create mixed-reality art installations.

Google jumps on the wagon launching ARCore, a new platform for AR app developers. It is available now on Google Pixel and Samsung Galaxy 8 phones, with the hopes that it will run on millions of phones by this winter. ARCore doesn’t require any special equipment, just a mobile phone. Google noted in the release that it’s already been building 3D tools like Blocks and Tilt Brush so that developers can create AR content, which would fit in with ARCore.

These developments have inspired some museums to introduce new presentations beyond their walls, like Dulwich Picture Gallery in London, BOZAR in Brussels, the Museu de Arte Moderna in Rio de Janeiro and the Robben Island Museum in Cape Town. The trend is expected to pick up in the future: While 171 million people could be using VR hardware and software worldwide by 2018, its role in art and entertainment will grow as well. Artists themselves have embraced VR as a medium in its own right. Trendsetters are already toying with new technologies to produce extraordinary pieces of art.

Despite the fact that AR technology still has a long way to go, we expect to see new AR tools popping up next year. For instance, Apple has unveiled its project to create AR smart glasses. The eyewear patent sheds some light on the company’s plans. The patent describes a method for representing points of interest in a view of a real environment on a mobile device. Apple discusses its capability both in terms of a smartphone and a semi-transparent screen that’s part of a head-mounted display. The points of interest would include real-world objects that on screen associated with various content, such as audio, video, pictures, text, or 3D images. Key to interacting with content would be balloons to mark a point of interest and annotation boxes.

The virtual event market is projected to grow from $14 bn in 2018 to $18 bn in 2023, with a growth rate of 5%, reflecting its increasing popularity.

The Cappasity platform, designed for uninterrupted production, storage and exchange of 3D/AR/VR content, will create value for both artists and consumers. It will provide a virtual space where AR/VR items can be stored and shared among users all over the world at any time they want. On top of that, it means having a crowd standing between you and a work of art, but you still being able to admire it from any point of view. As far as the artists are concerned, blockchain technology ensures the true content creators are credited and their copyrights are respected. In addition, the decentralized billing system provides for exchange with zero transaction fees.