Mind. Digital. Environment: The Trend of the Present and the Future
Along with contemporary artists, researchers in various fields of human knowledge, such as psychologists, cognitive scientists, physiologists, neurophysiologists, and bioengineers, have also turned their attention to new digital information transmission tools. The massive interest is in the features of the interaction of digital images, video images, 3D animations, and "motion graphics" on the psychological and physiological state of the viewer, as well as the capacity for receptivity to influence.
There is a growing body of scientific research focused on the human psychological impactof the effects of simple photostimulation, the use of virtual reality, and the implementation of ultra-HD (4K and beyond) imagery.
"Fifteen years ago, on the dawn of virtual reality technology, a group of scientists from Milan (International Journal of Stress Management. 2007) conducted a series of psycho-physiological studies on the benefits of deep immersion in media environments for achieving better relaxation and stress regulation effects. To evaluate the effectiveness of VR as a support tool for relaxation, comparisons were made with other methods and carriers of information. The aim of the experiment was to test the effectiveness of each condition in forming relaxation and reducing anxiety, and also whether the sense of presence - the feeling of being inside the media environment - correlated with the effectiveness of correction. The results showed the importance of the sense of presence."
Subsequently, the results of 15 years of research on the effects of video animation stimulation based on modern digital media demonstration technologies have led to the emergence of projects such as Virry VR from the British company Fountain Digital Labs, DEEP VR and SoundSelf from American companies, AVS Zen Master and Proteus from the Chinese company Hemispheres, projects from the Canadian company Mind Alive Inc., and others. The main ideas of bio-control used in modern digital projects are the use of photostimulation technologies, biofeedback in combination with neuro-headsets, visual and audio-visual stimulation (including immersion in natural environments - Stephan M.G. et al., Scientific Reports. 2017), and the use of peripheral vision features. In the works of Martin Pupiš and Ivan Illík (Serbian Journal of Sports Sciences, 2008), Noriko Sakurai et al. (Frontiers in Neuroscience, 2022), and Hsin-Yi Tang et al. (Appl Psychophysiol Biofeedback, 2015), the features and essence of the demonstrated video images are not disclosed. However, the results of their work have shown positive vegetative reactions to the presented stimuli.
The feature of virtual reality devices and the most modern high-definition digital platforms is, in addition to the effects of maximum immersion in the visual environment, the use of peripheral vision perception. Objects that fall into the peripheral vision zones are not the main focus of the person's attention. Therefore, part of the information flow can be perceived without direct awareness.
By using visual stimulation (including in the peripheral vision area), it is possible to deliberately create an optimal level of brain activity to create a state of the nervous system that corresponds to high levels of functional relaxation. The color and frequency characteristics of the stimuli are also integral to achieving such a state.
Thus, the prerequisites for initiating a new project at the intersection of technology and art, science and creativity become clear:
1.Development and achievement of digital technologies
2.Social Acceptance and integration of immersive digital art experiences
3.Scientific achievements in the field of bio-management
4.Successful implementation of immersive projects in the field of bio-management and digital art
5.Increasing public awareness of the potential of digital art and its psychosocial significance