Publications

Articles in Scientific Journals

SAD 2018: 4TH Seminar of Digital Arts: Recurrence and Hybridization, Belo Horizonte, Minas Gerais, Brazil

SAD 2018: 4TH Seminar of Digital Arts: Recurrence and Hybridization, Belo Horizonte, Minas Gerais, Brazil, 25–27 April 2018

MOZELLI, Antônio. Seminar Review. Virtual Creativity, v. 8, p. 213-216, 2018.


Reflections on an Immersive Virtual Reality Exhibition

This paper aims to report the experience and challenges of the research group Laboratory of Front Poetics (LabFront, CNPq/UEMG) in exhibiting an immersive virtual reality installation during events and festivals of digital arts in Brazil. In this article, questions are raised regarding traditional exhibition processes and those where digital technologies are used. Although our focus is on the Brazilian context, similar difficulties and problems in exhibition design can be seen in other places, such as Latin American and European countries. We will base the discussion on our experience of exhibiting Olhe para você (2016) [Look at yourself], an immersive virtual reality work developed by one of the teams of the research group LabFront.

​GOBIRA, Pablo; MOZELLI, Antônio. Reflections on an Immersive Virtual Reality Exhibition. MATLIT: Materialities of Literature, [S.l.], v. 6, n. 3, p. 141-148, aug. 2018. ISSN 2182-8830.


As interfaces de realidade virtual no século XXI

The article shows the evolution of virtual reality interfaces and technologies to the current moment and verifies what led them to an alleged decline in early 1990. Due to the development of the industry of digital games, new forms of interaction are being researched and presented to the public. It will also be shown the application of virtual reality in different contexts of digital games, in addition to reporting a brief experience of the research group in art, science and technology, Lab | Front (Laboratório de Poéticas Fronteiriças – CNPq/UEMG).

GOBIRA, Pablo; MOZELLI, Antônio. As interfaces de realidade virtual no século XXI. Revista Z Cultural (UFRJ), v. 02, p. 1-15, 2016.

Book Chapter Published

Expansion of Uses and Applications of Virtual Reality

The chapter shows the evolution of virtual reality interfaces and technologies to the current moment and verifies what led them to an alleged decline in early 1990. Due to the development of the industry of digital games, new forms of interaction have being researched and presented to the public. It will also be shown the application of virtual reality in different contexts of digital games, in addition to reporting a brief experience of the research group in art, science and technology, Lab|Front (Laboratório de Poéticas Fronteiriças – CNPq/UEMG).

GOBIRA, Pablo; MOZELLI, Antônio. Expansion of Uses and Applications of Virtual Reality. In: ISSA, Tomayess; KOMMERS, Piet; ISSA, Theodora; ISAÍAS, Pedro; ISSA, Touma B. (Orgs.). Advances in Business Information Systems and Analytics. Hershey: IGI Global, 2017, v. 1, p. 22-38.

Complete works published in proceedings of conferences

Sensing the reality: reflections on artistic actions to defocus the real.

This paper, based on research developed by the Laboratory of Front Poetics (research group CNPq/UEMG – http://labfront.tk), seeks to discuss and reflect on the notions of reality and separation through the research and development of a poetic work. The results we present here arise from the context of research, development and innovation in the field of relations between art, science and technology. As a way of finding answers and the possibilities of understanding even multiplying realities, an experiment was developed that sought to obtain a credible prospect in the city of Belo Horizonte (Minas Gerais/Brazil). The existence of an initiative that, at first, would not exist: the artist Froiid, one of the members of the LabFront’s project team, followed and discussed a narrative about the separation of a territory (Minas
Gerais) from the rest of Brazil (2015-2018). In this work, we will briefly present what this narrative of emancipation is and we will present the artistic exercise developed by the LabFront that allows seeing through an interactive virtual reality installation in 2018 part of this “unreal/real” construction.

GOBIRA, Pablo.; SILVA, Adeílson William ; MOZELLI, Antônio . Sensing the reality: reflections on artistic actions to defocus the real. In: 26th International Symposium on Electronic Art, 2020, Montreal. Proceedings of 26th International Symposium on Electronic Art. Montreal: Printemps Numérique/ISEA, 2020. v. 1. p. 199-204.

Por uma anti-imersão: o som na realidade virtual

The article aims to reflect on the use of sound in an artistic installation of immersive virtual reality as a factor that favors the anti-immersion alleged. They will address the Dada movement, the concrete music, dodecaphony of Arnold Schoenberg and the thought of John Cage. It is reported the experience of the research group in science, technology and innovation, Lab |Front( Poetics Laboratory Border-CNPq / UEMG), the development of the art installation in
immersive virtual reality.

GOBIRA, Pablo; MOZELLI, Antônio. Por uma anti-imersão: o som na realidade virtual. In: XXVI Congresso da Anppom, 2016, Belo Horizonte. Anais… Belo Horizonte: ANPPOM, 2016.


An artistic and curatorial installation in virtual reality: the development of an artistic low-cost interface at university

The objective of this study is to report the learning experience and development of a mobile art installation of low-cost immersive virtual reality using technologies for the development of digital games. Through virtual simulation of the use of a common space in the university, the art gallery of the Guignard School of art at UEMG in Brazil. The article describes how the installation was developed as well as how the user’s interactions challenges have been solved in the virtual environment, since to make the movement of users within the virtual environment possible there were no external interfaces such as joysticks or motion cameras to interact. The development of the installation, which provided greater visibility to the extension project called “Living Room”, is the main reason for the creation of the installation and for elaborating questions on the relationship between virtual exhibition design and interactivity.

GOBIRA, Pablo; MOZELLI, Antônio. An artistic and curatorial installation in virtual reality: the development of an artistic low-cost interface at university. In: 15th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2016, Merida. Proceedings… Merida: IEEE Computer Society/IEEE VGTC, 2016.


“Olhe para você”: problematizando a imersão através da realidade virtual em uma instalação artística

The article proposes to report and reflect on the experience of the group of research in art, science, technology and innovation, Laboratory of Border Poetics (CNPq / UEMG), in the development of the artistic installation in virtual reality Look at you, through the use of technologies for the development of digital games. From three-dimensional simulation the interactor is trapped inside a human head in transformation, and the movements carried through the interator’s head trigger, as outputs, actions in the cyberspace of the installation. It will detail the processes of development of the installation, through the modeling of the environment and texturing, programming of interactivity and development of sound elements. Finally, it is proposed to reflect and problematize the immersive dimension of the stereoscopic virtual reality customarily considered as its innate property.

GOBIRA, Pablo; MOZELLI, Antônio. “Olhe para você”: problematizando a imersão através da realidade virtual em uma instalação artística. In: Encontro Internacional de Arte e Tecnologia (#15.ART): arte, ação e participação, 2016, Brasília. Anais… Goiânia: Medialab/UFG, 2016.


The virtual reality: interface with technology, digital games and industry

The article shows the evolution of virtual reality interfaces and technologies to the current moment and verifies what led them to an alleged decline in early 1990. Due to the development of the industry of digital games, new forms of interaction are being researched and presented to the public. It will also be shown the application of virtual reality in different contexts of digital games, in addition to reporting a brief experience of the research group in art, science and technology, Lab | Front (Laboratório de Poéticas Fronteiriças – CNPq/UEMG).

GOBIRA, Pablo; MOZELLI, Antônio. The virtual reality: interface with technology, digital games and industry. In: 9th International Conference on Game and Entertainment Technologies, 2016, Funchal, Ilha da Madeira. Anais… Funchal, Ilha da Madeira: IADIS/MCCSIS, 2016. v. 1. p. 1-5.