Understanding how digital art is consumed: a case study on ‘sustainable Singapore’ by MeshMinds
Accelerated by the 2019 coronavirus pandemic, the incorporation of Extended Reality (XR) had changed the way one would consume art – from visiting large gallery halls to mere scrolls on a smartphone. This new incorporation of technology has also shifted the creative process of art-making from that of a physical, tangible space to a more portable form. Creative business entities like MeshMinds have utilised various forms of XR in their programming, which includes the incorporation of Augmented Reality and Virtual Reality. The purpose of this research is to investigate how XR has impacted the public’s engagement with digital art utilising MeshMinds as a case study. A mixed methodology consisting of both qualitative and quantitative methodologies were used to obtain data that analysed the public’s reception to digital artworks and identify challenges faced by the artists when presenting their work digitally. This research could provide insight to the effectiveness of incorporating frontier technology into digital artistry for future references.
Aug 2020 – Feb 2021
Intern, Audience Development Manager
May – Jul 2019
Ad Hoc Stage Manager
Mar – Jul 2019
Mediacorp Pte Ltd (Symphony 92.4)