Virtual Exhibition as a Portal to Authentic Art Experiences
An Immersive Reproduction Project from the Global Smart Lab
At the Global Smart Lab, based at Winchester School of Art, we’re asking: How can we make powerful cultural experiences more accessible, inclusive, and lasting?
This immersive project tackles that question head-on by using virtual reality not as a gimmick or side feature, but as the main portal to experience a world-class exhibition. We virtually reproduced Following the Fish—a architectural exhibition from the 2023 Venice Architecture Biennale—at full scale, complete with interactive elements, authentic lighting, soundscapes, and 3D-scanned installations.
This work is more than preservation. It’s about reimagining what it means to experience art in the digital age.
Why Following the Fish?
Curated by Dr. Daniel Cid Moragas, Following the Fish invited audiences to see architecture through the eyes of an African immigrant. Visited by over 26,000 people, it became the Biennale’s most viewed architectural exhibition. We saw an opportunity not just to archive this moment, but to translate and expand its impact into the virtual realm—making it available to anyone, anywhere.
The Reproduction Process
Capturing the Physical Exhibition
We began by collecting comprehensive environmental data—visual and auditory—using drones, DSLR cameras, Insta360 devices, and smartphones. These captured everything from architectural structure to intricate material textures and ambient soundscapes.
Building the Virtual Environment
We processed this data into point clouds using Reality Capture, created rough models in Maya, and refined them into high-fidelity 3D models. These were then brought into Unreal Engine, where we reconstructed the entire venue, installations, and environmental lighting with careful precision.
Designing Immersion & Interaction
The experience includes:
- Free Exploration Mode – allowing users to explore at their own pace.
- Guided Auto-Tour Mode – with curated narration and navigation.
We added responsive audio-visual triggers, background sounds, and pop-up info panels to create a layered, dynamic environment.
Two Ways to Experience It
We developed two formats for different levels of accessibility:
- Immersive VR Exhibition – Designed for Meta Quest 3 and other VR headsets, this is the closest you can get to “being there.”
- 360° Panoramic Tour – Viewable on mobile and desktop, no headset needed.
Why This Matters
By creating a virtual portal to an authentic artistic experience, we’re demonstrating how immersive reproduction can:
- Transcend physical limitations of time and geography
- Enhance accessibility and inclusivity
- Preserve cultural experiences for future audiences
This is exactly the kind of work we champion at GSL—where emerging technology meets critical design, education, and social good.