CORPOS VIRTUAIS EM REALIDADE AUMENTADA NA ARTE CONTEMPORÂNEA
DOI:
https://doi.org/10.33871/sensorium.2026.13.12249Keywords:
Augmented Reality, Virtuality, Digital Art, Virtual BodyAbstract
This article investigates how augmented reality is used as a tool for the representation and simulation of bodies, as well as for self-representation, in contemporary art. It highlights the work of Martina Menegon, who employs 3D scans, glitches, and virtual sculptures to explore hybrid identities between the physical body and the avatar. Drawing on references such as Sherry Turkle and Tina Sauerländer, the article situates Menegon within a history of digital self-representation that extends from electronic experiments of the 1970s to virtual worlds and social media platforms. As another example of the use of augmented reality, the article examines the work of Masaki Fujihata, whose artwork BeHere/1942 employs augmented reality to reconstruct the historical experiences of Japanese Americans, demonstrating the potential of this technology to poetically reconfigure collective memory. The study discusses how augmented reality and virtuality expand presence, identity, and modes of interaction within the context of contemporary artistic practices.
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DIXON, S. A history of new media in theater, dance, performance art and installation. Cambridge: The MIT Press, 2007.
JAPANESE AMERICAN NATIONAL MUSEUM. BeHere / 1942. Disponível em: https://www.janm.org/exhibits/behere1942
MENEGON, Martina. Virtual Narcissism. 2016. Disponível em: https://martinamenegon.xyz/
SAUERLAENDER , T. . A Short History of Self-Representation in Digital Art. International Journal for Digital Art History, [S. l.], n. 5, p. 3.2–3.17, 2020. DOI: 10.11588/dah.2020.5.77407. Disponível em: https://ahnp.ub.uni-heidelberg.de/journals/dah/article/view/77407. Acesso em: 2 jun. 2026.
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TURKLE, Sherry. The Second Self: Computers and the Human Spirit. MIT Press, 2005.
TURKLE, Sherry. Alone Together: Why We Expect More from Technology and Less from Each Other. Basic Books, 2011.
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