My Road To VR Toronto Art

 My name is Olga and I’m a Virtual Reality VR artist/sculptor  based in Toronto,Ontario. 
In 2016 I was hired by Google to create VR experience for YouTube Plus event. This was my first introduction to Google Tiltbrush.  I live painted the Toronto skyline in front of hundreds of people. 

Since then I was involved in Google projects and many other events and conferences. My VR works were featured on national media chains such as the CBC and Space Channel. I would very much like to share them with you as well. Since Russian is my native language, I often prefer to speak through video and if a picture is worth a thousand words then a video must be worth even more. 
The presentation “ My road to VR art”  is  about  how my  traditional art skills and experiences translated into the Virtual Reality VR world.
I am very passionate about this new medium. I have talent and humour and would love to work on big VR / AR art project. Perhaps there are others like me, looking to collaborate? I would be happy to hear from you.

Olga Nabatova VR ArtistHappy holidays!
Olga Nabatova.



How Technology Will Shape Teaching In The Future

Take mobile phones for example, in the past 15 years they have evolved from contraptions you could make calls from to devices that do so much more. Now they can help you organise your social life, banking, food diary – your entire existence!

With tablets being commonly used in schools, and the fact that ICT is a relatively new subject, technology is changing the way students are being taught.

In this piece, we’ll provide a comprehensive guide of how technology will shape the future of education and what students will be studying and using in years to come.

From making use of 3D printers, to using virtual reality as part of an immersive learning experience, the possibilities are endless!

So what are you waiting for? Take that first step to get ahead in the future by having a sneak peek in this infographic from our friends at

US Premiere of Small Wonders: The VR Experience At Metropolitan Museum Of Art

Walking through 500-year-old artOnce I put the VR headset and headphones on, it truly felt like I was transported to another world. You could walk through the levels of sculpture and detail in the bead, which was a frieze of heaven on top, purgatory in the middle, and hell below it. There were easily 20 fully carved objects – humans, demons, and animals – in the five centimeter bead, with multiple layers of objects on top of one another to create a three-dimensional image. I was astounded to be able to see, as close as I wanted to get, the bead in all its detail.”— Stefan Palios,betakit

The Canadian Film Centre’s Media Lab (CFC Media Lab), Seneca’s School of Creative Arts and Animation, and the Art Gallery of Ontario (AGO) are pleased to announce their groundbreaking virtual reality (VR) collaboration, Small Wonders: The VR Experience. It will screen for a special four-day limited-run as part of The Metropolitan Museum of Art’s new exhibition, Small Wonders: Gothic Boxwood Miniatures, February 22-27, 2017 at The Met Cloisters (99 Margaret Corbin Drive, Fort Tryon Park, New York, NY 10040).

From February 24 to 27 during public hours, visitors can don a VR headset and explore a 3D rendering of a miniature boxwood carving from the AGO’s collection. The experience is free with general admission, reservations required, and marks a significant first for The Met Cloisters—the integrated use of VR to enhance the exhibition experience.

The exhibition Small Wonders: Gothic Boxwood Miniatures, which runs through May 21st, brings together for the first time some 50 rare boxwood carvings from museums and private collections across Europe and North America. The exhibition offers new insight into the methods of production and cultural significance of these awe-inspiring works of art. Small enough to fit in the palm of the hand, these tiny masterpieces depict complex scenes with elegance and precision. Without fail, they inspire viewers to ask how a person could have possibly made them, a question that can only be answered today and a challenge perfect for VR technology.

“Much of the success of new VR will hinge upon the quality of experiences being created. Everyone is searching for that sublime encounter one can only have in VR. With the boxwood miniatures and their high-resolution scans, we have found the perfect, transcendent landscape to explore in this medium,” says Ana Serrano, Chief Digital Officer, CFC, and Producer, Small Wonders: The VR Experience.

The AGO, CFC Media Lab and Seneca’s School of Creative Arts and Animation partnered to create Small Wonders: The VR Experience. Using one of the AGO’s micro-computed topography (micro-CT) scans of the miniatures, the creative and technical team led by interactive artist and designer, Priam Givord, developed an experience specifically for the HTC Vive platform. Viewers can explore the intricate carvings of the prayer bead from various angles and in detail otherwise inaccessible to the human eye. The soundtrack, Treasures of Devotion: Spiritual Songs in Northern Europe 1500-1540, echoes the ambience of the wider show. The result: VR enriches the contemplative and immersive experience.

Barbara Drake Boehm, the Paul and Jill Ruddock Senior Curator for The Met Cloisters said: “At first glance, the VR experience might seem anomalous in the medieval ambiance of The Met Cloisters. But, thanks to the efforts of the CFC Media Lab, Seneca and the AGO, VR opens a portal through which our visitors can tumble into a tiny world, and sense the meditative power that these centuries-old works of art were intended to convey.”

Small Wonders: The VR Experience was created by Lisa Ellis, Conservator of Sculpture and Decorative Arts (AGO); VR Creative and Technical Director Priam Givord (Interactive Artist/Designer); VR Producers Ana Serrano (CFC Media Lab) and Mark Jones (Seneca College); VR Technical Team Craig Alguire, Morgan Young (Quantum Capture) and Tyrone Melkitoy (Mobius Interactive); Composer/Vocalist Anne Azema, Artistic Director (The Boston Camerata); Narrator Gillian McIntyre; and Micro-CT Scanner Andrew Nelson, Associate Professor of Anthropology, Sustainable Archaeology (Western University).

The exhibition continues at The Met Cloisters through May 21, 2017, but the VR experience will only run during public hours, February 24–27. To learn more about the Small Wonders exhibition and to plan your visit, go to:

At The Met Cloisters, Small Wonders: Gothic Boxwood Miniatures is made possible by the Michel David-Weill Fund. It was organized by the Art Gallery of Ontario, Toronto; The Metropolitan Museum of Art, New York; and the Rijksmuseum, Amsterdam.

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Seneca College Gallery of Ontario (AGO)

The Metropolitan Museum of Art
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About CFC

The Canadian Film Centre (CFC) is a charitable organization whose mission is to invest in and inspire the next generation of world-class Canadian content creators and entrepreneurs in the screen-based entertainment industry. A significant economic and cultural driver in Canada and beyond, CFC delivers a range of multi-disciplinary programs and initiatives in film, television, music, screen acting, and digital media, which provides industry collaborations, strategic partnerships, and business and marketplace opportunities for talent and participants. For more information, visit

About CFC Media Lab

The Canadian Film Centre’s Media Lab (CFC Media Lab) is an internationally acclaimed digital media think tank and award-winning production facility. It provides a unique research, training and production environment for digital media content developers and practitioners, as well as acceleration programs and services for digital entertainment start-ups and related SMEs. The Silo founder and Digital Editor Jarrod Barker and contributor Arthur Maughan are graduates and fellows of the CFC Media Lab. Program participants have emerged as leaders in the world of digital media, producing groundbreaking projects and innovative, sustainable companies for the digital and virtual age. CFC Media Lab is funded in part by the Federal Economic Development Agency for Southern Ontario. For more information, visit

About Seneca

With campuses in Toronto, York Region and Peterborough, Seneca offers degrees, diplomas, certificates and graduate programs renowned for their quality and respected by employers. It is one of the largest comprehensive colleges in Canada, offering nearly 300 full-time, part-time and online programs. Combining the highest academic standards with work-integrated and applied learning, expert teaching faculty and the latest technology ensure Seneca graduates are career-ready. Find out more at

About AGO

With a collection of more than 90,000 works of art, the Art Gallery of Ontario is among the most distinguished art museums in North America. From the vast body of Group of Seven and signature Canadian works to the African art gallery, from the cutting-edge contemporary art to Peter Paul Rubens’s masterpiece The Massacre of The Innocents, the AGO offers an incredible art experience with each visit. In 2002, Ken Thomson’s generous gift of 2,000 remarkable works of Canadian and European art inspired Transformation AGO, an innovative architectural expansion by world-renowned architect Frank Gehry that in 2008 resulted in one of the most critically acclaimed architectural achievements in North America. Highlights include Galleria Italia, a gleaming showcase of wood and glass running the length of an entire city block, and the often-photographed spiral staircase, beckoning visitors to explore. The AGO has an active membership program offering great value, and the AGO’s Weston Family Learning Centre offers engaging art and creative programs for children, families, youth and adults. Visit to learn more.

About The Metropolitan Museum of Art

The Met presents over 5,000 years of art from around the world for everyone to experience and enjoy. The Museum lives in three iconic sites in New York City— The Met Fifth Avenue, The Met Breuer, and The Met Cloisters. Millions of people also take part in The Met experience online. Since it was founded in 1870, The Met has always aspired to be more than a treasury of rare and beautiful objects. Every day, art comes alive in the Museum’s galleries and through its exhibitions and events, revealing both new ideas and unexpected connections across time and across cultures.

The Met presents over 5,000 years of art from around the world for everyone to experience and enjoy. The Museum lives in three iconic sites in New York City— The Met Fifth Avenue, The Met Breuer, and The Met Cloisters. Millions of people also take part in The Met experience online. Since it was founded in 1870, The Met has always aspired to be more than a treasury of rare and beautiful objects. Every day, art comes alive in the Museum’s galleries and through its exhibitions and events, revealing both new ideas and unexpected connections across time and across cultures.

Why The Future Of Healthcare Is Virtual Reality

Presently and in the not too distant future, virtual reality in healthcare will become the norm. In this piece, we’ll show you how VR can help detect, treat and cure patients in all sorts of different sectors, such as Surgery and Dentistry, as well as teaching the Nurses of the future.

VR will also be used to help the development of people suffering from mental disabilities such as Autism and help cure phobias and tend to soldiers dealing with Post Traumatic Stress Disorder. Via the Luminous Group, for the Silo, Georgia Davies. 
virtual reality healthcare infographic

The Evolution of F1 Racing Video Games

According to our friends at Select Car Leasing UK, (big time racing fans- go figure!) the history of F1 Racing Video Games began with 1982’s ZX Spectrum home computer. Take a look at this nifty info-graphic to discover the rest.

Evolution Of F1 Racing VideoGames Infographic2


Virtual Reality – The Fast Track to the Future

Occulus Rift Xray ImageThe implications of what Virtual Reality can achieve are vast, and it is predicted that VR will seep into every area of our lives in the very near future. VR is not just a concept that excites the entertainment business, but has a very real presence in some of the world’s most essential industries. However, many people remain skeptical about the impact virtual reality will actually have and suggest that it is only an attractive concept for gamers. Although it is true that VR is a fantastic way to improve online gaming, it has already been used in the medical and manufacturing industries, proving that virtual reality is not just a tool for play. Others fear VR could replace physical social interaction and they are therefore reluctant to consider the many benefits it actually presents. By taking a selection of real-life situations in which virtual reality is already used, we can assess its impact and perhaps decide whether it is to be embraced or discarded.


It may not surprise you to know that the health sector is one of the biggest users and advocates of virtual reality. VR is of exceptional benefit in surgical training, improving student skills whilst minimizing risk to potential patients. This type of training can improve confidence and allow students to explore surgical procedures and options that would otherwise be inaccessible to them during the initial stages of their training. Virtual reality is already used by surgical staff, trainee nurses, dentists, and in numerous other health settings, world wide, allowing students to quickly gain skills without putting themselves or other individuals at risk.


The authentic nature of VR allows therapists to assist patients with certain phobias. VR promotes controlled environments which can quickly be changed or eradicated during a course of therapy. For example, a person suffering from arachnophobia would perhaps find it more helpful and less daunting to experience holding a spider via VR rather than in a real life situation, and of course, a virtual reality headset can be turned off immediately should the situation require it. Other phobias and aversions could be tackled through the use of VR, including water aversion, acrophobia (fear of extreme heights) or aviophobia (fear of flying).

Occulus Rift Hot Babe VR PornEntertainment

For some people, the online world is their only connection to society and if virtual reality gaming can help them continue to connect, then this can only be perceived as a positive thing. There is no denying that virtual reality is an amazingly entertaining concept and, when done well, is an excellent way to experience online gaming. Being fully immersed in a game is a highly attractive idea: whether it be one that takes you to a battlefield, or a game that allows you to feel as if you are actually being dealt cards at a plush casino in Vegas. Currently, gamers can connect with people from all over the world, or play slots in the comfort of their own home by visiting a site such as yet imagine the thrill of full immersion through the power of virtual reality.

Transport and Training

Again, we touch upon the benefits virtual reality provides to many aspects of training and, in this particular situation, to the world of transport. For years the aviation industry has been using simulations to help train pilots and virtual reality is a welcome advance in such training. VR flight training presents minimal risk to both the pilot and passengers whilst allowing pilots to experience the difficulties that may arise whilst being in control of the aircraft. The most spectacular example of virtual reality based vehicle training is perhaps that used by NASA to train its astronauts. The training includes various simulations including that of an astronaut having to perform repairs during zero-gravity conditions, as well as a simulated detachment from the shuttle with the astronaut having to use a powered backpack to return. NASA has even managed to use VR in space, keeping astronauts up to date with training whilst on a mission and it has been suggested that VR will be used to entertain astronauts in space in the future. Just imagine, you could soon be sharing your virtual poker table with the astronauts of tomorrow!

Supplemental- Gamers are talking about the Oculus Rift and the Playstation VR but the HTC Vive looks pretty sweet too!

A Musical Journey for Robots and their masters~ CLICK ME
A Musical Journey for Robots and their masters~ CLICK ME

Canada To Allow Passenger Use Of VR Headsets During All Flight Phases

The Harper government to allow passengers to use portable electronic devices during all phases of flight. With Virtual Reality headsets poised to enter the mainstream consumer market- we wonder if Occulus Rifters will be able to 'wear' their kit. CP
The Harper government to allow passengers to use portable electronic devices during all phases of flight.

Last month, The Honorable Lisa Raitt, Minister of Transport, announced an important change that will benefit travelers flying with Canadian air operators, as well as the aviation industry. Passengers will soon be able to use portable electronic devices such as cameras, electronic games, tablets and computers during all phases of flight. This includes while an aircraft takes off, climbs, descends and lands, provided the device is in non-transmitting, or flight mode, and that their airline has met certain safety conditions outlined by Transport Canada.

Previously, passengers could not use their devices at their leisure during take off and landing. This change, which is made possible through an exemption to the Canadian Aviation Regulations, means that passengers will soon be able to work or play whenever they please on flights in Canada. It strikes the appropriate balance between safety and passenger comfort that Transport Canada and airlines always strive to achieve. The use of electronic devices on any flight will be at the discretion of the air operators, who must demonstrate that their aircraft are not affected by the use of the devices and that during critical phases of flight and during emergencies, all passengers are aware of and able to follow crew instructions.


Quick Facts

  • Canada has an aviation safety record that remains one of the best in the world.
  • Passengers will soon be in a position to use portable electronic devices such as cameras, electronic games, tablets and computers during all phases of flights, provided their airline has met certain safety conditions.
  • As always, passengers who use transmitting portable electronic devices such as tablets, smartphones or e-readers, will need to ensure they are in a non-transmitting or flight mode before using them on an aircraft.“This is great news for air passengers, and an exciting day for the Canadian aviation industry. By collaborating with our aviation partners, we are able to offer airlines the tools they need to safely enable passengers to use portable electronic devices on airplanes, while still maintaining the highest standards of aviation safety.”Associated Links
  • The Honourable Lisa Raitt, Minister of Transport
  • Quote