Experimental Media Blog 3 - Carol Bales
Introduction
Collaborative, immersive experiences in virtual environments
have resulted from 20th century innovations in art practice and
technological experimentation. Art of
the early 21st century has been freed from many traditional
boundaries as the artist, the viewer and the art object have been redefined and
recontextualized. The artist has been
redefined as facilitator and co-creator, the viewer has been challenged to
participate and co-create and the art object has been replaced by an art
experience. In many cases, technological
innovations have been used to create or facilitate these new art
experiences.
Artists and thinkers of the late 19th and early
20th centuries struck revolutionary attitudes toward art making. The Italian Futurists linked creation of art with
social revolution and furthered the role of the artist as technologist, experimenting
with the new technology of film to create unique and novel art (pp. 10-15). The Bauhaus Theater movement drew the viewer
in as participant, breaking the “fourth wall” (pp. 16-26) and extending
Wagner’s “total art experience” where a multitude of forms of expression are
combined to create a more robust, more stirring experience.[1] Mid-20th century creation of
Fluxus and Conceptual art took the form of experimentation with the forms of
art and types of collaboration in order to understand and redefine art and art
experience. In the post-WWII performance 4’33” (1952), John Cage questions the
form of composition and performance by creating a place where a musical
performance could be but isn’t. In Opera
Sextronique (1967) Nam June Paik playfully combines technology with the form of
classical performance calling the seriousness of both into question.[2] Yoko Ono’s Cut Piece further questions the
role of viewer as participant, and the role of the artist as not just
orchestrator of the experience, but object of the experience.[3] Another thing these artists have in common is
that they are experimenting not only with the forms of art, but with the viewer’s
perception and understanding of art. With
the freedom of experimentation with artistic forms, artists experimented with new
technologies, creating collaborations with engineers such as Billy Kluver’s
collaborations with Robert Rauschenberg in the 1960’s. Had the forms of art not been revolutionized
by the 20th century, had experimentation through art not been
established, we might not have some of the forms of technological advancement
we are developing now, such as telepresence and virtual reality.
Immersion
Defining immersive art is not necessarily an easy task. Where does an immersive experience take
place? In a museum? a computer lab? in
your head? in real life? The answer to these
questions are “Yes” and it depends upon the artist and technology. Immersion refers to human experience. An immersive experience is one where the
viewer is surrounded and absorbed in the art experience; their senses are
stimulated in a way that is not entirely natural, the experienced is somehow staged
or designed by humans. To explore immersion
we must look at how the body experiences and senses its surroundings. The body exists in a physical space; we use
our senses to perceive the world around us, using cognitive abilities to
process and understand what we perceive.
One way, therefore, of creating an immersive experience is to create an
environment where the body is free to move about and explore the environment
without technological augmentation on the body. Another means is through a
virtual world of human design that is created and viewed through use of
technology. In a fully immersive world
such as this, the imagination of the artist/designer runs free and the
resulting experience may or may not resemble any previously known human experience. For further understanding of immersion, we
must also examine the relationship between the real world and virtual world.
A body-oriented view of immersion might view it in these four
ways:
a) Immersion as a replacement of real world experience
b) Immersion as an overlay of virtual world onto real world
experience
c) Immersion in a virtual world through an avatar
d) Immersion as integration of art experience and real world
Immersion as replacement of real world experience
One method of immersion owes itself to the technological ability to create
realistic virtual worlds into which a viewer enters by donning some kind of
technological device that suppresses the outer world and supplants it with a virtual experience. In this way, what the
viewer perceives through sight, sound and touch are controlled by technology;
the sense of physical space is replaced by a virtual world and while the viewer
might be able to physically move about in small space, the space is not
unlimited, and the experience is constrained by the extent of the designed
experience. What the viewer perceives is
entirely of human design and is meant to replace a real-world experience. Scott Fisher’s VIEW project (1986)
incorporates head-mounted display, ear phones and a DataGlove to immerse the
participant in the virtual experience. While
Fisher’s experimentation is described as an art/science approach to studying
virtual experiences, the readings provide clarity on how the technology is
used, but less about the nature of the experience.[4]
Immersion as overlay of virtual experience onto real world experience
Another type of immersive art is a hybrid of real world and virtual world. The viewer enters a space that is augmented
by technology, transposed with virtual elements, but the outer world is not
suppressed and the viewer is sensing a combination of real world and virtual
world. In this type of environment, the
viewer may or may not wear technological devices to enhance sensory experience,
but the environment is understood to exist in the real world.
Myron Kreuger’s GlowFlow and MetaPlay (1969-1970) are experimental
collaborative performances. In GlowFlow,
Kreuger used technology to create dedicated environments in which participants interact
with a technological interface embedded in the environment that reads and
responds to them by changing the lighting. In MetaPlay, the performance aspect
of the experiment was more fully realized.
In another dedicated environment, participants interact with an 8’ x 10’
image projected on the wall. The image
is a composite of computer-generated image made in real time by the artist
(viewing the environment from another location) and an image of the
participants in the space. The
performance aspect of the piece came through real-time interaction between the
participants gesturing and viewing the wall, and the artist responding by
drawing on the composited image. Perhaps
one of the reasons why these pieces are considered performance art and art
experimentation rather than just technological experimentation is that the
artist called them art and staged performances in art spaces.[5]
Dan Graham’s Performer/Audience/Mirror
is a different type of example of overlaying an art experience into the world
of the participant, one where technology plays a very small part. The
performance begins with a traditional layout of a stage and seating area with
the artist and the viewers separated.
But, through discussion and reflection upon himself and then the
audience, the artist brings himself and the audience into common ground
conversationally. He then turns to the
mirror that reflects the audience and himself, visibly blending them together
and redefines the space of the art piece to include himself, the audience and
their reflections into one common ground.
Here again, the audience becomes immersed in the art experience and the
art experience is co-existent with the real world experience of both the artist
and the participants.[6]
Immersion in a virtual
experience through an avatar
A common method of immersion may be understood using an MMOG as an example. The viewer’s body stays in the real world,
and the virtual world is presented to them on a computer screen. They are represented in the virtual world by
means of an avatar, who functions in the virtual world according to the rules
of that world. This environment is
understood to exist in a virtual space, not real-world. These environments largely have been
constructed as entertainment or learning games.
Mudding may be considered an example of this kind of immersive
experience, though the interaction is text-based rather than fully realized
visual graphics. Mudding presents an
opportunity to integrate story – a personalized experience of scripted story –
with a collaborative social experience.[7]
Immersion as
integration of art experience and real world
Another more subtle and possibly loose definition of “immersion” is when an art
experience has been enmeshed into the regular world of the viewer/participant. As with a participatory happening, or certain
performance pieces, the viewer is surrounded by, and immersed in the experience
but it does not represent an “other” from their real world, in which they are fully
present. The viewer is not brought into
an art experience, the art experience is brought to them. One aspect of artistic experimentation has
been the redefinition of when and where an art experience can occur.
In Abramovic/Ulay’s Imponderabilia performance (1977), the
participants had to pass between the nude bodies of the two artists in order to
enter the museum. So, technically, the act of passing over the
threshold into the artistic space became an art experience. Is this not an immersive experience? The viewer/participant experienced art in the
context of their own world. With this
piece, the artists successfully injected an art experience into the
world/experience of the viewer/participant.[8]
Technological
Experimentation as Art Experimentation
The development of immersive virtual worlds would not exist
without experimentation in how technology can alter perception. Technology has been developed as a means of
augmenting human capabilities, either mechanization that performs human tasks
more easily or better than humans, or technology that performs tasks that
humans can’t do, such as real-time communication over vast distances. But when
new technology is used in the context of artistic experimentation, the results
can be surprising. Artistic
experimentation is referenced here as exploration of deeper meanings, fuller
understanding of artist, viewer, artifact, perception, conceptualization and experience.
It can be argued that artists use technology as tools like
any other, but that the sheer complexity and expense of technology makes it
prohibitive for easy experimentation. It
is as much the exception and not the rule for an artist to assume technology as
part of their skills as it is for the technologist or engineer to include
artistic questions in their experimentation.
Artists have experimented with immersion in several ways – immersion as
a participatory event where the viewer is actively participating in an art
experience, immersion as a participatory event where the viewer/participant is
actively collaborating to create the art event, immersion as a participatory
event where the viewer/participant is having a sensory experience that is augmented
by technology so that the external, “normal” world is subsumed and replaced by
a technologically realized world. This
technologically realized world may take the form of a fictionalized version of
our future, such as William Gibson has written of. It could take the form of Myron Kruger’s
composed “responsive environments” in which the artist orchestrated or composed
imagery that was composed of and for the viewer/participant. This work, preceded video conferencing as a
service offering, but would video conferencing be as integrated as it is today
without the free experimentation.
Scott Fisher continued the tradition of artist/engineer by
creating virtual environments and then studying how people interact with them.[9] Components of a virtual environment include head
mounted gear and gloves or other input devices through which the viewer can
control their interaction with the environment.
The means by which participants control their interactions is constrained
by technological capability and designer’s choice.
Experimentation and development of technologically enhanced
immersive environments may yet be in its infancy and will likely see robust
development in two realms. Through social
networking, the real-world audience of “pro-sumers” is now accustomed to
adopting new technology, and creating content and experiences with others.[10] The technology of immersive experience is
limited only by the bandwidth needed to support more robust visual experiences,
and this is destined to be less of a limitation going forward. In terms of experimentation, the term
“Art/Science” is still considered a new term, but is gaining ground as an accepted
practice in learning and research institutions. Artists continue to embrace technology as a
tool and subject matter.
[1] Packer, R. and K. Jordan, Multimedia : from Wagner to virtual reality. 1st ed. 2001, New
York: Norton. xxi, 394 p. (pp. 3-9)
[2] Frieling, R. and San Francisco Museum of
Modern Art., The art of participation :
1950 to now. 2008, New York:
Thames & Hudson. 212 p. (pp. 39-43)
[3] Frieling
(pp. 82 – 198)
[4]
Packer (pp. 237-246)
[5] Packer (pp. 104-120)
[6] Frieling (pp. 122-123)
[7] Packer (pp. 317-334)
[8] Frieling (pp. 112-115)
[9] Packer (pp. 237-246)
[10]
Frieling (pp. 66-79)
Comments