Reshaping
Spectatorship: Immersive and Distributed Aesthetics
Edwina Bartlem,
University of Melbourne, Australia
On the surface, discourses of immersive aesthetics and distributed
aesthetics may appear incongruous. The terms evoke different
media, creative processes and modes of audience engagement. On one
side stands the ideal of immersive aesthetics in Virtual Reality
(VR) art and screen-based installation. On the other side, shimmers
the fluid ideal of distributed and dispersed aesthetics that circulate
around discourses of net.art. Distributed aesthetics implies creative
modes of operating in, and experiencing, the spatial and temporal
flows of information networks. While there are differences between
these aesthetic forms and experiences, immersive and distributed
aesthetics also share similar interests in transforming and extending
notions of the body and perception through technological mediation.
This paper undertakes a comparison between immersive and distributed
aesthetics in relation to VR and networked art, particularly networked
installation art.
I will focus on the ways in which these artworks immerse the viewer
in states of perceptual and cognitive transition in order to argue
that networked art, along with VR art, can generate immersive experiences
in the viewer. Central to this notion of immersion is the sensation
of being present in an electronically mediated environment that
is illusionistic and sometimes remote from the body of the participant.
In other words, immersive artworks have the capacity to collapse
the perceived distance between the viewer and the artwork or between
remote participants. Furthermore, VR and networked immersive artworks
may have revolutionary consequences for traditional aesthetic theory
in relation to spectatorship and aesthetic judgment. Three questions
guide this enquiry: What does it mean to be immersed in art? How
is it possible for viewers to become immersed in the flows of networked
information? If networked immersive artworks create new aesthetic
experiences for participants, what are the consequences for traditional
theories of aesthetics and spectatorship? There are many artists
who could be surveyed in this brief study of immersive aesthetics
and technologies. Artists such as Luc Courchesne, Rafael Lozano-Hemmer,
Michael Neimark, Simon Penny, Erwin Redl, Jeffrey Shaw, Christ Sommerer
and Laurent Mignonneau, all use digital, screen-based and projection
technologies to immerse the viewer in various aesthetic, structural
and perceptual states. For the purposes of this article, though,
I have decided to focus on works by Char Davies, Ken Goldberg, Paul
Sermon, Stelarc, and a collaborative VR artwork by Petra Gemeinboeck,
Roland Blach and Nicolaj Kirisit. These artists effectively illustrate
the central concept of this article, that immersive artworks, whether
they are VRs, screen-based or networked installations, have the
potential to transform how we perceive our bodies, consciousness,
communities and relationships with digital technologies. Ultimately,
immersive artworks re-shape our understandings of art spectatorship
from a distanced and passive exercise, to an active and often intimate
endeavor, that is both playful and performative in nature.
Defining Immersion
What is immersion? What does it mean to describe a technologically
generated environment as immersive? The very term immersion
implies that one is drawn into an intimate and embodied relationship
with a virtual and physical architecture, whether this immersive
affect is generated by a VR system, the cinema, a panorama or another
medium. It suggests that one is enclosed and embraced by the audio-visual
space of the work, and transported into another realm or state of
perception. One cannot be immersed without being affected
by the environment on perceptual, sensory, psychological and emotional
levels. In Ten Dreams of Technology, Steve Dietz includes
‘immersion’ (alongside ‘symbiosis’, ‘emergence’, ‘world peace’ and
‘transparency’) as part of a register of ideal states of presentation
and viewer experience aspired to by many new media artists, curators
and theorists (2002: 510-511). Immersive art and technology are
not new phenomena. The ‘dream’ of total immersion can be
seen as an ongoing quest to create an artificial environment that
is absolutely embracing and engaging for the participant-viewer
on sensory, emotional and psychological levels. Erkki Huhtamo (1995),
Margaret Morse (1998), Barbara Maria Stafford (2002), Oliver Grau
(1999 & 2003), Jay David Bolter and Richard Grusin
(2000) and Angela Ndalianis (2004) all historicise immersive technologies
and maintain that techniques designed to immerse the viewer in virtual
and illusory spaces did not appear with the invention of digital
technologies. They variously trace the origins of immersive aesthetics
back to panoramas, cabinets of curiosities, Baroque ceiling paintings,
ancient frescos and even cave paintings. So rather than being completely
new, immersion seems to keep reappearing as an ideal, and often
transcendental, form of human-representation and human-technology
relationship. This fascination with immersion seems to indicate
a human desire to fuse with the immersive image-space or technology—a
desire to become posthuman or transhuman (Hayles, 1999: 6).
Immersive technologies and aesthetics are not empty of politics;
on the contrary, they are ideologically loaded devices that allow
viewers to enact a form of voyeuristic and colonising ‘machine vision’
that brackets out the ‘disturbing realities’ of the actual world
(Huhtamo, 1995:161). As Huhtamo argues, immersive technologies create
a form of directed vision that edits out the immediate world around
the participant, while providing them with an illusion of being
transported into another (remote) environment. For Huhtamo, immersive
technologies are a form of visually immersive entertainment and
‘escapism’ (1995: 161). Although I agree with Huhtamo’s assertion
that immersive technologies are ideologically imbued devices, there
is a contradiction inherent in his critique of immersive aesthetics.
On the one hand he interprets immersion as a ‘predominantly passive’
experience in which one simply looks into the screen (1995: 163).
Paradoxically though, he also sees immersion as being linked to
the desire to transcend the material body and to become immersed
in a telematic environment (1995: 163). [1]
This second point suggests an active perceptual
relationship with immersive technologies, rather than a completely
passive one. In order to become immersed, and to transcend the body,
one must actively engage with the technology to extend one’s body
and consciousness beyond biological and habitual modes of embodied
perception.
In contrast to Huhtamo and others, I maintain that immersive aesthetics,
especially in relation to immersive art, does not simply facilitate
pure escapism into a hyper-real environment. Immersive artworks
often generate self-conscious and self-reflexive forms of perception
and interaction as participant-viewers engage with the work.
Considering this, immersive art presents a challenge to traditional
aesthetic philosophies—specifically Modernist philosophies descended
from Immanuel Kant— that seek to assert the need for perceptual
distance during the experience and assessment of art.
It is beyond the scope of this paper to fully elaborate on the
debates surrounding the idea that one needs critical distance to
competently judge and fully comprehend a work of art, but it is
worth noting that critical distance has remained a dominant discourse
in art history and theory. Modern aesthetic philosophy has often
struggled to account for sensory-aesthetics in the body of the spectator,
tending to privilege rational thought over sensory perception and
a body that simultaneously thinks and feels (Lyotard, 1994: 10).
Modern aesthetic theory that asserts the need for critical distance
tends to perpetuate a mind/body dualism where the mind of the spectator
is seen as the primary site of interpretation. The inability of
modern aesthetic theory to adequately deal with sensory-aesthetics
is somewhat ironic given that Alexander Baumgarten coined the term
‘aesthetics’ (from the Greek ‘aesthesis’) to describe his project
of creating a theory of ‘sensory knowledge’ (Shusterman, 1999).
Kant also acknowledges that the subject’s experience of ‘pleasure
and displeasure’ are central to the aesthetic experience, however
he suggests that there is a serial temporality to sensation, reflective
thought and meaning (Kant, 1957: 41-42). Kantian aesthetics implies
that a form of emotional detachment and critical distance are necessary
on the part of the viewer to adequately judge art and to experience
a sublime encounter (Kant, 1957: 41-42). Thus, the viewer must maintain
a position that is outside of the artwork or event.
The idea of a secure place outside of an event, culture
or artwork has, of course, been critiqued by Friedrich Nietzsche,
Pierre Bourdieu and postmodern theorists such as Michel Foucault
and Jean-François Lyotard. In Lessons on the Analytic of the
Sublime (1994), Lyotard critiques the assumed temporality of
Kantian aesthetic reflection and critical distance by arguing that
intuition and sensation are both forms of knowledge that take place
instantaneously with other forms of thinking (10). According to
Lyotard,
The act of thinking is … accompanied by a feeling that signals
to thought its ‘state’. But this state is nothing other than the
feeling that signals it. For thought, to be informed of its state
is to feel the state of thought and a warning to thought of its
state by this state. Such is the first characteristic of reflection:
a dazzling immediacy and a perfect coincidence of what feels and
what is felt (Lyotard, 1994: 11).
Rather than maintaining the idea of distanced contemplation, I
am interested in the idea of contemplating an art object or environment
from within the architecture of the work. Renée Van de Vall
addresses this idea of a ‘critical distancing from within’
the physical and virtual boundaries of an artwork in ‘Immersion
Distance and Virtual Spaces’ (2002: 141). Van de Vall asserts that
interactivity and aesthetic self-reflexivity—‘the feeling one has
of one’s own movements and perceptions in the performance of the
work’—are central to experiences of immersion (2002:141). Hence,
critical reflection is integral to the experience of immersive artworks.
It takes place while one is engaged in the act of play or interaction
within the immersive environment.
Immersive digital art may be seen as an extension of modern art
movements such as Dada, Fluxus and Conceptual art because of the
emphasis on formal elements, the concept of the work, art as an
event, and the focus on audience participation. Immersive art is
also markedly concerned with exploring and foregrounding the body’s
complex role in aesthetic experience. Immersive artworks are often
body-centred works that draw attention to the body of the
participant during first-hand participation and spectatorship, while
rendering visible the affects of technology and technological discourses
on the body, the subject and habitual modes of perception. As such,
immersive aesthetics can be seen as part of a discipline that Richard
Shusterman calls, ‘somaesthetics’, the ‘critical, meliorative study
of the experience and use of one’s body as a locus of sensory-aesthetic
appreciation (aesthesis) and creative self-fashioning’ (Shusterman,
1999). Immersive experiences with VR and networked art may in fact
have a transformative affect on how participants perceive their
own bodies and everyday modes of perception during and after the
event.
The point of many immersive artworks might in fact be that the
viewer becomes aware of their own presence in the artwork and how
they perceive these environments physically and intellectually while
interacting with the work. Certain immersive VR, networked and screen-based
installation artworks seem to invite viewers to contemplate the
structure of the work and to comprehend their passage through a
variety of perceptual states while they are immersed in the work.
Rather than making the technology and interface invisible and natural
to the participant, it seems that immersive artworks draw attention
to the technology and the ways in which the technology and aesthetics
structure the experience of this environment and everyday modes
of perception.
While immersion may be viewed by some as an ideal state of presentation
and experience, it is questionable whether artists are really seeking
to achieve this ideal, given that they often have alternative strategic
interests in using new technologies in the production and presentation
of their work. Digital artists often have different interests to
commercial, entertainment and military professionals regarding the
development, creation and presentation of technologically mediated-environments.
In some cases, artists actually work against the intended or legitimate
uses of digital technologies and aesthetics. This is not to defend
the idea of art as a separate and superior field of representation
to computer science, entertainment media or military communication
research. In fact it would be naïve to assume that the boundaries
between these fields had not become increasingly blurred over the
past forty years. Artists collaborate with scientists, engineers,
graphic designers, robotics engineers and other specialists in the
production of new hardware, software and interfacing systems. In
turn, the new technologies and interfaces designed by artists, or
made in collaboration with other professionals, are often appropriated
by entertainment, scientific-research and military industries for
their own projects. Nevertheless, some artists deliberately seek
to subtly or overtly subvert the typical uses and aesthetics of
certain technologies. New digital technologies and aesthetics may
be appropriated and applied in critical and subversive ways to draw
attention to the medium, the interactive event and the modes of
perception used to participate with the work.
Immersion & VR
VR systems are seen by many new media theorists, artists and designers
as the ideal medium for evoking a sense of immersion in the viewer.
While cinema and VR are not the only aesthetic forms that create
immersive experiences for participant-viewers, they remain the most
written about forms of immersive technologies. Over the past two
decades, histories and theories of immersion have tended to circulate
around VR systems and discourses of cyberspace. The dominance of
VR in discourses about immersive technologies and aesthetics is
directly related to the fact that VR is seen by many theorists as
the ultimate technology for totally immersing the viewer
in a virtual environment. New media theorists and practitioners
such as, Huhtamo, Bolter and Grusin and Grau, along with Michael
Heim (1998), Ken Hillis (1999), (2000), Peter Lunenfeld (2000),
Lev Manovich (2000) and Joseph Nechvatal (2001), maintain that VR
systems are one of the most effective forms of immersive technology.
Indeed, immersion is seen by some as the ‘defining feature’ of VR
aesthetics (Heim 1998: 54).The types of immersion that VR is said
to stimulate include ‘total immersion’ (Lunenfeld and Nechvatal),
‘full immersion’ (Bolter & Grusin) and ‘total sensory immersion’
(Featherstone and Burrows 1995: 3). There are also theorists and
artists, such as Brenda Laurel, who suggest that immersion does
not have to be ‘total’, it can be ‘partial’ by privileging some
sensory ratios over others, especially vision and hearing. Whether
it is ‘total’ or ‘partial’ these forms of virtual immersion imply
that the user experiences a sense of fusion with a technologically
generated space—a virtual environment (VE). The user becomes deeply
embedded in this illusory space and their faculties of perception—their
senses and processes of cognition of space, time and motion—recognise
this experience as being akin to an embodied form of perception.
Consequently, the boundaries between the computer-generated stimuli
of the VR system and the embodied space of the participant-viewer
seem to collapse. Char Davies virtual artworks, Osmose (1995)
and Ephémère (1998) are two examples of artworks that evoke
this perceived collapsing of boundaries between technological and
bodily space. These works will be the focus of the next section.
According to Grau, the aim of immersive art is to allow the viewer
to ‘become part of the mise en scene’ of the artwork (2003: 44).
The production of a sense of immersion in the viewer requires this
perceived collapsing of distance between the viewer and the object,
screen or image space. The aim of some VR systems seems to be to
reduce the perception of distance between the viewer and representational
space—or the subject and object—to almost zero degrees (Grau, 2003:
44). Distance is therefore antithetical to illusions of immersion
in virtual spaces.Concepts of presence and telepresence
are of central importance to understanding how immersive aesthetics
seem to collapse space. Jonathan Steuer has argued that telepresence
is a defining characteristic of virtual reality (1995: 35). He defines
presence as ‘the sense of being in an environment’, while
telepresence is a feeling of ‘being there’—of being present
in a remote elsewhere through technological communication links
(1995: 35-36). In other words, telepresence suggests that one can
feel present in a distant location or virtual environment through
human-technology interfaces. Presence and telepresence are central
to immersive aesthetics in digital media art, because in order to
feel immersed in a virtual or technological environment, one needs
to have a sense of immediacy and intimacy with that environment.
[2] In the
case of VR systems, telepresence refers to the sensation of being
present in a virtual space, while simultaneously occupying physical
space in the material world. Telepresence of this form symbolically
collapses space for the immersant through interfacing with specific
digital information and VR technologies, while metaphorically expanding
the space of the body and imagination through these technologies.
The sense of closeness or (tele)presence within the virtual world
of the artwork is achieved through several conditions. Firstly,
VR technologies collapse the perceived distance between the viewer
and the representational space by isolating the user in remote technologically-mediated
space that surrounds the participant with three-dimensional imagery
and sound. Immersive VEs physically and perceptually envelop the
viewer in a technologically-mediated architecture. To engage with
VEs first-hand, participants are required to enter into a physically
intimate relationship with technology. They either have to enter
a physically enclosed architectural space such as a Virtual Cave
or multi-screen projection space, or they need to wrap their bodies
in technological equipment such as Stereoscopic Goggles, Head Mounted
Display (HMD) Units, Data-Suits and Data-Gloves. The hardware devices
work with the software elements of computer graphics or animations,
to enhance an illusion of being enclosed in the image space. Bringing
the screen or image closer to the viewer’s eyes reduces the physical
distance between the viewer and representational space (Grau, 2003:
44). This close proximity to the screen and image theoretically
produces a sense of immersive presence in the illusionistic space
of the work. In the case of HMD units they also effectively decapitate
the viewer’s head from the rest of their body—a condition which
Simon Penny (1995), N. Kathryn Hayles (1999) and others have argued
reproduces a Platonic-Cartesian mind/body split. This split implies
that the central site of perception is located in the mind and through
the senses of vision and to a lesser extent, hearing. The rest of
the body is meat to be abandoned and transcended by theoretically
entering a VR which according to Jaron Lanier (1989) is a form of
cyberspace.
Collapsing the perceived distance between the viewer and image
is also made possible by placing the viewer at the centre of the
virtual world and by emulating techniques of embodied perspective
and perception. Point of view (POV) perspective is an especially
powerful device for evoking a sense of embodied presence in VEs.
Bolter and Grusin describe the embodied first-person POV used in
some VEs as a ‘remediation’ of cinematic and televisual techniques
that seek to provide viewers with the mobilised POV of particular
characters (2000: 243). Cinema and game designers use POV techniques
to provide a subjective form of narration and to heighten identification
with on-screen characters or avatars. POV and psychological identification
are central to suturing the viewer into the VE and heightening their
impressions of total immersion within these domains. While panning,
tracking, tilting and zooming shots are used in cinema to emulate
the mobile gaze of characters, computer graphics and virtual reality
systems, such as Davies’ environments, take the techniques of first-person
POV and perspective further, often placing them in the participant’s
control. The participant has agency over where, when and how to
look. Placing the control over POV in the hands of the viewer has
the effect of reinforcing the viewer’s perception of embodied and
cognitive presence in the immaterial space of the VE. This sense
of presence can only be experienced through technological
mediation and first-hand interaction with the appropriate technology.
Embodied Immersion: Osmose and Ephémère
Issues of embodiment vs. disembodiment and the perception of
space obviously play a central role in the artistic explorations
of virtual reality. Only a few virtual-reality environments which
completely immerse a viewer into an alternative world have been
developed within an art context, and Canadian artist Charlotte
Davies’s (b. 1954) Osmose (1995) and Ephémère (1998)
are classics of the genre. (Christiane Paul, 2003: 126)
As suggested earlier, Char Davies’ virtual environments, Osmose
and Ephémère, are designed to enable for a mobile first-person
point of view. They use a HMD unit in order to facilitate this perspective.
When an active participant (or ‘immersant’ as Davies prefers to
call them) perceptually enters Davies’ VEs they are offered an embodied
POV of an imaginary world that fills their ‘field of vision’ in
all directions (Lunenfeld, 2000: 87). As the participant physically
turns or tilts their head and body to ‘look around’, they appear
to be visually surrounded by this ephemeral, semi-abstract illusion
in all directions. The immersant occupies a central position in
this environment as the virtual world revolves around them. Davies
environments are 360º spaces that visually and psychologically envelop
the participant, which in turn produces kinaesthetic affects in
the immersant. The visual spaces of Osmose and Ephémère
have a depth of field and three-dimensionality that emulates
human visual perception of actual space in terms of scale, depth
and movement. The mobile, first-person POV works with the other
elements such as the semi-translucent, semi-abstract imagery and
three-dimensional sound, to generate an impression of being physically
present in a virtual environment. These environments enact a Baroque
logic by making the frame of the work invisible to the active participant
and by stimulating multiple senses at once, extending the space
of representation in all directions so that embodied perceptions
of space become fused with the illusionistic space of the VE (Ndalianis,
2000). Davies’ VEs are consistent with Angela Ndalianis’s notion
of the generation of the ‘Neo-Baroque’ effect in that they encourage
participants to ‘emotionally, empathetically, and perceptually enter
the microcosmic world of virtual reality’ (2004: 151). Ndalianis
argues that the Neo-Baroque aesthetics of entertainment media have
a ‘dual sensation of the audience’s immersion into the alternative
world and the impression of the entry of the world into the space
of the audience’ (2004: 151). Thus, perceptions of bodily and exterior
space become blurred to the participant viewer. However, Davies’
works are not just entertaining or immersive in nature.
Although Osmose and Ephémère are often described
as completely or totally immersive VE artworks, as evidenced by
the Christiane Paul quote at the beginning of this section, it is
important to note that these works are also presented as
installations in public exhibition spaces. The immersant is situated
in a small room behind a frosted glass pane. A back-lit silhouette
of the immersant’s body is visible through this screen as they interact
with the work. The immersant effectively adopts the role of performer
while they interact with the VE. They are on display for the other
viewers who are able to view the silhouette of the active participant
while they interact with the virtual technology and see a two-dimensional
version of what the immersant sees on a large high-resolution screen.
Thus, becoming immersed in Davies’ VEs is not simply an intimate
or autonomous event. Rather, this is a collective happening between
multiple viewers with different perspectives of the same event.
At the very least there is the first-person embodied mode of immersion
and interaction with the work and a vicarious view of the screen
and active participant as the spectator edits together this ‘performance’
and screening.
Lev Manovich compares the immersant in Davies’ work with a ‘ships
captain’ who takes ‘the audience along on a journey’ and ‘occupies
a visible and symbolically marked position, being responsible for
the audience’s aesthetic experience’ (2000: 261). However, the immersant
does not have as much control over navigating this environment as
the ‘ships captain’ analogy implies. From first-hand experience
of both Osmose and Ephémère, the interfacing systems
are often quite difficult to control and this generates a self-awareness
about how one is engaging with the technology. Besides the fact
that the HMD unit is heavy and difficult to ignore, participants
have to use their breath, movements and balance to navigate the
system. They breathe in to rise; and out to fall; lean forward in
a skiing gesture to move forward in a particular direction and stand
upright to pause and float as if in water. Therefore participants
navigate pathways through these immersive virtual environments by
using their whole bodies or aspects of their bodies in unconventional
ways. An effect of this embodied interface is that it creates a
self-reflexivity about how one usually perceives actual space through
habitual and embodied processes. While Osmose and Ephémère
engage the participant’s body as a source of knowledge and experience
through the interface system, they do so in a way that makes ones’
body seem alien to oneself. The techniques of breathing and movement
utilised in these works are not everyday experiences of the body
in motion for most people. Although Davies’ interfacing systems
were based on the experience of scuba diving, this is hardly an
everyday experience for the majority of people. In fact, these navigational
techniques are better described as body disciplines that
are acquired through practice. Viewers need to readjust and re-discipline
their bodily movements and breathing in order to control their pathways
through these virtual environments more effectively.
This is perhaps the main strength of Davies’ work. Rather than
providing a completely escapist and passive experience of an immersive
virtual environment, it heightens the immersant’s self-awareness
of how they usually perceive and interface with the world and technology.
They are required to enact a different form of embodied interaction
with this virtual environment than a mouse or joy-stick interface
would facilitate. Osmose and Ephémère have the potential
to make participant-viewers more aware of their desires for control
of their own bodies, the environment, technology and the actions
of others. Active participants are neither physically nor intellectually
distanced from the technology of the work, and hence, these immersive
artworks can generate critical forms of engagement in the participant
while they are ‘inside’ the work.
Dancing with the Goddess: Uzume
Petra Gemeinboeck, Roland Blach and Nicolaj Kirisit’s immersive
virtual reality system, Uzume (2002), also provides the immersant
with an embodied POV, while also situating these participants as
performers or objects of observation for other viewers. Uzume
is designed as a 4 to 6 wall CAVE projection environment. The title
of the work refers to a Japanese Shinto Goddess and literally means
‘whirling’, an action that is repeated in the swirling visual aesthetics
of the work and often in the gestures of the participants as they
play with the work. Uzume provides the viewer with a screen-based
responsive environment that is in a state of unfolding and emergence
in relation to the actions of the participant-viewer. Participants
are equipped with two hand sensors and tracked shutter glasses,
which are significantly less cumbersome than the HMD unit utilised
for Davies’ work. These devices allow participants to generate a
three-dimensional, aesthetic environment in a process of becoming.
As participants physically move around in the projection space of
Uzume, they engage in a gestural and responsive communication
exchange with the audio-visual interface. The Goddess software does
not simply mimic the actions of the participant, but responds in
more discrete and unpredictable ways. Uzume seems to be a
virtual entity with autonomy from the participant-viewer. Participants
do not have complete control over the system and must communicate
with the system via playful gestures. Yet as they dance with the
Goddess, they are also being observed by other viewers who witness
their interaction as a performance. VEs such as Uzume, Osmose
and Ephémère operate as installations and theatrical events
by placing the active-participant on display within the architecture
of the work—similar to some early happenings. While the participant
communicates with the interface through their actions and movements,
they effectively become performers and active participants within
the work, challenging the once idealised aesthetic position of the
distanced observer. Active-participants therefore occupy the dual
position of the subject and object of observation for other viewers
and they cannot help but be aware of these related roles. These
immersive installation environments provide conditions for both
the active observer and a more distanced observer, but they subvert
the traditional notion of the objective contemplation of art.
Telepresence & Networked Art Events
While VR technologies provide the most overt forms of telepresence
for viewers, VR is only one of many communication mediums that give
the impression of bringing a distant space or subject closer to
another (Steuer 1995: 36). Telepresence implies a form of absent
presence in distant locations for the operator (Steuer, 1995: 35-36).
Simulcast television, telephones, and mobile phones with built in
cameras and live video or internet link-ups are other examples of
communication technologies that potentially create a sense of telepresence
in participants. These technologies seem to collapse the distance
between users in remote locations by placing them in a participatory
and communicative relationship with each other (Grau, 2003:271).
Telematic, telepresence and telerobotic art projects explore the
idea of our physical body and communities being distributed throughout
the world, yet also being linked together via networked connections
and spaces. Perhaps not surprisingly, these projects often have
an interest in exploring the extension of the body and consciousness
through digital technologies. The themes of new communities, surveillance,
voyeurism and the lack of privacy in relation to networked technologies
and spaces, are dominant concerns in telematic and telerobotic art.
One of the first telerobotic projects on the internet was Ken Goldberg’s
Telegarden (1996) which is on permanent display at the Ars
Electronica Museum of the Future Centre in Linz, Austria. Telegarden
combines networked art, robotics, webcam surveillance and the active
participation of viewers located remotely from one another. The
miniature garden is maintained by ‘gardeners’ who are situated remotely
from the installation. Participants make their telepresence felt
in the garden through the process of tending to this garden, which
they are able to access via various networked technologies. They
are able to see the garden via a webcam, and tend the garden via
a robotic arm that allows them to water, feed and sometimes plant
seeds in the garden. Thus they extend their physical presence through
various networked technologies that render them telepresent in the
geographically remote installation space. The success of this project
is remarkable given that the maintenance of the installation depends
upon the nurture of people across remote locations. Thousands of
people have logged onto the system to help cultivate the garden
in its various stages of growth and decline over the past few years.
Tending this garden is a collective and anonymous activity. The
creative act in this case is not only located with the artist, but
with the participants who log in and technologically extend their
bodies in order to nurture this mini-landscape. Telegarden
highlights the potential that networked creative projects have to
connect people from distant locations and involve them in collective
community actions.
Although Telegarden is not a sensorially or architecturally
immersive environment in the same way as VR and other networked
installations, I maintain that it still immerses the user in a collective
telematic environment. Experiences of telepresence and imaginary
connections made between the different participants, the various
technologies and the physical space of the garden, suggest another
form of immersion—telematic or networked immersion. This form of
immersion entails participants becoming involved in a collective
act of creation of an event or environments through information
links and networks. So while the participants may be distributed
throughout the world they are collectively telepresent and telematically
linked and immersed in production and information exchange.
More recently, a number of interesting networked technology art
projects have taken place via video conferencing and more nomadic
technologies such as mobile (cell) phones and personal digital assistants
(such as Palm Pilots). Speakers Corner (2000-1) was designed
by Jaap de Jonge to encourage remote participants to send text messages
or emails to an interactive LED text display that was attached to
the outside of Kirklees Media Centre in Huddersfield, England. The
fifteen metre text display screened a constant stream of information
from news updates, weather reports, political messages, poetry and
personal messages sent by remote participants. Some strangers effectively
communicated with each other through this public interface, which
made public what is usually thought of as a secure and private
form of communication. The space of the display screen became
a nexus point of streaming information and projected identities—a
site virtually (tele-)present, if only momentarily. While the concept
of distributed aesthetics implies a fractured and dispersed form
of cultural and artistic practice through the space and time of
information flows, networked digital technologies also facilitate
the connection, meeting, interaction and collective activities of
people located in distant locations. Networked technologies allow
for new forms of human-machine interaction, including the ability
to experience a shared presence in multiple and remote locations
at once.
Telepresence and Connectivity in Networked Installations
Networked installations often seek to immerse participants in a
‘composite reality’, connecting people from remote locations in
virtual and physical spaces (Paul, 2003: 21). Grau has commented
that telepresence art is ‘the successor to telematic art’ as defined
by Roy Ascott (2003: 271). Yet it is probably more appropriate to
say that telepresence art is an extension of telematic art. Telepresent,
networked installations share some concerns with telematic art in
terms of linking participants from distinct locations, foregrounding
the concept of a networked community, stressing process-orientated
art practice and enticing multiple users into participatory relationships
with art. British artist, Paul Sermon, synthesised immersive aesthetics
into his telematic installations in the early 1990s. Sermon studied
with Ascott in the early stages of his career and credits Ascott
with having influenced some of his initial concepts. In Telematic
Dreaming (1992), Sermon used video-conferencing technologies
to create a link between individuals located in two distinct spaces.
Central to the installation was a double bed that acted as both
a prop and projection screen for the event. Participants would recline
on the bed and face a real-time projected image of another individual
who was situated remotely. The feedback system and intimacy of the
work created an immersive environment and sense of telepresence
for active participants occupying the imaginary bedrooms. Although
the participants could not communicate verbally, they could communicate
through facial expressions and bodily gestures, sometimes reaching
out to touch the other person. This installation brought individuals
(usually strangers) into close proximity with each other. The experience
was both personal and public, with a video camera documenting the
exchange between the strangers and then sending the live footage
to a series of monitors that surrounded the bed in one of the spaces.
So while it was an immersive and intimate experience for the participants
on the bed, it was also a voyeuristic experience for on-lookers.
The semiology of the bed contributed to the success of this immersive,
telepresence installation and event. The bed is a cultural symbol
that holds connotations of intimacy, privacy, rest, sexuality and
desire. Sermon played on these connotations by using the surface
of the bed as a projection screen and through the production of
a perceived intimacy in the collapsing of the psychic space between
participants. The materiality of the bed further enhanced the immersive
qualities of this installation by drawing on the bodily memories
of those participants who had an experience of sharing a bed with
another person.
In a later work, Telematic Vision (1993), Sermon produced
another immersive, telepresence installation around two large sofas
and a television monitor that were placed in different rooms. Once
again, the semiology of the sofa and the television worked together
to create a familiar and intimate relationship for a theatrical
exchange to take place between strangers in these locations. From
personal experience, this work seemed to evoke far more playful
and mischievous interactions from the participants than Telematic
Dreaming, perhaps because the lounge room is usually a more
social space than the bedroom.
Extending the Body
One of the obvious advantages of telepresence is that the operator
can hypothetically see and feel from a machine’s perspective in
close proximity, while simultaneously maintaining a safe physical
distance. The operator extends their body through hardware and software
technologies. A technological device becomes an extension of the
operator’s body, continuing human presence beyond the corporeal
body through information networks and into a mechanical form. Thus,
telepresence produces a type of cyborg embodiment and perception
for the operator who fuses their naturalised modes of sensing and
perceiving with technological modes of seeing, hearing and feeling.
Stelarc has evoked a type of cyborg vision and telepresence in his
events by attaching cameras to his head and other body parts to
document events from an embodied POV that seems on the surface to
emulate naturalised vision, while actually being mediated through
the lens of the camera. Stelarc’s Ping Body and Fractal
Flesh (1995-7) events explored the possibilities of cyborg vision
and re-embodiment through technology by drawing upon and extending
the idea of telepresence. Distant spectators were given the opportunity
to log into a web interface and to affect the artist’s body (or
‘the body’ as Stelarc prefers to call it) from a remote location
(Stelarc, 2004). Active contributors effectively participated in
a performance event with Stelarc by activating muscle stimulating
electrodes that were attached to his body. Ping Body/Proto Parasite
(1995) at Telepolis offered an opportunity for people at the Pompidou
Centre (Paris), the Media Lab (Helsinki) and the Doors of Perception
Conference (Amsterdam) to remotely access and manipulate Stelarc’s
physical body in Luxembourg. Remote users could stimulate various
parts of Stelarc’s body through the Stimbod system (Touch Screen
Interface for Multiple Muscle Stimulation) by physically interacting
with a touch-screen and graphic representation of the artist’s body.
[3] Ping values
were then gathered from users’ collective activity and translated
into electrical stimuli (low voltage shocks) that were applied to
‘the body’. Users could watch the affects of this information feedback
system in real time because it was video taped and webcast live.
Stelarc was effectively telepresent in multiple locations at once
via video, computer and internet links, while remote users were
also making their telepresence felt through their ability to manipulate
Stelarc’s body from distant locations. In both cases, metaphors
of cyborg bodies and telepresent perception were evoked through
these interactions. The Ping Body experiment implies a desire
for control over bodily reactions (pain and fatigue) as it goes
through physical and metaphorical re-construction through prosthetic
addition and cybernetic extension. Simultaneously though, it suggests
a surrendering of autonomy and power over the body as it becomes
a vehicle for telepresence and communication. The tension between
the desire for technological control and subjection is fundamental
to debates about telepresence and information technologies more
generally. Telepresence implies that one can be electronically present
anywhere with the right information links, equipment and feedback
systems. Central to the fascination with telepresence and virtual
reality is the desire for control over things that are remote from
the body. Arguably, the fixation that some people have with being
(tele)present in several locations at once and being able to escape
the corporeal body (if only temporarily) reflects an obsession with
transformation and control through technological means. Stelarc
creates an inverse relationship in his work by surrendering control
of his body and allowing it to become another point of connection
in the information flow. Ken Hillis maintains in Digital Sensations
(1999) that we ’fear the loss of control over our minds, our society,
our government, our bodies, and our sexuality‘(1999: 211). Ironically,
VR and the internet are sites that heighten our awareness of conditions
that already exist in our culture that we have little control over
such as conflict, exploitation, media saturation, visual surveillance
and the technologisation of our bodies and perception (Hillis, 1999:
211). These cyberspaces intensify an awareness of our desire for
control over our bodies and environments, but couple this alertness
with an anxiety concerning the extent to which we are able to control
such things.
Three conclusions emerge from this analysis of VR and net.art.
First, net.art has the potential to create immersive experiences
for participants by collapsing the perceived distance between the
viewer and another participant or event in a remote location. Information
networks not only distribute information, they create links and
draw people closer together. Second, immersive and distributed aesthetics
are not necessarily escapist in nature and do not always represent
a flight from the body. Rather, as the term aesthetics implies,
they can evoke a return to the body and sensory perception by heightening
awareness of naturalised and embodied modes of perception. They
also draw attention to how naturalised modes of perception are being
extended and transformed through new information technologies and
networks. In some cases, technological interfaces have already become
so ingrained in our everyday lives as to be normalised body disciplines,
even though they clearly generate particular modes of interacting
with the world.
Finally, artworks that generate immersive and distributed aesthetics
have had a dramatic effect on traditional aesthetic theories that
uphold the ideal of a distanced observer. Immersive digital artworks
enfold the viewer in the architecture of the work, extending the
viewer’s sense of bodily presence in virtual and remote locations.
The traditional relationship between the viewer and art object has
been radically reconfigured by new technologies that situate the
viewer in different spatial and perceptual relationships with the
work. By immersing the participant in a changing sensory-aesthetic
environment, VR systems and net.art refuse the illusion of a secure
place outside of an artwork or technological culture where one can
dispassionately assess art, technology and our relationships with
these discourses. They highlight Lyotard’s point that aesthetic
judgment takes place in ‘a dazzling immediacy’ of thinking and feeling
while interacting with the work of art. Yet immersive artworks often
expand this concept by transforming the role of the viewer from
a spectator to a participant or performer who effectively helps
to create both the content and the meaning of the work as they interact.
Author's Biography
Edwina Bartlem is an art curator and writer with a specific interest
in video, new media and biological art practice. Until recently,
she taught cinema and new media studies in the Cinema Program at
the University of Melbourne, Australia, where she is currently completing
a PhD on immersive aesthetics in new media art. At present, she
is the Curator and Arts Programmer at Manningham Gallery in Melbourne.
Recent publications include: ‘Immersive Artificial Life’
in the Journal of Australia Studies (Issue 84, 2005), ‘Coming
Out on a Hell Mouth’ in Refractory: Journal of Entertainment
Media (Vol 2, 2003) and ‘Emergence: New Flesh and Life
in New Media Art’, soon to be published in an edited book
on the future of flesh and bodily mutation.
Notes
[1] ‘Telematics’ refers to computer mediated communication
networking made possible through telephone, cable, internet and
satellite links. These technologies effectively bring individuals
or institutions from geographically dispersed locations into communicative
relationships. Perceptions of space, bodies, identities (personal,
national and global) and ideas about communication have been challenged
by telematics. Roy Ascott introduced the term ‘telematic art’ to
describe art projects that use communication links and exchanges
as integral parts of the work. For Ascott, the meaning of art is
not generated by the artist alone, but by the process of interaction
between the participant(s) and networked systems.
[back]
[2] The concept of telepresence evolved
from research done in the mid-1980s by NASA’s Human Factors Research
Division who were working on developing telepresence as a way of
manipulating robots from a distance, to reduce the risk of human
harm or death in hazardous environments (Woolley, 1992: 126). As
Benjamin Woolley describes it, NASA’s research was aimed at providing
‘a wrap-around technology that would give the machine operator the
feeling of being in the place of the machine being operated’
(1992: 126).
[back]
[3] The Stimbod software was conceptualised by
Stelarc and designed by Troy Innocent. Gary Zebington developed
the remote body-control element of the software that was used in
the Ping Body events. See Stelarc’s website for more information
about the design and development of Stimbod (http://www.stelarc.va.com.au).
[back]
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