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Issue 7 - distributed aesthetics
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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