Multiple
Perspectives / Multiple Readings
Simon Biggs
Sheffield Hallam University, U.K.
(This paper was originally presented as part of the User_Mode
symposium, Tate Modern, London, 2003)
In recent artistic work I have been exploring the implications
of digital technology, interactivity and internet connectivity that
allow people to not so much space/time-shift their visual experience
of things but rather see what happens when everybody is simultaneously
able to see what everybody else can see. This is extrapolated through
the remote networking of sites that are actual installation spaces;
where the physical movements of viewers in the space generate multiple
perspectives, linked to other similar sites at remote locations
or to other viewers entering the shared data-space through a web
based version of the work.
This text explores the processes involved in such a practice and
reflects on related questions regarding the non-singularity of being
and the sense of self as linked to time and place.
Introduction
We regard the self as singular. We imagine the collective other
as composed of multiple singular selves. Each 'self' is seen as
occupying a single moment in time and a single point in space. The
notion of the instance of self is inextricably bound up with this
idea of a singular locus in time/space. It is perhaps this, in correlation
with memory, which we conveniently refer to as consciousness.[1]
The geometry of vision we accept as conventional is the inverted
triangle, with the 'eye' at the apex of the triangle and the ocular
field composed of that lying within the boundary of this triangle
(Lacan, 1977). Such representations of the visual field typically
manifest as single graphical forms with a single apex, related to
the single, even if abstracted, 'eye'. Such a representation functions
to reinforce our accepted belief that the self is singular and can
only occupy one point in space at any one time. This paradigm is
also evident in the structure of mechanised visualisation and image
recording systems we have developed (2D and 3D imaging systems).
This dominant mode of 'vision' and, by implication, notion of self,
is also evident in how we visually represent things; for example
Cartesian space and its unique vanishing point functions as a correlate,
although inverse, triangle relative to the geometry of vision outlined
above. Thus we can see how our artifacts, in their very structures,
map onto our models of the human and thus reflect our sense of who
we believe ourselves to be.
Background
Over the past two decades my artistic practice has been focused
on questions around identity explored through the use of interactive
spaces where the act of interaction itself functions to foreground
issues concerned with being. The intention of this work has always
been artistic. That is, there is no pretence in any of these projects
to a position on psychology or the less rigid domain of philosophy
concerned with ontology. As an artist I have often been inspired
by well thought out and argued theoretical positions but I have
never felt any compulsion to make work with the necessary rigour
and internal coherence that such academic practice demands. Art
is not a means to make an argument, nor is it a device to illustrate
theoretical concerns. Rather, art is that human activity which can
confound the basic sense we make of things, such that we are then
able to see things in a manner we might otherwise never have considered.
It is in the creation of dis-juncture between the thing and its
representation that we come to see the thing and its relation to
other things, particularly ourselves, anew.
My intent, when creating works of art that function to disturb
the manner by which we physically see things, is to disturb our
accepted notion of self as evidenced through how we 'know' ourselves
through our sense of seeing. The objective is not to author a new
theoretical position, nor to reflect an accepted one, but to destabilise
our sense of self as a subjective experience in the hope of giving
cause to doubt, at a subjective and experiential level, this basic
belief in self.
A primary point of differentiation we subjectively employ to maintain
our sense of internal unity and uniqueness is that between the self
and the other.[2] Although
it is well established, with numerous arguments having been made
regarding cultural, sociological and psychological factors, the
focus of my practice has been in engendering a subjective 'failure'
to differentiate, resulting in a process of de-differentiation of
self and thus a re-positing of self as non-singular, de-centred
and distributed.
Development
Technology has functioned, for as long as people have developed
and applied it, to extend human ability. One human capability which
has been subject to numerous technological enhancements is vision.
Generally these enhancements have been concerned with either allowing
us to see things that we cannot see due to spatial limitations (they
are too far away, too small or obscured by some other element) or
temporal restrictions (things that have happened at another time).
Technologies such as the telescope, microscope and periscope have
been developed to deal with the limitations of space. The camera
fulfils the same role relative to time (Cubbitt, 1991).
However, as we all know from basic physics, time and space are
not separate things but are the dialectical aspects forming the
fundamental medium of being (Russell, 1997). This has been accepted
as conventional scientific knowledge for most of the Twentieth Century
and as an idea has inspired numerous artists, perhaps most famously
Picasso and Braque, with the initial development of what is now
known as Analytical Cubism. Modern physics, as best exemplified
by Einstein’s theories, has, along with contemporary psychology,
been amongst the most influential of knowledge systems upon Modern
artistic practice.
Nevertheless, it would be an error to seek an interpretation of
Picasso within the paradigms of physics for it is unlikely that
Picasso’s intent would have been in any respect scientific. More
likely, he managed to find something in contemporary scientific
theory that allowed him to further his objective of destabilising
the way things seem to be. His interest was in how we feel, or know,
ourselves to be relative to the subject or other. Picasso’s interest
was most likely in ontology, not physics.
Analytical Cubism is typified by its representation of the subject
as a highly fragmented, often incomplete, object within a similarly
treated context. A primary device in achieving this fragmentation
is the use of multiple points of view in establishing the format,
angle and placement of the subject. In such work the multiple points
of view are clearly those that were available to the artist (either
in reality or in their imagination) and although they may become
numerous their number is finite.
My own work has taken, to a degree, ideas as represented in work
such as Picasso’s as an initial point of departure. I must admit
though that although I am an admirer of his work, and particularly
of that period known as Analytical Cubism, the connections between
my own recent practice and Picasso’s work only dawned on me retrospectively
(although this does not mean that his work did not influence mine…just
that if it did so it was not conscious).
Application
When developing the multiple viewpoint model employed in my recent
practice, initially in a work entitled Babel (Biggs, 2001a),
my primary interest had been in ways by which I could solve the
problem of shared three dimensional perception in shared interactive
and immersive three dimensional spaces (what are typically referred
to as responsive environments or virtual reality, although I find
neither of these names satisfactory). That is, I was concerned with
the viewer’s viewpoint (or viewers’ viewpoints), not the artist’s.
How to represent the 'point of view' is a fundamental problem in
such work. When there is only a single inter-actor (as in conventional
head-up Virtual Reality systems) this is not a problem. The system
is able to calculate both the ocular origin of the viewer and a
three dimensional view around them that satisfies the requirements
for a coherent, convincing and conventional three dimensional scene.
However, as soon as more than one inter-actor is involved in such
a system a problem emerges, as the technology is still required
to construct a coherent three dimensional view determined by the
points of view of the participants. Two typical solutions to the
problem are usually employed. Firstly, one of the inter-actors is
assigned a lead role (this might be dynamically assigned and reassignable)
in the definition of the point of view and therefore the construction
of the ocular field. This role is usually assigned to the inter-actor
who is also in control of the interactive 'levers' of the work [3],
although in some works the roles are kept separate such that a communications
dynamic is formed between the 'one that can see' and the 'one that
can act'. [4] A
second approach to the problem is to calculate a generic view, usually
through some sort of median sampling of inter-actor positional data
and activity. By this latter method a single point of view is calculated
that is in some manner the mean average generated by the total number
of view points and their relative positional data. This results
in a generic view that relates equally to all the views but does
not necessarily map onto any single one. In this solution any attempt
at a sensory representation of three dimensional space built around
the subjective eye of the viewer is abandoned (Barron, 1996).
Neither of these approaches have ever seemed satisfactory to me
and thus have functioned to deter me from employing three dimensional
visualisation techniques in my practice. My primary interest in
all my work is the interaction of people with other people (not
people with machines) and how through the manifestation of this
interaction new experiences can be generated that allow us to further
reflect on what it is to be 'us'. Due to this all my interactive
artworks have been, by necessity, multi-user. Thus it was clear
I would always have concerns with three dimensional visualisation
as the problem of the point of view would always be there to confound
and compromise the (inter-personal) intent of the work.
The commissioning brief to design and build Babel was clear;
that the work had to be concerned with libraries, that it must exist
on the internet and that it must in some fashion involve the notion
of navigation. My immediate response to this was to imagine a navigable
virtual space that people could explore, and where the contents
of a library could be navigated in some manner. The idea evolved
to the point that it was clear that this space should be multi-user
and that the various 'users' would be explicitly aware of one another.
It was a small step from there to decide that the visualisation
of all this should be such that the navigational system and the
data to be navigated should be the same thing. Then the problem
emerged: How would the issue of 'point of view' be addressed? After
looking at the alternative solutions to the problem, as outlined
above, I decided to use neither of them and to use instead the usual
convention of each viewer having their own point of view, but to
simply have them all visualised simultaneously, rendering them in
real-time into a single multi-layered representation of space. This
allowed people to be immediately aware of other participants, to
render the entire scene as a product of this multiple-view-point
ocular space, and to fold the various components of data, interface,
user modelling (user presence) and visualisation into a single graphical
model. It also satisfied my poetic need to create a work that in
some fashion caused a dis-juncture between each of these components.
Since the completion of Babel I have continued to develop
some of the emergent key themes of the work through pieces such
as Precession of the Equinoxes (Biggs, 2001b), Parallax
(Biggs, 2002a) and Tristero (Biggs, 2002b). The works Precession
of the Equinoxes and Tristero exist as primarily online
works. Parallax exists as primarily an installation but with
an online component.
When Babel was first produced the intention was that it
would be an online project. However, as work progressed, it became
clear there was a compelling case that it could also become an architectural
scale site-specific installation. Thus when the work went live on
the internet this was complemented by three installation versions
of the work at the three main libraries comprising the commissioning
agent (Essex Libraries, UK). This involved large scale interactive
projections of the work onto the three buildings, each in a different
town, either inside or outside, of Babel, with all of these
projections linked to the internet such that inter-actors, whether
at one of the three locations or at any location on the net, would
be able to participate in the collective process of visualisation
that the work is primarily composed from.
Parallax sustains this approach, although the work has been
designed from conception to employ and exploit this device, whereas
with Babel this arose through an evolutionary iterative artistic
process and was not the initial intention. In Babel the content
was concerned with the taxonomies of knowledge that determine how
we create our libraries and how to navigate this ever burgeoning
data-space (with implicit reference to the now potentially un-catalogue-able
scale of the internet through the re-mapping of Dewey Decimal numbering
onto URLs of similar taxonomical value). By contrast Parallax
is a determinedly formalist work where the focus of the piece is
on the process of visualisation itself. That is to say, the work
could be considered a structuralist exercise in that the choices
of the visual elements were primarily determined by the form of
the visualisation rather than a desire to visualise certain content.
It was clear that Parallax would be composed of multiple
over-layed three dimensional views so the imagery required would
have to be simple, without backgrounds or multiple related components,
to avoid confusion and aid perception of the implied and critically
important multiple view points. Secondly, unlike Babel, which
was primarily an online work requiring low-band solutions (e.g.
text instead of image), Parallax, as primarily an installation-based
work, could be high-band and thus use photographic quality moving
imagery (as is the case with most of my installations). Thirdly,
most of the movement in Parallax would be the result of the
parallax effect (where objects nearer the eye appear to move faster
than those further away) itself caused by the multiple movements
in the installation space of the various inter-actors.
To aid in the formation of the strongest three dimensional illusion
possible it was obvious that the objects that would come to compose
the three dimensional views would also have to be moving, but not
moving through the virtual space relative to one another and the
overall spatial envelope of the ocular field. Freer movement of
the objects would have functioned to confuse the parallax effect
that the three dimensional illusion relied on. Thus it was determined
that the objects would move around their own axes, this in turn
heightening the three dimensional effect as the viewers gain sight
of all aspects of each object.
Thus, the selection of the imagery was dictated by a set of very
stringent criteria. To satisfy the needs of the piece I had to select
imagery which I could record in digital video and in a highly controlled
studio environment, with the usual array of systems available to
me. The objects would need to be singular, isolated, visually simple,
rotating around their own axes (and thus of a vertical characteristic,
as opposed to the naturally horizontal spatial movement that is
the parallax effect) and yet visually rich and subtle with clear
three dimensional properties. The immediate solution was the human
figure and thus it was determined that three appropriate figures
which by their nature spin around their own axes could (arbitrarily)
be Sufi dervishes, ballet dancers and children’s spinning toys.
Any reading that might be made of this, and I, as well as others,
have come up with many, might be rewarding but are ultimately arbitrary.
I leave it to the individual’s imagination as to what it all might
mean, as this reflects again upon the inter-dynamics of the work
as represented in its central motif, the multiple point of view.
The reasoning for the use of three screens was similarly determined
by a simple factor; that together, and arranged as they are, they
create an easily constructed and self-supporting structure that
in its floor plan models the ocular field that the work is based
on - the triangle.
Conclusion
The intention here has not been to justify practice through theory,
nor to illuminate theory through practice. It has been to employ
resources available in theoretical discourse and artistic practice
to evoke and further explore a number of artworks that concern themselves
with the relationship between perception and the notion of self.
To some degree, it was not my only intention to enact a convergence
of disciplines to see how they might inform one another; I also
sought to explore their limits through a possible confounding of
the intentions of this particular instance of convergence.
Author's Biography
Simon Biggs was born in Australia, 1957, and moved to the UK in
1986. A self-taught visual and inter-disciplinary artist, he studied
Electronic and Computer Music at Adelaide University 1979-81. Since
1978 Biggs has been working with computers and interactive systems
within large-scale installation, web-based artworks and other contexts
to explore issues around identity and reality as social constructs.
He is also widely published internationally as a writer and internationally
active as a consultant curator. See http://www.littlepig.org.uk/
for a more detailed biography.
Notes
[1] The subject of Consciousness Studies is explicitly
converging with the study of the creative arts, as exemplified by
developments at the University of Wales, Newport and the associated
CaiiA Star centre for post-graduate studies (Plymouth University).
[back]
[2] Theories concerning the definition of the self
relative to the other have become received knowledge in contemporary
culture, although there is actually a field of theories, many of
which are exclusive of one another. There is no intention here to
engage with any of these theories other than to simply identify
that they are there, they are commonplace and all have some relevance
to the subject in hand.
[back]
[3] This is the conventional CAVE (Collaboratively
Actuated Virtual Environment) model, as exemplified by Dan Sandin’s
(Illinois University, Chicago) permanent work at the Ars Electronica
Centre, Linz, Austria.
[back]
[4] Some works of Char Davies (http://www.chardavies.com/immersence_home.htm)
are an example here.
[back]
References
Barron, Stéphan. Day and Night (1996), http://stephan.barron.free.fr/.
Biggs, Simon. Babel (2001a), commissioned by Essex Libraries,
UK, http://www.babel.net.uk.
Biggs, Simon. Precession of the Equinoxes (2001b), http://www.littlepig.org.uk.
Biggs, Simon. Parallax (2002a), http://www.littlepig.org.uk.
Biggs, Simon. Tristero (2002b), commissioned by Film and
Video Umbrella, London, http://www.tristero.co.uk/.
Cubbitt, Sean. Timeshift: On Video Culture (London and New
York: Comedia/Routledge, 1991).
Lacan, Jacques. The Four Fundamental Concepts of Psycho-analysis
(London: Hogarth Press, 1977).
Russell, Bertrand. The ABC of Relativity (London: Routledge,
1997).
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