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Issue 7 - distributed aesthetics
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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