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The
virtual world: a space of connections
Whereas the traditional image is always attached to a particular place
and to a fixed or moving medium, the digital image, in its electronic
form, has no particular place to go, no fixed address which is exclusively
its own and from which it cannot escape. Virtual space is made up of circulations
and connections and in the immense networks of hypertext and hypermedia,
the user navigates and browses from data to data. The objects which inhabit
this space have no fixed identity, since they can move from one form to
another. Metamorphosis or, more precisely, diamorphosis the state
between two forms, the movements in the interval, form in a state of becoming
becomes more important than the form itself.
Every day, our social and technological environment presents new challenges
to our identity. When we compare an old photograph of Ivana Trump with
a recent one, we may wonder which is the real Trump and which one is the
artificial one. Perhaps our definitions of reality can no longer be provided
by philosophy alone. Today, plastic surgeons, fashion designers and adolescents
all make aesthetic choices that partake in the modification of the human
form, choices that once only artists were able to make. It is as though
individuals can choose today between multiple identities.
The virtual time
The utopian characteristics of the virtual world are paralleled by its
simulated time. This virtual time does not merely signify the real time
of the interaction through interface devices. This is only one aspect,
important but of limited consequences. Virtual time also has its own specific
characteristics. It is an autonomous time, free of references to the time
in the real world, with no past, no present and no future, projected outside
any perspective, be this deterministic or not, and outside the process
of becoming that is life, even when it tries to simulate life. It is a
time outside the chronos, a uchronic time.
Since it is possible to mix the time of the user with the time of the
machine, this mingled time is open to hybridization effects and to the
possibility of unforeseen experiences which may constitute real discoveries.
Aura and interactivity
Because, if computer imagery is un-situated, and capable of endless reproduction,
always further from the unique expression of the artist, it nevertheless
aspires to recreate the appearance, the smell and the feel of reality,
to create an experience of presence which is as authentic as possible.
But the specificity of thus aspiring to a real experience resides in the
pleasure of knowing this reality, a reality which is now deprived of its
aura. Interactivity nonetheless offers a unique experience at each go.
The unique spatial presence of an object with its aura is replaced by
a temporal experience of a uniquely produced event. Interactivity may
thus lead to a new kind of aura: a unique virtual event which it will
be impossible to repeat.
The virtual: a critique of cultural
codes
Entering a sensorial universe means being exterior to a daily context.
This artificial independence makes the fictive framework a protection
against the contingencies of the exterior, such as the body. Unlike the
frame of a painting, traditionally identified with the limits of the narrative
space of the painting, or the frame of a theatrical scene, which determines
the narrative space of a play, this new framework separates reality and
virtuality into two mutually exclusive domains. The ecstasy of being disembodied
reinforces this independence by stripping the subjects of their identities.
But these interactive subjects thinking subjects, marked by geography
and culture inevitably bring their cultural codes into the fictional
space where transgressions are authorised. The virtual thus emerges as
an ideal instrument for criticizing cultural codes. But, in order to produce
such critical tensions between the real and the virtual, the fictive framework
cannot be suppressed altogether. On the contrary, it is the task of interactive
art to question the frame, to work on it so that a reciprocity between
real space and virtual space can give rise to a reversible subjectivity.
Virtual environments: immersion
Entering a virtual world is a peculiar experience: it is a form of immersion
which involves much more than eyesight. The body of the voyeur-manipulator
also enters the scene, garbed in a special uniform, a data suit, gloves
equipped with sensors and optical fibres, display spectacles or visualization
headsets. By means of these prosthetic elements, movements of the eyes
or hands, a step or a word spoken are analysed by the computer and immediately
determine the images field, the displacement of an element within
the virtual space or even the user, who may be represented in a fragmentary
or symbolic form, within the virtual scene. The body functions as a kind
of polysensorial interface device. Attention moves away from the realism
of the image to the human interface and the realism of the perceptive
effects. Breath and force are also captured and olfactive and effort feedback
effects are generated. But access to virtual worlds is not without its
constraints: the body is fragmented and the prostheses worn isolate it,
at least partially, from the real world
Modelling
the user
Recording and analysing the maximum possible quantity of information about
users is another essential line of research that is becoming important
in the design and use of virtual environments. It is possible in a virtual
space to track data on users movements and to determine simple aspects
of their personal tendencies such as if they are left-handed or right-handed,
if they prefer textual to image information, what language they speak
and so on. By using this data and information about the user, it is becoming
possible to create or modify a virtual environment for a specific user
in a way that better matches their vocabulary and preferences. By personalizing
this virtual space, it might also help the user to perform difficult tasks
more easily and efficiently.
Interactive agents
Another course of research is attempting to populate these virtual spaces
with intelligent computer-generated characters. The aim here is to develop
a type of interactive agent which can perform many useful activities,
intelligently navigate through virtual worlds, and also serve as a guide
to users. Simple models of agents such as this have already been used
in entertainment experiences such as the original Sperry Computer Pavilion
at Disneys Epcot Center in Florida. There, a virtual character magically
appears in three dimensions and explains to visitors how the computer
room operates. Although these simple applications are not interactive,
new technologies will soon make it possible to interact with these agents
in a virtual environment and even to superimpose them into real spaces
around us questioning the boundary between real and virtual.Artistic
problems raised by algorithms
Algorithms help us solve certain problems, but not all problems can be
solved in this way. As the mathematical and operational foundation of
each and every computer, as well as of the entire superstructure of the
network, the algorithm means absence of ambiguity. Calculations and their
results can only be translated into algorithms when the mathematical procedure
by which the problem is to be solved can be formulated. The essential
characteristics of a non-ambiguous calculation procedure are as follows:
fundamental elements, determination, generality and finitude. These four
characteristics are diametrically opposed to the ethical and aesthetic
requirements of art, namely the capacity to make us sensitive, or to develop
our sensitivity towards the unknown, the Other. This opposition allows
us to measure the enormity of the task with which artistic practice is
faced when it enters the realm of communication within the network, a
terrain which is essentially governed by algorithms.
Virtual reality and the control of the senses
Virtual reality represents the most radical new manifestation of man/machine
systems, in which man is an integral part and in which his movements,
his physiological state, even his brain waves, may be used as commands
or may be controlled by sense stimuli. It implies isolation in terms of
the real. The devices are connected directly to our bodies, to our senses
and, soon perhaps, under our skin or even directly to our brains in the
form of brainchips. The way is open to transplants of brain tissue, to
the stimulation or derivation of neuronal activity by means of micro-electrodes,
to the coupling of neurones and transistors, or their implantation in
the cochlea. The aim is to link the computer system directly to the human
brain. For the time being, our senses are the stimulators which activate
our brain, their signals translated into electrical activity. The next
step, the direct stimulation of the brain, does not seem so far off: it
will be the integration of just one more release-mechanism to activate
given centres.
Beyond simulation?
The first stage of simulation is now behind us. Beyond photographic realism,
technology has now opened up entirely new avenues of research to creative
artists. It is to be hoped that creators will be able to explore them
effectively while looking for other modes of representation, and thinking
critically about what the construction of non-real environments means.
It is important to note that one of the interesting features of virtual
spaces is that they allow their users to choose the appearance
humans, objects or plants in which they wish to present themselves
to other virtual partners in the space. There is food for thought here
regarding the consequences of such phenomena for our perception of others.
Similarly, it is now possible to imagine interactive plays or films which
will associate real characters and virtual ones, a situation which will
obviously alter the nature of the work and the way it is understood by
the spectator-user.
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