虚拟环境中的美学与工具(小组讨论)

C. Greuel, Patrice Caire, J. Cirincione, Perry Hoberman, Michael Scroggins
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引用次数: 6

摘要

我们经常听到无休止的技术革命。我们被各种高科技设备所包围。然而,所有这些宏伟的机器真正为我们提供了什么?进步真的存在吗?如果是的话,没有实质性内容的游戏又有什么价值呢?这个讨论小组通过关注工具在过去的艺术社区中所扮演的角色,以及虚拟技术将如何毫无疑问地影响他们的未来,来解决虚拟环境中美学的现状。历史的开端显示,人类使用天然颜料在洞穴墙壁上作画,使他们能够向他人表达自己的经历。通过未来的技术,我们可能会发现自己将自己的想法投射到周围的空间,以达到完全相同的效果。审美行为的目的一直都是将想法形象化,并使用任何可用的设备探索我们的环境。今天,我们有越来越强大的工具,如个人计算机工作站,立体视频显示器和交互式软件,来呈现人工制造的环境,俗称虚拟现实。技术元素已经到位,我们已经开始研究最新和最伟大的艺术交流形式。虚拟现实给艺术家们带来了自电影发明以来创作过程中最激动人心的突破。现在,在虚拟艺术时代的黎明,第一代工具耐心地等待着告诉我们一些我们还不知道的事情。但它们带来了什么信息呢?这里有激情吗?高端技术本身并不是目的。它只是一长串可用于人类表达的工具中最新的一个。我们走到这一步,不仅仅是为了玩一些很酷的电脑把戏或出售空置的办公空间。不幸的是,网络空间缺乏艺术活动。我们必须关注这一文化缺陷,为我们创造的冰冷的硅真空注入活力。通过在艺术和技术的历史背景下考虑虚拟现实的工具,因为它们与模拟体验的制造有关,这个活跃的艺术家小组打算在虚拟艺术社区中引发建设性的思考,促进作为一种艺术形式的体验的积极探索,并在这个控制论时代为我们的艺术旅行打开可能的道路。
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Aesthetics & tools in the virtual environment (panel session)
Christian Greuel We hear the talk of endless technological revolutions. We are surrounded by high-tech gadgetry that does our bidding. Yet what does all of this magnificent machinery really offer us? Does progress in fact exist? And if so, what is it actually worth without substantial content? This discussion panel is addressing the current state of aesthetics in the virtual environment by focusing on the roles that tools have played in artistic communities of the past and how virtual technologies will undoubtedly affect their future. The beginning of history shows human beings using naturally-made pigments to draw images on cave walls, allowing them to represent their experiences to others. Through tomorrow's technology, we may find ourselves projecting our very thoughts into the space around us in order to do exactly the same. The purpose of the aesthetic action has and always will be to visualize ideas and to explore our environments using whatever devices are available. Today we have increasingly powerful instruments, such as personal computer workstations, stereoscopic video displays and interactive software, to present artificially fabricated environments, popularly known as Virtual Reality. The technological elements are in place and we have begun our investigation into the latest and greatest form of artistic communication. Virtual Reality promises artists the most exciting breakthrough for the creative process since the invention of motion pictures. Now at the dawn of an era of virtual arts, the first generations of tools wait patiently to tell us something that we don't already know. But what message do they bring? Is there any passion here? High-end technology is not an end in itself. It merely represents the latest in a long list of tools that can be used for human expression. We have not come this far just to do cool computer tricks or sell vacant office space. There has been an unfortunate lack of artistic activity in cyberspace. We must focus on this cultural deficit and breathe life into the cold silicon void that we have created. By considering the tools of Virtual Reality in a historical context of art and technology as they relate to the fabrication of simulated experience, this panel of active artists intends to provoke constructive thought amongst the virtual arts community, promote active exploration of experience as an art form and unlock doors to possible roads for our artistic travels throughout this age of cybernetics.
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