虚拟现实空间中的观察者:行星光学的形成

Q2 Social Sciences Praxema Pub Date : 2022-05-05 DOI:10.23951/2312-7899-2022-3-73-96
Татьяна Евгеньевна Фадеева
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Важным аспектом при разработке VR-инсталляций для художника является определение законов «поведения» виртуальной среды, окружающей зрителя, и здесь возможны эксперименты с законами альтернативной природы – VR. Также важны «правила» присутствия в VR зрителя / пользователя. Важно определить, на каких основаниях, в каком статусе он находится в пространстве инсталляции, обладает ли механизмами реагирования, рычагами воздействия на «мир», и если нет, то чем это обусловлено, почему это может быть ценно и для зрителя, и для художника. Если же элемент интерактивности находится в центре образной структуры проекта, то какие выразительные возможности могут открыть действия пользователя и его интеракция с произведением и другими пользователями через это произведение? Как можно охарактеризовать опыт, который получает зритель, взаимодействуя с VR-работами? На эти вопросы мы и постараемся ответить в данной статье, исследуя различные произведения искусства, созданные с помощью технологии VR. Основной авторский тезис заключается в том, что развитие виртуальной реальности дает возможность выстроить опыт нового чувственного плана: альтернативной субъективности и сверхчеловеческого видения многомерных взаимосвязей между явлениями и событиями в мире, – выводя тем самым наш способ мышления на совершенно другой уровень – внеэгоцентрического состояния, формирующего новую оптику «планетарного видения».\n This article discusses a special way of the bodily presence of the viewer in various works designed for virtual reality. In some of them, the viewer is not able to interact with the world of a virtual installation and influence the events taking place in it (although they can, for example, move through the digital space); in others, there is a limited quality of presence at the perception (but not action) level leading to a meaningful result: when the viewer is compelled to observe events as the director/artist intended – their gaze is built into the point of view of the director or camera. Finally, there is a third type of VR projects where we find an enhancing user interaction with the digital environment. Viewer’s capacities – including the ability to move in the space of the installation and interact with it – depend on the “genealogy” of a particular VR piece. There are basically two types of VR pieces that have the same image and sound output devices, but differ significantly from each other in the way moving image is produced and in the kind of effect produced on a recipient. The first type involves the creation of real-life decoration with actors in it filmed on a panoramic camera (a device with a 360-degree view). This kind of the piece is similar to panoramic cinema: it is basically a film that provides a high-quality image and a bright immersive effect, but does not provide the viewer (just like classical cinema) with the opportunity to interact with screen reality. In these cases interactivity goes down to choosing the point of observation and following the camera. Examples reviewed in the current article include such pieces as “Caves”, “Container”, “Montegelato” (demonstrated at the Venice VR Expanded, 2021 program), etc. The second type of VR is based on creation of virtual space and 3D models of characters and objects inside it (“Goliath”, “Anandala”, “Last Worker”, “Samsara”, “Lavrinthos”, also viewed in Venice). These pieces are technically part of a game-design framework since they are constructed on game “engines” and imply a high degree of interactivity. Here the emphasis is on the interaction with an artificially created world, even though authors may limit the viewer’s ability to act within the VR space and make only limited number of choices. Observing various strategies of interaction in VR, I outline three kinds of them: (1) lack of interaction; (2) limited interaction (participation at the level of perception, but not action); (3) full-fledged interaction. Artists put the very phenomenon of interactivity into question each time eliminating certain aspects of this experience. For example, a user can be deprived of an ability to move (as in the Tree VR project offering one to “be” a tree that cannot “respond” to the violence committed against it) or, conversely, granting one such “rights” and “powers” in the virtual world that are hardly imaginable in everyday practices (flight, telekinesis, etc.). The element of interactivity may either structure the project or, on the contrary, be “bracketed”, users’ actions (participation or the lack of it) turn into means of artistic expression. What kind of expression? How can we describe the experience that a viewer gets interacting with VR pieces? The current article provides an answer to these questions in a broad sociocultural context, including issues of bio- and digital ethics. I examine the VR pieces of the first and second type (where a viewer is limited in actions and cannot influence the events taking place in the installation) and explore the difference between them, conceptualize the compelled inaction of the viewer. In this regard, based on the concept of event introduced by French philosopher A. Badiou (meaning something that changes the frame of our perception of reality), I agrue that VR technologies can be considered as a machine for producing events – an apparatus for actualizing potentialities that are converted into events for the viewer and in the future may or may not become a reality. It depends on whether the viewer decides to “embed” the opportunity offered by the virtual event into their Weltbild. For example, one could take off VR-glasses and transfer the aesthetic affect into some kind of action in reality beginning to show greater social responsibility, taking part in social assistance programs, becoming more tolerant, etc. The effectiveness of this approach is demonstrated by experiments conducted in the Virtual Human Interaction Lab at Stanford University (USA). Furthermore, I focus on projects that create the possibility of communicating and interacting with nonhuman agents that populate the space of VR installations. And the emphasis is shifted from the “anthrope”, who is used to seeing oneself in the center of the world (a subjective position that has been constructed in Western culture since the Renaissance) to the play of nonhuman entities. This pulls up the paradigm of anthropocentrism, basic to European culture, and provides one with an ability to think and act on a completely different level — on extra-egocentric one. In case when the viewer has freedom of movement and interaction within the VR world, the rules and restrictions that the artist/director imposes on this interaction are important, since the quality of viewer’s experience will be shaped by it. It is the need to perform motoric actions aimed at achieving a specific goal (or the impossibility of doing so, as in case of projects of the first and second types) that shapes viewer’s identity in the field. In a VR installation of the third type (“full-fledged presence”), the viewer can, like an actor in the Stanislavsky Theater, become an actor “in the proposed circumstances”. The elements of such installation and models of user’s interaction scenarios with its interface (including motoric actions) are aimed at helping the viewer get immersed into their “role”. However, if in theatrical plays and films actors were supposed to perform for a spectator to follow the plot and transfer their emotional and cognitive projections onto it, in VR these projections are turned onto the viewer. Thus, in the field of virtual reality, languages of various arts intersect: theater, cinema, game design, etc. are giving rise to multiple hybrid formats of experience. Projects of the third type can also be seen as shattering the viewer’s habitual egocentric position. Such projects, which problematize our experience as a contingent construct, make it possible to design an experience of alternative subjectivity. I argue that the development of virtual reality makes it possible to build the experience of a new sensual plane: a re-subjectivised and superhuman vision of multidimensional relationships between phenomena and events in the world. Thereby our way of thinking is being brought to a completely different level: an extra-egocentric state that forms a new optics of “planetary vision”. ”Planetary optics” does not imply a view from afar. The precise (not abstract) way of thinking is a challenging thing; it is hard to get away from reducing reality to familiar schemes, binary oppositions and common hierarchies. That is why, while analyzing the strategies of artists working with the medium of VR throughout this article, I focus on pieces where these familiar schemes get overturned. A hunter becomes a prey, an actor becomes a non-participant, and so on. The binaries of male and female, Eurocentrism and Orientalism, nature and culture, animal and machine get blurred not to erase the boundaries between them but with the aim of offering the spectator-actor a new perspective or even a set of perspectives, points of view, positions of various stakeholders, polarities and experience of a multipolar world. “Planetary optics” does assume a multipolar world (after all, we cannot block some part ","PeriodicalId":37342,"journal":{"name":"Praxema","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"VIEWER IN THE VIRTUAL REALITY SPACE: PLANETARY OPTICS’ FORMATION\",\"authors\":\"Татьяна Евгеньевна Фадеева\",\"doi\":\"10.23951/2312-7899-2022-3-73-96\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Рассматривается особый способ телесного присутствия зрителя в различных произведениях виртуальной реальности (VR). В некоторых из них зритель присутствует лишь в роли наблюдателя / свидетеля, или «призрака», не способного взаимодействовать с миром виртуальной инсталляции и влиять на происходящие в нем события. В других же элемент интерактивности проявляется ярче, роль зрителя более не сводится исключительно к наблюдению, он становится активным участником инсталляции. Произведения искусства, созданные с применением технологий виртуальной реальности, – это искусственные «миры», предлагающие зрителю новые ощущения, обычно зрительные и слуховые, потому что в большинстве проектов передача тактильных ощущений пока отсутствует. Важным аспектом при разработке VR-инсталляций для художника является определение законов «поведения» виртуальной среды, окружающей зрителя, и здесь возможны эксперименты с законами альтернативной природы – VR. Также важны «правила» присутствия в VR зрителя / пользователя. Важно определить, на каких основаниях, в каком статусе он находится в пространстве инсталляции, обладает ли механизмами реагирования, рычагами воздействия на «мир», и если нет, то чем это обусловлено, почему это может быть ценно и для зрителя, и для художника. Если же элемент интерактивности находится в центре образной структуры проекта, то какие выразительные возможности могут открыть действия пользователя и его интеракция с произведением и другими пользователями через это произведение? Как можно охарактеризовать опыт, который получает зритель, взаимодействуя с VR-работами? На эти вопросы мы и постараемся ответить в данной статье, исследуя различные произведения искусства, созданные с помощью технологии VR. Основной авторский тезис заключается в том, что развитие виртуальной реальности дает возможность выстроить опыт нового чувственного плана: альтернативной субъективности и сверхчеловеческого видения многомерных взаимосвязей между явлениями и событиями в мире, – выводя тем самым наш способ мышления на совершенно другой уровень – внеэгоцентрического состояния, формирующего новую оптику «планетарного видения».\\n This article discusses a special way of the bodily presence of the viewer in various works designed for virtual reality. In some of them, the viewer is not able to interact with the world of a virtual installation and influence the events taking place in it (although they can, for example, move through the digital space); in others, there is a limited quality of presence at the perception (but not action) level leading to a meaningful result: when the viewer is compelled to observe events as the director/artist intended – their gaze is built into the point of view of the director or camera. Finally, there is a third type of VR projects where we find an enhancing user interaction with the digital environment. Viewer’s capacities – including the ability to move in the space of the installation and interact with it – depend on the “genealogy” of a particular VR piece. There are basically two types of VR pieces that have the same image and sound output devices, but differ significantly from each other in the way moving image is produced and in the kind of effect produced on a recipient. The first type involves the creation of real-life decoration with actors in it filmed on a panoramic camera (a device with a 360-degree view). This kind of the piece is similar to panoramic cinema: it is basically a film that provides a high-quality image and a bright immersive effect, but does not provide the viewer (just like classical cinema) with the opportunity to interact with screen reality. In these cases interactivity goes down to choosing the point of observation and following the camera. Examples reviewed in the current article include such pieces as “Caves”, “Container”, “Montegelato” (demonstrated at the Venice VR Expanded, 2021 program), etc. The second type of VR is based on creation of virtual space and 3D models of characters and objects inside it (“Goliath”, “Anandala”, “Last Worker”, “Samsara”, “Lavrinthos”, also viewed in Venice). These pieces are technically part of a game-design framework since they are constructed on game “engines” and imply a high degree of interactivity. Here the emphasis is on the interaction with an artificially created world, even though authors may limit the viewer’s ability to act within the VR space and make only limited number of choices. Observing various strategies of interaction in VR, I outline three kinds of them: (1) lack of interaction; (2) limited interaction (participation at the level of perception, but not action); (3) full-fledged interaction. Artists put the very phenomenon of interactivity into question each time eliminating certain aspects of this experience. For example, a user can be deprived of an ability to move (as in the Tree VR project offering one to “be” a tree that cannot “respond” to the violence committed against it) or, conversely, granting one such “rights” and “powers” in the virtual world that are hardly imaginable in everyday practices (flight, telekinesis, etc.). The element of interactivity may either structure the project or, on the contrary, be “bracketed”, users’ actions (participation or the lack of it) turn into means of artistic expression. What kind of expression? How can we describe the experience that a viewer gets interacting with VR pieces? The current article provides an answer to these questions in a broad sociocultural context, including issues of bio- and digital ethics. I examine the VR pieces of the first and second type (where a viewer is limited in actions and cannot influence the events taking place in the installation) and explore the difference between them, conceptualize the compelled inaction of the viewer. In this regard, based on the concept of event introduced by French philosopher A. Badiou (meaning something that changes the frame of our perception of reality), I agrue that VR technologies can be considered as a machine for producing events – an apparatus for actualizing potentialities that are converted into events for the viewer and in the future may or may not become a reality. It depends on whether the viewer decides to “embed” the opportunity offered by the virtual event into their Weltbild. For example, one could take off VR-glasses and transfer the aesthetic affect into some kind of action in reality beginning to show greater social responsibility, taking part in social assistance programs, becoming more tolerant, etc. The effectiveness of this approach is demonstrated by experiments conducted in the Virtual Human Interaction Lab at Stanford University (USA). Furthermore, I focus on projects that create the possibility of communicating and interacting with nonhuman agents that populate the space of VR installations. And the emphasis is shifted from the “anthrope”, who is used to seeing oneself in the center of the world (a subjective position that has been constructed in Western culture since the Renaissance) to the play of nonhuman entities. This pulls up the paradigm of anthropocentrism, basic to European culture, and provides one with an ability to think and act on a completely different level — on extra-egocentric one. In case when the viewer has freedom of movement and interaction within the VR world, the rules and restrictions that the artist/director imposes on this interaction are important, since the quality of viewer’s experience will be shaped by it. It is the need to perform motoric actions aimed at achieving a specific goal (or the impossibility of doing so, as in case of projects of the first and second types) that shapes viewer’s identity in the field. In a VR installation of the third type (“full-fledged presence”), the viewer can, like an actor in the Stanislavsky Theater, become an actor “in the proposed circumstances”. The elements of such installation and models of user’s interaction scenarios with its interface (including motoric actions) are aimed at helping the viewer get immersed into their “role”. However, if in theatrical plays and films actors were supposed to perform for a spectator to follow the plot and transfer their emotional and cognitive projections onto it, in VR these projections are turned onto the viewer. Thus, in the field of virtual reality, languages of various arts intersect: theater, cinema, game design, etc. are giving rise to multiple hybrid formats of experience. Projects of the third type can also be seen as shattering the viewer’s habitual egocentric position. Such projects, which problematize our experience as a contingent construct, make it possible to design an experience of alternative subjectivity. I argue that the development of virtual reality makes it possible to build the experience of a new sensual plane: a re-subjectivised and superhuman vision of multidimensional relationships between phenomena and events in the world. Thereby our way of thinking is being brought to a completely different level: an extra-egocentric state that forms a new optics of “planetary vision”. ”Planetary optics” does not imply a view from afar. The precise (not abstract) way of thinking is a challenging thing; it is hard to get away from reducing reality to familiar schemes, binary oppositions and common hierarchies. That is why, while analyzing the strategies of artists working with the medium of VR throughout this article, I focus on pieces where these familiar schemes get overturned. A hunter becomes a prey, an actor becomes a non-participant, and so on. The binaries of male and female, Eurocentrism and Orientalism, nature and culture, animal and machine get blurred not to erase the boundaries between them but with the aim of offering the spectator-actor a new perspective or even a set of perspectives, points of view, positions of various stakeholders, polarities and experience of a multipolar world. “Planetary optics” does assume a multipolar world (after all, we cannot block some part \",\"PeriodicalId\":37342,\"journal\":{\"name\":\"Praxema\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-05-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Praxema\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.23951/2312-7899-2022-3-73-96\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Praxema","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23951/2312-7899-2022-3-73-96","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
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摘要

在虚拟现实(VR)中,观众的身体存在被认为是一种特殊的方式。在一些电影中,观众只作为观察者/目击者或“鬼魂”存在,无法与虚拟装置的世界互动,也无法影响正在发生的事情。在其他方面,互动的元素更加明显,观众的作用不再仅仅是观察,而是成为安装的积极参与者。虚拟现实技术创造的艺术作品是人工的“世界”,为观众提供新的体验,通常是视觉和听觉的体验,因为在大多数项目中,触觉还没有传递。对于艺术家来说,设计VR装置的一个重要方面是定义虚拟环境的“行为”法律,观众的环境,在这里可以尝试替代自然法则——VR。VR观众/用户的“规则”也很重要。重要的是要确定它在装置空间中的地位、反应机制、影响“世界”的杠杆,如果没有,那是因为它对观众和艺术家都有价值。如果交互式元素是项目模型结构的中心,那么有什么表达能力可以通过这个项目打开用户的行为及其与其他用户的互动呢?你如何描述观众通过与VR工作互动而获得的经验?我们将在本文中试图回答这些问题,通过研究VR技术创造的各种艺术作品。作者的论点是,虚拟现实的发展提供了建立一种新的感官体验的机会:另一种主观性和超人对事件与事件之间的多维关系的看法,从而使我们的思维方式达到一个完全不同的水平,形成一种新的“行星视觉”光学。这幅画是《异形现实》中的一种特殊的展示方式。在一些人当中,viewer并没有与虚拟的存在和存在联系在一起;在另一个地方,有一个有限的“表演”(但不是表演):当一个人的眼睛和他的眼睛一样紧的时候。最终,有三种类型的VR项目,我们可以使用数字环境互动。Viewer 's capacities是一种探索空间和互动的方式。有两种基本类型的VR设备,但有一种不同的声音,来自不同的视觉效果,在不同的模式中,在不同的模式中。在panoramic camera (360-degree view)中,第一个“现实生活”被创造出来。这是一部简单的panoramic电影:这是一部电影,是一部高价电影,但不是一部经典电影。在这种情况下,互动的目标是抓住观察的重点和拍摄相机。《古老的艺术作品》中的评论是“Caves”、“Container”、“Montegelato”,等等。第二种类型的VR是虚拟空间和3D模型的基础,由“占星术”和“占星术”组成。这是游戏设计的一部分,在游戏“引擎”和互动的高峰期建造。这是一个与艺术创作创造世界互动的场景,在VR空间和制作有限数量的选择。观察VR中的交互模式,我超越了三种交互方式(1);有限互动(2)(3)全fledged互动。艺术家们解开了这一实验的互动本质。 例如,用户可以被剥夺移动的能力(就像在Tree VR项目中提供的那样,一个人“成为”一棵不能“回应”针对它的暴力行为的树),或者相反,在虚拟世界中赋予一个在日常实践中难以想象的“权利”和“权力”(飞行,心灵遥感等)。互动性的元素可能构成项目的结构,或者相反,被“括起来”,用户的行为(参与或不参与)变成艺术表达的手段。什么样的表情?我们该如何描述观众与VR作品互动的体验呢?当前的文章在广泛的社会文化背景下提供了这些问题的答案,包括生物和数字伦理问题。我研究了第一种和第二种类型的VR作品(观众的行动受到限制,无法影响装置中发生的事件),并探讨了它们之间的区别,将观众的被迫不作为概念化。在这方面,基于法国哲学家巴迪欧(a . Badiou)提出的事件概念(意思是改变我们对现实的感知框架的东西),我同意虚拟现实技术可以被视为生产事件的机器——一种实现潜力的装置,这些潜力被转换为观众的事件,未来可能成为现实,也可能不成为现实。这取决于观众是否决定将虚拟事件提供的机会“嵌入”到他们的Weltbild中。例如,人们可以摘下vr眼镜,将审美影响转化为现实中的某种行为,开始表现出更大的社会责任,参与社会救助项目,变得更加宽容等等。在斯坦福大学(美国)的虚拟人类互动实验室进行的实验证明了这种方法的有效性。此外,我专注于创造与虚拟现实装置空间中的非人类代理进行交流和互动的可能性的项目。强调的重点也从习惯于将自己视为世界中心的“人”(文艺复兴以来在西方文化中构建的主观地位)转移到非人类实体的游戏上。这引出了人类中心主义的范式,这是欧洲文化的基础,并为人们提供了一种在完全不同的层面上思考和行动的能力——在一个超自我中心的层面上。如果观看者在VR世界中拥有行动和互动的自由,那么艺术家/导演对这种互动施加的规则和限制就很重要,因为观看者体验的质量将受到它的影响。这是为了实现特定目标(或不可能这样做,如在第一类和第二类项目的情况下)而进行的运动动作的需要,这塑造了观众在该领域的身份。在第三种类型(“完全在场”)的VR装置中,观众可以像斯坦尼斯拉夫斯基剧院的演员一样,“在拟议的环境中”成为演员。这种装置的元素和用户与它的界面(包括动作)交互场景的模型旨在帮助观看者沉浸在他们的“角色”中。然而,如果在戏剧和电影中,演员应该为观众表演,跟随情节并将他们的情感和认知投射到其中,那么在VR中,这些投射就会转向观众。因此,在虚拟现实领域,各种艺术的语言相互交叉:戏剧、电影、游戏设计等,产生了多种混合的体验形式。第三种类型的项目也可以被看作是打破了观众习惯性的自我中心地位。这样的项目,将我们的经验作为一个偶然的结构,使设计一种替代主体性的经验成为可能。我认为,虚拟现实的发展使建立一个新的感官层面的体验成为可能:对世界上现象和事件之间多维关系的重新主体化和超人化的视觉。因此,我们的思维方式被带到了一个完全不同的水平:一种超自我中心的状态,形成了一种新的“行星视野”。“行星光学”并不意味着从远处观看。精确(而非抽象)的思维方式是一件具有挑战性的事情;将现实简化为熟悉的方案、二元对立和共同的等级制度是很难摆脱的。这就是为什么在分析艺术家使用VR媒介的策略时,我将重点放在这些熟悉的方案被颠覆的地方。猎人变成了猎物,演员变成了非参与者,等等。 男性和女性、欧洲中心主义和东方主义、自然和文化、动物和机器的二元性被模糊,不是为了消除它们之间的界限,而是为了向观众-演员提供一种新的视角,甚至是一组视角、观点、各种利益相关者的立场、两极和多极世界的经验。“行星光学”确实假设了一个多极世界(毕竟,我们无法阻挡某些部分)
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VIEWER IN THE VIRTUAL REALITY SPACE: PLANETARY OPTICS’ FORMATION
Рассматривается особый способ телесного присутствия зрителя в различных произведениях виртуальной реальности (VR). В некоторых из них зритель присутствует лишь в роли наблюдателя / свидетеля, или «призрака», не способного взаимодействовать с миром виртуальной инсталляции и влиять на происходящие в нем события. В других же элемент интерактивности проявляется ярче, роль зрителя более не сводится исключительно к наблюдению, он становится активным участником инсталляции. Произведения искусства, созданные с применением технологий виртуальной реальности, – это искусственные «миры», предлагающие зрителю новые ощущения, обычно зрительные и слуховые, потому что в большинстве проектов передача тактильных ощущений пока отсутствует. Важным аспектом при разработке VR-инсталляций для художника является определение законов «поведения» виртуальной среды, окружающей зрителя, и здесь возможны эксперименты с законами альтернативной природы – VR. Также важны «правила» присутствия в VR зрителя / пользователя. Важно определить, на каких основаниях, в каком статусе он находится в пространстве инсталляции, обладает ли механизмами реагирования, рычагами воздействия на «мир», и если нет, то чем это обусловлено, почему это может быть ценно и для зрителя, и для художника. Если же элемент интерактивности находится в центре образной структуры проекта, то какие выразительные возможности могут открыть действия пользователя и его интеракция с произведением и другими пользователями через это произведение? Как можно охарактеризовать опыт, который получает зритель, взаимодействуя с VR-работами? На эти вопросы мы и постараемся ответить в данной статье, исследуя различные произведения искусства, созданные с помощью технологии VR. Основной авторский тезис заключается в том, что развитие виртуальной реальности дает возможность выстроить опыт нового чувственного плана: альтернативной субъективности и сверхчеловеческого видения многомерных взаимосвязей между явлениями и событиями в мире, – выводя тем самым наш способ мышления на совершенно другой уровень – внеэгоцентрического состояния, формирующего новую оптику «планетарного видения». This article discusses a special way of the bodily presence of the viewer in various works designed for virtual reality. In some of them, the viewer is not able to interact with the world of a virtual installation and influence the events taking place in it (although they can, for example, move through the digital space); in others, there is a limited quality of presence at the perception (but not action) level leading to a meaningful result: when the viewer is compelled to observe events as the director/artist intended – their gaze is built into the point of view of the director or camera. Finally, there is a third type of VR projects where we find an enhancing user interaction with the digital environment. Viewer’s capacities – including the ability to move in the space of the installation and interact with it – depend on the “genealogy” of a particular VR piece. There are basically two types of VR pieces that have the same image and sound output devices, but differ significantly from each other in the way moving image is produced and in the kind of effect produced on a recipient. The first type involves the creation of real-life decoration with actors in it filmed on a panoramic camera (a device with a 360-degree view). This kind of the piece is similar to panoramic cinema: it is basically a film that provides a high-quality image and a bright immersive effect, but does not provide the viewer (just like classical cinema) with the opportunity to interact with screen reality. In these cases interactivity goes down to choosing the point of observation and following the camera. Examples reviewed in the current article include such pieces as “Caves”, “Container”, “Montegelato” (demonstrated at the Venice VR Expanded, 2021 program), etc. The second type of VR is based on creation of virtual space and 3D models of characters and objects inside it (“Goliath”, “Anandala”, “Last Worker”, “Samsara”, “Lavrinthos”, also viewed in Venice). These pieces are technically part of a game-design framework since they are constructed on game “engines” and imply a high degree of interactivity. Here the emphasis is on the interaction with an artificially created world, even though authors may limit the viewer’s ability to act within the VR space and make only limited number of choices. Observing various strategies of interaction in VR, I outline three kinds of them: (1) lack of interaction; (2) limited interaction (participation at the level of perception, but not action); (3) full-fledged interaction. Artists put the very phenomenon of interactivity into question each time eliminating certain aspects of this experience. For example, a user can be deprived of an ability to move (as in the Tree VR project offering one to “be” a tree that cannot “respond” to the violence committed against it) or, conversely, granting one such “rights” and “powers” in the virtual world that are hardly imaginable in everyday practices (flight, telekinesis, etc.). The element of interactivity may either structure the project or, on the contrary, be “bracketed”, users’ actions (participation or the lack of it) turn into means of artistic expression. What kind of expression? How can we describe the experience that a viewer gets interacting with VR pieces? The current article provides an answer to these questions in a broad sociocultural context, including issues of bio- and digital ethics. I examine the VR pieces of the first and second type (where a viewer is limited in actions and cannot influence the events taking place in the installation) and explore the difference between them, conceptualize the compelled inaction of the viewer. In this regard, based on the concept of event introduced by French philosopher A. Badiou (meaning something that changes the frame of our perception of reality), I agrue that VR technologies can be considered as a machine for producing events – an apparatus for actualizing potentialities that are converted into events for the viewer and in the future may or may not become a reality. It depends on whether the viewer decides to “embed” the opportunity offered by the virtual event into their Weltbild. For example, one could take off VR-glasses and transfer the aesthetic affect into some kind of action in reality beginning to show greater social responsibility, taking part in social assistance programs, becoming more tolerant, etc. The effectiveness of this approach is demonstrated by experiments conducted in the Virtual Human Interaction Lab at Stanford University (USA). Furthermore, I focus on projects that create the possibility of communicating and interacting with nonhuman agents that populate the space of VR installations. And the emphasis is shifted from the “anthrope”, who is used to seeing oneself in the center of the world (a subjective position that has been constructed in Western culture since the Renaissance) to the play of nonhuman entities. This pulls up the paradigm of anthropocentrism, basic to European culture, and provides one with an ability to think and act on a completely different level — on extra-egocentric one. In case when the viewer has freedom of movement and interaction within the VR world, the rules and restrictions that the artist/director imposes on this interaction are important, since the quality of viewer’s experience will be shaped by it. It is the need to perform motoric actions aimed at achieving a specific goal (or the impossibility of doing so, as in case of projects of the first and second types) that shapes viewer’s identity in the field. In a VR installation of the third type (“full-fledged presence”), the viewer can, like an actor in the Stanislavsky Theater, become an actor “in the proposed circumstances”. The elements of such installation and models of user’s interaction scenarios with its interface (including motoric actions) are aimed at helping the viewer get immersed into their “role”. However, if in theatrical plays and films actors were supposed to perform for a spectator to follow the plot and transfer their emotional and cognitive projections onto it, in VR these projections are turned onto the viewer. Thus, in the field of virtual reality, languages of various arts intersect: theater, cinema, game design, etc. are giving rise to multiple hybrid formats of experience. Projects of the third type can also be seen as shattering the viewer’s habitual egocentric position. Such projects, which problematize our experience as a contingent construct, make it possible to design an experience of alternative subjectivity. I argue that the development of virtual reality makes it possible to build the experience of a new sensual plane: a re-subjectivised and superhuman vision of multidimensional relationships between phenomena and events in the world. Thereby our way of thinking is being brought to a completely different level: an extra-egocentric state that forms a new optics of “planetary vision”. ”Planetary optics” does not imply a view from afar. The precise (not abstract) way of thinking is a challenging thing; it is hard to get away from reducing reality to familiar schemes, binary oppositions and common hierarchies. That is why, while analyzing the strategies of artists working with the medium of VR throughout this article, I focus on pieces where these familiar schemes get overturned. A hunter becomes a prey, an actor becomes a non-participant, and so on. The binaries of male and female, Eurocentrism and Orientalism, nature and culture, animal and machine get blurred not to erase the boundaries between them but with the aim of offering the spectator-actor a new perspective or even a set of perspectives, points of view, positions of various stakeholders, polarities and experience of a multipolar world. “Planetary optics” does assume a multipolar world (after all, we cannot block some part
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来源期刊
Praxema
Praxema Social Sciences-Cultural Studies
CiteScore
0.50
自引率
0.00%
发文量
21
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