From: joseph nechvatal <jnech@imaginet.fr>
Subject: APPS: VR Art Research
Date: Sun, 14 Jul 1996 20:29:12 +0100
Message-ID: <31E94A88.9B3@imaginet.fr>
Organization: ImagiNET



Please allow me to introduce myself. I have embarked on an on-line Ph.D.
candidacy at the Center for Advanced Inquiry in the Interactive Arts at the
University of Wales College, Newport http://caiiamind.nsad.newport.ac.uk
 which entails on-line research and I am starting the first of two distinct
 periods in my candidacy. The first year consists in my identifying my topic
 and in demonstrating my mastery of the background research needed to
 evaluate its significance and its potential for leading me to the creation
 of new knowledge. Some research students enroll only for one year. They
 submit a 30000 word thesis for the award of Master of Philosophy (MPhil).
 My program however involves me "transferring" from MPhil to Ph.D. at the
 end of the first year with the satisfactory presentation of a Transfer
 Document. This is such as to ensure the University that I have an in-depth
 understanding of my field, a grasp of the arguments and issues which are
 relevant to my research focus, the ability to marshal complex data and the
 skill to present my findings with clarity. From the start I am building a
 comprehensive database and bibliography.  The balance of practice to
 theory, the ratio of visual to textual material, the kinds of media to be
 employed, and the criteria appropriate to the subsequent evaluation of my
 research for the Ph.D.  are set out in this document.
 
 My research topic is:
 
Immersive Ideals / Critical Distances : a study of the affinity
between art based in Virtual Reality (VR) and previous artistic
expressions of the immersive ideal


AIM OF THE RESEARCH

To identify, define and evaluate the immersive ideal as it is found in
artworks utilizing VR technology and in previous artistic movements
and periods in the history of art.

The primary objective is to create a cross analysis of the immersive
aspects of art employing VR, recent postmodern and modern avant-garde
art movements, and classical Japanese Noh Theater, which will lead to
the identification of immersive visionary ideals in art as they have
emerged throughout art history. An examination will be made of the
capability of high technology computing systems to realise these
earlier artistic immersive ideals within a contemporary framework.


BACKGROUND TO THE RESEARCH

It can be shown that there have long been ideas of virtual immersion,
whether grounded in mysticism (Bataille,1985), abstract analytical
thought (Baudrillard,1983), or magical romantic fantasy (Gibson,1984).
All of these historical approaches have sought to shape and manipulate
invisible worlds accessible only through the imagination, and in some
cases have led to models which have achieved ontological privilege
(Hartshorne,1970). My earlier research as an artist and writer led me
to the desire to understand how contemporary theories of the virtual
relate to older systems of thought, and how such ideas, emerging from
the human imagination, have manifested themselves in new technological
systems. Rheingold has shown how theories of 'virtuality' and
'immersionability' lead to an understanding of the west's preparation
for computer simulated Virtual Reality (Rheingold,1991).

Four examples of what I shall refer to as 'immersive nodes' may be
sufficient to mark out the domain of inquiry which my subsequent
research will set out to illuminate:

-  immersive modernism as represented by the late paintings of Jackson Pollock
(O'Connor & Thaw,1978) and the expanded arts of Fluxus (Olivia,1990) and 
Happenings (Goldberg,1988) which they have been shown to have influenced
(Kaprow,1958)

-  immersive postmodernist media art exemplified by the early work of Andy
Warhol (Smith,1986) and his Exploding Plastic Inevitables (Bourdon,1989)
and more recently by the work of  Barbara Kruger (Foster,1982)

-  the immersive ideals of Classical Japanese Noh Drama (Komparu,1983)

-  the most recent forms of hypermedia VR art works as represented primarily by
Knowbotic Research (Zielinski,1996)

Sensory immersion is the principal feature of VR systems
(Heim,1993). Although phenomenologically different from the idealised
virtual immersion found in earlier aesthetics, it is shaped by
visionary traditions whose narratives have entered into our collective
memory and culture. These visionary ideals of sensory immersion have
shaped our expectations for the technical virtuosity of VR. VR
immersion may be the key to an understanding not only of cyberculture
but of significant aspects of earlier cultures. The image is resurgent
if not triumphant in the west (Baudrillard,1983) and VR is the apogee
of illusionistic image production (Rheingold,1991) . However, art
based in VR has thus far ignored its rich art historical context. It
can be argued that an understanding of that context could usefully
inform our critical evaluation of the emerging field of interactive
art and telematic connectivity

In my own experience, I first became aware of ideas of immersion in
art when I worked as La Monte Young's archivist for the Dia Art
Foundation. In researching the history of Fluxus and the early 1960s,
I became familiar with the immersive strategies implied in the
conflation of art and life which motivated much avant-garde art of the
era (Clark,1990). Speaking of Pollock's legacy in this regard, Kaprow
stated "...what I believe is clearly discernible is that the entire
painting comes out at the participant (I shall call him that, rather
than observer) right into the room.....  In the present case the
'picture' has moved so far out that the canvas is no longer a
reference point. Hence, although up on the wall, these marks surround
us as they did the painter at work....."  (Kaprow,1958) . At the same
time, the influence on Pollock of the visually enveloping panoramas of
Diego Rivera (Frank,1983) are relevant to this thesis.

Concurrent with my archival activities I began developing artistic methods
of graphically depicting implied spatial immersive space (an impression of
deeply projected, constructed, visualized, and imagined space) in my two
dimensional art works. This immersive sense is metaphorical but analogous to
that provided in VR.

As the technology of synthesized presence, VR simulates our connection
with the palpable world, augmenting reality, and providing the
illusionistic experience of alternate realities. But artistically, VR
immersion can offer much more than this by challenging the limits of
ordinary perception and representation. Laurel's ideas of aesthetic
immersion (Laurel,1990) have expanded artistic imagination as fed by
an understanding of technology (Virilio,1989). This has influenced my
own art practice involving computer-robotic assisted paintings.

It may be instructive to examine VR in relation to the imaginary
universes of the classical Japanese Noh theater.While Noh is based on
an ancient esoteric technique, VR has its foundation in Cartesian
rationalism. The phantasmal hegemony of VR's simulated imagery is
based entirely on a binary computer code.  In Noh, the structure too
is classical and clearly defined. But Noh's techniques of imagining
phantoms and fantasy, engages the human psyche in a rich immersive
experience that denies the reductivist realm of rationalism. Like many
VR environments, the Noh stage is stark and uncluttered nevertheless
it utilizes exquisite masks and lavish costumes. The acting style is
stately, subtle and symbolic, striving to express the elusive ideal of
'yugen', sometimes translated as 'mysterious depth'.

Whether hyperlinked or simply woven into the imagination, there are
many strands of ideas, as much from past and distant cultures as from
the most recent state-of-the-art VR practices, that contribute to
notions of artistic immersion and may lead to new values and a new
aesthetic.

METHODOLOGY

Research into the broader background of this study will call for a
comparative study of the four "immersive nodes" outlined above. The
comparative method adopted will be mindful of postmodern developments
in critical theory (Lyotard,1984).  In this context I shall undertake:

-  a survey of appropriate texts
-  internet searches
-  recorded interviews
-  the examination of specific art works
-  analysis of video taped material

At an early stage in the research I shall construct a database to
relate data from their diverse sources.

I shall design and construct a 'conversational interface' to the Web
which will enable me to juxtapose and hyperlink data relating to the
various historical manifestations in art of immersive visionary ideals
with state of the art processes and possibilities inherent in advanced
computing systems and, in particular, in virtual reality research.

I shall develop a form of inquiry employing the full instrumentality
of the Web, maximizing its capacity to search for cultural matches,
lineages, ruptures, concordances and disparities within the
overarching context of this research. I shall seek to exploit the
Web's interactive features, such that ongoing outcomes of my research
will be communicated to others on the Net, developing and encountering
further critical dialogue, in principle with the entire community of
competent readers.

My final production will be a written thesis accompanied by a
multimedia document in CD ROM format, supplemented by my hyperlinked
research site on the World Wide Web.
 
My primary reason for telling you all this is that I wonder if you
might have any texts concerning VR or other aspects of my research
which I could read on the Web or might you be able to email such
material you would find relevant to my studies. Also any email
addresses of people I should contact would be very
valuable. Electronic resources are my primary method of research.
 
 If you need to snail mail any material to me it should be addressed to:
 Joseph Nechvatal
 31, rue du Petit-Musc
 75004  Paris
 

Thank you.
Best Regards,

[Please take a look at VR 

Artistic Representations in Virtual Reality
http://www.hitl.washington.edu/projects/knowledge_base/VRArt/

On the Net: Art and Virtual Reality
http://www.hitl.washington.edu/projects/knowledge_base/artapps.html

-T.E.]
