[Asis-l] Virtual Art - book review
Pete J. Otis
virtualart at culture.hu-berlin.de
Mon May 12 15:16:27 EDT 2003
Fellow Colleagues and Listers,
Concerning the ongoing discussion of the use of virtual imagery in human
history, this new book finds interesting ties between art history and
contemporary immersive-media art. Gibbs provides a concise
overview. Enjoy! Pete Otis
OLIVER GRAU: VIRTUAL ART: From Illusion to Immersion,
MIT Press January 2003
Review by Michael Gibbs, in: Art Monthly, March 2003.
Virtual art is all too often precisely that - almost, but not quite, art.
Much of Oliver Grau's book, especially the part dealing with immersive
virtual reality environments, is replete with reservations about whether
what he is writing about really qualifies as important art, given that it
lacks the quality of distance that is essential for critical reflection.
When one experiences a totally immersive environment one is in the image,
and so one cannot step back to gain an overview, nor is one supposed to be
aware of the illusion-creating technology used to produce the image.
Moreover, as Grau points out, many examples of virtual art are suffused
with mystical or mythological undertones that do not sit easily with the
criticality and irony that are the hallmarks of today's art. Here, at the
point where science and art overlap, it is often the science that is more
advanced. Indeed, Grau's history of illusion-producing art shows how it has
always relied on technological progress, from control of lighting
conditions to complex computer hardware and software.
As befits a thorough (and typically German) exercise in media archaeology,
Grau's story begins in antiquity, with the frescoes covering the walls of
the Villa dei Misteri in Pompeii. These paintings, representing figures
participating in Dionysian rituals, offer visitors a full 360º vision, thus
prefiguring the panoramas that were to become popular in the 19th century.
The Renaissance invention of perspective was one of the technical means
that allowed artists to more convincingly create the illusion of
three-dimensional spaces. Baldassare Peruzzi's Sala delle Prospettive in
Rome, painted in the 16th century, transformed the end wall of a room into
a colonnaded portico looking onto an illusionistic view of ancient Rome.
Another way of turning two into three dimensions was to add sculptured
figures against a painted backdrop, a technique pioneered in the 16th
century (the chapels at Sacro Monte depicting the stations of Christ's
suffering), and further elaborated in Baroque church architecture before
reaching its apogee in the popular dioramas and panoramas of the 19th
century. Grau's account of these developments is detailed and informed by
considerable research. The same goes for his history of the panorama, which
deliberately sought to represent landscapes and cityscapes as spectacular
illusions for the benefit of a paying public.
The idea of painting a completely circular canvas in correct perspective
was first patented by Robert Barker in 1787 and actually constructed a few
years later. Grau observes that "the inception of the panorama was
characterised by a combination of media and military history". Early
panoramas served reconnaissance purposes, but their military effectiveness
was short-lived and was soon overtaken by their value as propaganda.
Panoramic battle scenes, such as the Battle of Sedan by Anton von Werner
depicting Prussia's victory over the French in 1870, to which Grau devotes
a lengthy chapter, became well-attended spectacles, ushering in an age in
which manufacturing panoramas was more an industrial than an artistic
process. Indeed, Anton von Werner himself never contributed a single brush
stroke to the work, which was actually carried out by a team of specialist
craftsmen under the direction of foreign (in this case, Belgian) investors.
In a similar way, multinational capital was to transform the military
inception of virtual reality a century later into a form of mass
entertainment.
The industrial mode of producing illusionistic or immersive experiences
continued with the invention of film, which proved to be an immediate
success and a major crowd-puller. Grau retells the story of the panic
ensuing at the first showings of August and Louis Lumière's film of an
approaching train, placing the event within the wider context of later
developments such as 3D cinema and Cinerama. While some of these
inventions, like the panorama itself, were to end up on the scrap heap, the
urge to create fully immersive environments continued with the advent of
digital simulation and computer-aided interactivity.
The second half of Grau's book concentrates on the evolution of art and
media since the mid-80s, when computing power became sufficiently powerful
and available to enable artists to collaborate with technicians on highly
complex interactive projects, often with the aid of funding from research
laboratories and electronic art centres. Typical of these is Charlotte
Davies's Osmose (1995), which required viewers to don a head mounted
display in order to dive (almost literally) into a fusion of organic and
natural imagery, which some critics have dismissed as 'virtual kitsch'. In
the work of the Austro-German group Knowbotic Research, the viewer is
absorbed into chaotic clouds of data streams accessed from various sources,
but the result is deliberately left so abstract that interpretation becomes
futile.
Viewer-controlled interactivity has led in some cases to various forms of
'telepresence' in which robots or avatars interact with visitors in real
time, while tele-conferencing allows people in different locations to be
linked, as in Paul Sermon's Telematic Dreaming (1992) in which people can
react to the projected virtual presence of another person on a real bed.
Just as telepresence has a 'subhistory', so too does another fast-growing
offshoot of virtual art, genetic art, which "attempts to integrate the
forms, processes and effects of life into art". Virtual plants and other
life forms, complete with computer-aided genetic evolution, have been
modelled by digital artists, continuing the tradition of eighteenth century
mechanical androids, and anticipating the current trend of 'transgenic
art', which extends the power of the artist over life itself.
The static nature of the painted panorama may have been replaced by the
transitoriness of the image in computer-driven virtual art, but both have
been and are subject to rapid obsolescence. As Grau rightly observes,
process-based works are by definition unfinished and relative, which is
perhaps why very little virtual art still exists in its original form. Many
of its premises and interfaces, however, have been absorbed and
commercialised by the games industry, which, it seems, has an equal stake
in producing the illusion of controlled immersion. What Grau's fascinating
archaeological investigations reveal, above all, is that illusion is
nothing more than a fleeting, utopian dream, whether it be classified as
art or as entertainment.
Michael Gibbs
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