가상현실작품을 통해 본 버추얼 리얼리즘 = Virtual Realism seen through VR Art Works
저자
발행기관
홍익대학교 미술디자인 · 공학연구소(Research Institute of Industrial Design HONG-IK UNIVERSITY)
학술지명
권호사항
발행연도
2005
작성언어
Korean
KDC
639.505
자료형태
학술저널
수록면
269-295(27쪽)
제공처
Thanks to the digital technology including internet, mobile technology, wearable computing, we can live not only one real reality but also several realities. Actually we live in virtual reality somehow with many technological equipment. Even though we still don't know about what is exact "virtual reality". It means we don't have any guide line for developing virtual reality technology. But technology should be guided by humanities or art. Otherwise it could make some disasters like world war, or dystopia which was expressed in many SF novels. In this context, the purpose of this paper is to make clear the specific meaning of virtual reality, especially about the 'word' virtual, and introduce the virtual realism which was addressed by Michael Heim.
Virtual reality should be 'realistic' in general. But the word of 'realistic' is very vague and ambiguous. When we look over the art history, we will find there are many different realistic art works such as realistic landscape, realistic expression of people's inner mind, etc. Even we agree with that realistic means "mimesis" of out world, we still have some problem to think over. Because "mimesis" has no clear origination, and it is not founded in Hesiodos or Homeros. Furthermore mimesis has no relation with the visual till B.C. 5. The meaning of mimesis like today set up B.C. 5 by Socrates, Plato, and Aristotle. At that time, mimesis didn't mean about augmentation of real reality, but just creating of illusion, fake, not-real object. Those kind of conceptual difficulties make trouble when we discuss about virtual reality in the deep sense and it takes much more time to research. In this paper, I don't focus on these things, rather do much more practical approach through the engineering meaning of virtual reality, and virtual reality art works.
In order that we have clear idea about virtual reality, first we should make clear the concept which still has much confusion. In general, virtual means fake, not-real, illusion. but it means in the computer science that it is not real existent, has no physical material, but it functions as if it has physical existence like 'virtual memory'. The important thing is it functions "as if" it is in real. Jaron Lanier who coin this word 1989 for the first time, use 'virtual reality' in this context. "Virtual Reality" means VLP-research and ANSA Ames Institution use the system for virtual environment workstation project, later commercialized by data suit, data glove, and HMD in the specific sense. The other form of virtual reality is CAVE which has been developed by EVL(Electronic Visualization Laboratory), Chicago University, Illinois. CAVE is the room that has 3 walls and floor projection. It is the most developed form of virtual reality till now, people fully immersed on the world that computers make. In any case, virtual reality is important because it is not only the technological aspect, but also it is the "as~if" reality world, through immersion, interactivity, intensity of information, it can interactive with people, and also it can make affect perception of inter-actor.
Michael Heim proposed "virtual realism" in his second book Virtual Realism. Before explain about virtual realism, he mentioned two different ways toward the technology. One is 'naive realism' which stirred by Unabomber. After Unabomber manifest was on Washington Post, there was a steak of the Unabomber's Ludite passion. Resisting the Virtual Life by James Brook and Iain Boal was one example. They considered the world as only real physical, can be touched, be seen, be tasted one and computer was only tool, should be remain tool. Heim said they are scaring what happened yet. The other side of "naive realism" is "idealists" such as Elvin Toffler. They think everything can be controlled by technology, and new technology open the new ideal utopian world to us. But Heim points out that it is too much idealized positive attitude.
At first, virtual realism is considered synthesis between naive-realism(thesis) and idealism(anti-thesis) following Hegel. But it is a little bit different with Hegelian logic. It is much more close relation with practice like communication, real daily life activities. Virtual realism is to make balance the ideal and the real. for balance, he suggest several guide lines. To summarize his suggestions, we should have clear idea about (1) how people use the word 'virtual reality' in daily life, and (2) the relationship new layer of reality with computer. we should (3) refuse to fear an all-pervasive technology monster. (4) Realism in virtuality refers not to photo-realistic illusions or representations. Reality also means a pragmatic functioning in which work and ply fashion new kinds of entities. VR transubstantiation but does not imitate life. (5) Realism in virtuality refers not to photo-realistic illusions or representations. Reality also means a pragmatic functioning. (6) Current hardware and software permit us to glimpse the virtual world, but we stand only at the doorstep of virtual reality. We should therefor bracket the current attacks on "virtual life" and "virtual community" (7) Virtual reality technology will great jumping up by 2005. Until then, VR remains a just "technology". Now is the time for constructive criticism. (8) Realism in VR results from pragmatic habitation, livability, and dwelling, much more than scientific calculation. (9)Observe closely those spots where high-end VR touches earth-centered applications. (10) VR can help us critically examine the stress that pervades our culture. Virtual reality can integrate the individual whose neuro-physiology has been torn apart by violence, anxiety, and incessant shock. Neither idealistic nor realistic, virtual realism points to a path of pragmatic healing.
Virtual realism suggest a new way of interpretation about virtual reality. As he mentioned, virtual reality is not copy of (real, physical) reality. It is very important point, because we admit that virtual reality is not representational reality, then we will have much more possibilities to explore that world.
Most virtual reality art works well present these features and possibilities. I look over some famous virtual reality works based on Information Arts: Intersections of Art, Science, and Technology by Stephen Wilson. He categorizes, for example VR world as metaphor, alternative objects and creatures, explains VR art works in this context. On this paper, I choose representative works by category and closely examine them.
<Placeholder>by Brenda Laurel and Rachel Strickland was chosen for Unorthodox Spaces and Character. It is the installation piece which focus on the action with narrative. Laurel and Strickland work together with dancers, actors to explore people movement, and architecture to build up new kind of virtual world. They said they would like to make something different virtual reality from commercial, violent virtual reality. It reflect somehow our physical reality, but it is not direct depiction. Michael Naimark's <Be Now Here> is in the context of panorama tradition. He use unique camera which with wide angle lenses and 60 frame-per-second that he and his ex-colleague developed, to shoot historical places like Angkor Wat. <Osmos> by Char Davis also mentioned. <Osmos> which is well know by the special interface, breathing, is a representative work for unorthodox spaces.
Morice Benayoun's <World Skin> is chosen for the virtual reality world as metaphor. It is a work using CAVE, people can explore with camera that is very used to us. Also, Jeffrey Shaw's several works shouldn't be missing.
<Dialogue with Knowbotic South> by Knowbotic Research is examined. It gives people to extraordinary chance to explore the data space with 'knobot' and 'touchwand'. The other unfamiliar world that VR works present to us is shown by <Home of Brain>by Monica Fleishmann and Wolfgan Strauss. The world of this work consists of the most important and famous thinkers, Josep Weisenbaum, Marvin Minskey, Paul Virilio and Vilém Flusser. This work make user with HMD and data gloves navigate in their thoughts, and allow to make controversy between thinkers as s/he wants.
About the virtual realty and theater, Mark Reany is introduced with his pieces <Adding Machine>, <Machinal>. His works are combine actual theater performing with virtual reality equipment. For example, <Machinal> is the first piece to connect virtual reality and live video image.
As I reviewed, virtual reality art works explore the new world which is not possible to experience in daily life. They mimic the real world but not in that sense of photo-realistic representation or copy, but they try to research how work our perception. If we can say that the mimesis of virtual reality, it might be possible in this perceptual ways. In general, virtual reality works present "virtual realism" by Michael Heim. And this kind of approach could open new way of virtual reality future.
Virtual Reality is not copy of Reality, it is another Reality that we are allowed to explore.
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