Postmediality, Cybertribes and Hypericonography
Robrecht Vanderbeeken received his Ph.D in Philosophy at Ghent University in 2003
on a subject in Philosophy of Science. He was a researcher at the Jan van Eyck
Academie in Maastricht, where he worked on the philosophy of Gilles Deleuze and
Slavoj Zizek. From 2005 till 2007 he was a postdoc at the philosophy department of
Ghent University working on topics in analytic metaphysics and technoscience
critique. Now he is at KASK (Faculty of Fine Arts, University College Ghent), where
his areas of research are the philosophical implications of media art and the
interpretation of video art.
- Bolter,
Jay David & Grusin, Richard: Remediation/ Understanding New Media.
MIT Press, 1999.
- Durkheim,
Emile: The Elementary Forms of the Religious Life, New York, Free
- Freud,
Sigmund: Totem and taboo, 1913. eversion, http://www.bibliomania.com/1/7/68/
- Grau,
Oliver: Virtual Art: From Illusion to Immersion. MITPress, 2001.
- Krauss,
Rosalind, , A Voyage on the North Sea: Art in the Age of the Post-Medium
Condition. London: Thames & Hudson, 1999.
- Press,
1948.
The most vital characteristic of cinema is probably its persuasive
force, to withdraw its viewers from their everyday experience and
envelop them in an audiovisual stream. On top of this, technological
evolutions and developments in the visual language of cinema always
seem to focus on finding new ways to submerge the experienced audience
in a new cinematographic experience, through which a different world of
living images, space, light, words, music or movement reveals itself.
But if immersion is the thriving force behind the cinematographic
experience, what are the new immersive challenges in our contemporary
post-cinematic era?
This paper explores three contemporary immersive strategies in terms of
postmediality, cybertribalism and hypericonography.
Introduction
The most vital characteristic of cinema is probably its persuasive force, to withdraw its viewers from their everyday experience and envelop them in an audiovisual
stream. On top of this, technological evolutions and developments in the visual
language of cinema always seem to focus on finding new ways to submerge the
experienced audience in a new cinematographic experience, through which a
different world of living images, space, light, words, music or movement reveals
itself. But if immersion is the thriving force behind the cinematographic experience,
what are the new immersive challenges in our contemporary post-cinematic era?
This paper explores three contemporary immersive strategies in terms of
postmediality, cybertribalism and hypericonography.
Part 1: A multitude of Immersion
Immersion: the art of the true illusion
Art has always been an experiment with technique and method, to enchant the
spectator. Instruments were and are sought out in order to impinge upon reason or
emotion, taking people along through a sea of images, or letting them float on an
ocean of sound. Irrespective of the significance of the narrative and semantic
information which might be communicated, and not taking into account the visual or
auditory authenticity which might be expressed in a work, the individual spectator
will either be appealed, or not. Varying from a ‘total absorption' in a film, ‘getting
carried away by the story', to the complete opposite, the unmoved spectator who is
thrown upon his own resources. It isn't until the moment of involvement that what is
referred to as 'immersion' comes about.
Essentially this turns immersion into a psychological phenomenon,
specifically an imaginative experience, initiated and controlled through our senses.
The spectator, the listener or the reader,( in one word: the immersant), should not
merely succeed in holding on his or her attention to a work. (S)he should also be able
to live the fictitious aspect of the work. Even in the case of a purely visual story, the
immersant should at least be able to experience the abstract game with shape and
color or the image syntax, and thus the artificiality of the work. The central
immersive challenge, therefore, is the creation of a convincing and authentic illusion.
Even though an illusion is sometimes put on a par with a trick of the eye, a
dream image or a fantasy, these rather negative connotations do not necessarily
apply here, as the definition of the term ‘illusion' related to immersion is limited to
the man-made and ‘artificial' aspect evoked by an artwork. In order to sharpen the
distinction, recall the difference between a hallucination and an illusion. The first is a
phantasmagoric invention in absence of external stimuli. An illusion, on the other
hand, might well be a genuine, intersubjective fact. This means that it can be
completely void of any delusion or imagining.
If immersion is art aiming at a ‘genuine' illusion, the subsequent question is how it tries to realize this. How does it manipulate the dissonance between what our
senses suggest to our imagination and what each of us usually takes for real? This is
the starting-point for any immersive strategy. A general and quite rudimentary
distinction in strategies purports to the way the medium is applied. In cinema, for
instance, there might be a choice for digital software and special effects in order to
come to a representation which is as truthful as possible, in which the medium seems
to escape our notice. Another option is a depiction which fully stresses the singularity
of a medium. Like film animation, for instance, which stimulates the imagination
indirectly through an effect of alienation.
(1)
This distinction draws upon the division between ‘immediacy' and ‘hypermediacy',
as stipulated in Jay David Bolter & Richard Grusin, Remediation/ Understanding
New Media. MIT Press, 1999.
A Brief History of Immersion
Immersion, being the art of the true illusion, is not a recent phenomenon that
appeared together with the development of digital CAVES, Second Life avatars,
virtual holograms, augmented reality and other new audiovisual technology. Its
history goes back to the chalk drawings of Lascaux, at least 13 centuries before
Christ. These cave-drawings might be seen as an exemplary case of an ancient
attempt to present reality in a captivating manner. More ‘recent' examples of
immersion are to be found in the grand plays in the Greek amphitheater or the
exuberant spectacles in the Roman arenas.
(2)
For an extensive overview on the history of immersive strategies, see Oliver Grau,
Virtual Art: From Illusion to Immersion. MITPress, 2001.
With the transformation of cultures (ideologically as well as technically)
different approaches to the creation of a signifying and authentic illusion can be
found. During the Christian middle ages, for instance, immersive strategies are
abundantly present in the religious rituals in churches and cathedrals: the imposing
clerical architecture, devotional artifacts, liturgical ceremonies and costumes, the
iconography in paintings and sculptures, incense, candles, the large and colorful
window-frames figuring saints and angels. It would be blasphemous, for sure, to
draw a parallel with contemporary dance raves or CAVE-installations, but the
resemblance is striking.
With the rise of industrial technology, new strategies to create a convincing
illusion emerge: the panopticon, the kaleidoscope, the phantasmagoria from early
cinematic experiments and eventually the rise of cinema, which created an ultimate
device for immersion. In its early days, cinema aims at enclosing its audience in a
dark room, with the noise of an old projector initiating a sequence of what we can
call the pulse of an ‘early virtual reality' in black-and-white, silent movies, often
accompanied by piano, special effect-sounds and real-time situational noises.
Later on, with the appearance of television, the effect of sensuous captivation
of an audience in a dark room decreases, but at the same time there is an increase in
presence, frequency, diversity of types of information that is communicated, and of
course, an increase of manipulation. As television became more and more
ubiquitous, it indirectly triggered the understanding of the virtual character of what
we normally take to be as real, as our reality. With television the philosophical idea of
‘simulacra' or a depiction of ‘hyperreality' takes central stage. Television functions as
an eye-opener with respect to our naive perception of reality as a clear cut domain. It
overturns the strict divisions between fact and fiction.
Since more than a decade, we have a new generation of technology. Projector,
internet and electronic CAVE-technology freed the audiovisual experiment from the
screen of the television and cinema. The pioneering work of media artists has created
a spatial and interactive image, which triggered a spin-off of audiovisual evolutions
in other arts, like video art, fine art and performance art. In media art, realizing the
experience of immersion became a principal goal of artistic inquiry that lead to the
development of virtual worlds, that either are autonomous or aim at invading our
public and private lives. Media art mingles the virtual with the real. The creation of
the virtual is driven by a passion for the real. But at the same time, the passion for
the real coincides with a passion for the virtual: a man-made reality.
This means that today we are surrounded by the art of true illusion.
Immersive strategies are becoming omnipresent, almost unnoticed. The effect is like
audiovisual quicksand - as we sink in deeper and deeper we cannot recall what
shifted us from the former to the next. Now we can ask ourselves, if immersive
strategies are becoming ubiquitous and at the same time discreet, so ‘real', can we
still call it an illusion?
Part 2: Contemporary Immersive Challenges
Post-Medium Exploration
A brief historical excursion makes clear that various cultural expressions, often with
an explicit religious or political agenda, are penetrated by the immersive challenge.
This holds true just as much for the contemporary arts. In all its variety this
challenge turns up in most art forms: music concerts, theatre productions, dance
performances, visual art installations and, of course, cinema.
Media art is particular because new techniques are often used to realize this
immersion quite literally. In order to maximize the impact, we become an immersant
in a virtual environment with a reality of its own, closing off our senses. The virtual
environment is not necessarily purely digital. Various transdisciplinary experiments
combine audiovisual projections on real settings, which at the same time are wired to
a virtual space. This ubiquity results in a layered reality, through which we can
navigate, communicate and experiment at will, in space and time. Once we are
interactively and audiovisually linked up, we can explore the factuality of the fiction,
we can reorient ourselves, undergo, resist and discover. The impact of these
seemingly casual experiments should not be underestimated, not if we realize that a
human being is always the result of the media (s)he uses.
Media art is a very grateful domain for the exploration of immersion because
it does not situate itself within the codes of a single medium. Rather than focusing on
a particular medium the attention goes out to the technical possibilities and
limitations of various media, and particularly the ways they can be combined or
mixed. In the end these new, technological developments are an indispensable
prerogative for media art. By drawing attention to the condition of several media,
media art initiates a detachment between the artwork and its material medium, or at
least the classical media, such as painting, drawing and sculpture.
Media art therefore, might be defined as the cultivation of a tension between
an artwork and a medium. Specific attention is drawn to the medium, so it might be
changed, expanded, and overcome: the transgression. Often this is achieved by
investigating specifically the failure, the limitations and disruptions of the medium.
Crucial in this respect is the expansive potential of new technology with regards to
the existing media. The ultimate goal seems to be a so-called post-medium artistic
practice.
(3)
Rosalind Krauss (1999) coined the term ‘post-medium condition' in order to
pinpoint the crossovers and intermediality in the fine arts. Krauss, R., 1999, A
Voyage on the North Sea: Art in the Age of the Post-Medium Condition. London:
Thames & Hudson. That is, a practice which has freed itself from the immediate conditioning
of a specific medium.
Focusing on the immersive challenge, as media art does, paves the way to the
post-medium condition of contemporary art because all the available means are
deployed in the process. In its turn, this implicates the development of a productive
and polyvalent laboratory for the development of new immersive strategies. With
regards to cinema, more specifically the cross-over with video art, countless creative
extensions might be noted, based on, for instance, remediation (e.g. the drawn
videos by William Kentridge), familiar found-footage from news archives (e.g. the
zap compilations in D-I-A-L History by Johan Grimonprez), projection experiments
with 'augmented reality' (e.g. the installation Under Scan by Rafael Lozano-
Hemmer).
From the perspective of cinematography the post-medium condition is
sometimes defined in terms of extended cinema or video vortex. As a matter of fact
the contemporary experiments bring about a whirl of new elements, wiping out the
borderlines of disciplines. If we take a closer look at the Belgian work of the media
theatre collective CREW, or the artist Lawrence Malstaf it becomes hard to point out
precisely to which art form these productions belong. CREW circulates as a theatre
company, but they mainly give performances with so-called head-mounted display or
immersive cinema in 20/20 vision. Lawrence Malstaf also creates immersive
experiments with one-on-one performance-installations. He is more often
categorized under the cross-over between theatre and visual art, because he works
with architectural and kinetic installations instead of digital and cinematographic
equipment.
As a result it can be hard to distinguish between what is art and what isn't.
Apparently it is something which is produced with various materials, methods and
media, making use of various themes, styles and registers, without necessarily taking
them as a subject. This new vagueness might confuse the stereotypical art historian,
but for an inquisitive artist it is particularly interesting.
Technotopia and Cybertribes
Another challenge for the development of immersive strategies, inextricably bound
up with the post-medium condition in the arts, is the increasing democratization of
new technologies. Because of the digital revolution new media have become
functionally indispensable and hence turned into modi vivendi, which - and this is
remarkable - soon are experienced as obvious in spite of their extraordinary
innovating capacities.
In the arts, this has induced a metamorphosis and hybridization of the
existing media like cinema, music and photography, as well as a remarkable increase
in new applications for exploration, such as telematic installations, live cinema, VJ,
CCTV, web 2.0, vlogs.
(4)
As an example, I refer to two other artists. Marnix De Nijs tries to generate
immersive experiences with spatial, kinetic machines equipped with digitally
manipulated, audiovisual projections, like his The Beijing Accelerator. Christa
Sommerer and Laurent Mignonneau created a spatial, interactive installation called
The Living Web, which is used as an immersive internet-CAVE. Both examples
represent a paradigm shift with regard to immersion because they offer an
interactive 3D alternative to the visual 2D account of cinema. These applications are the vehicle of our everyday
communication and information procurement and processing, as well as for social
commitment and identity experience (blogs, podcasts, wikis, RSS feeds, My Space,
hacktivism).
Technology, in whatever shape, rarely takes up a neutral position in our
cultural perception. Usually technology is associated with power structures we are
not immediately part of, and that often are quite menacing as well: an industrial
complex, an economic power, a political or religious ideology, an international
market structure targeted towards (degrading) mass production, a military
apparatus, an alien or higher power. This explains, among other things, the technonoir
attitude in various writings in philosophy of technology and science fiction
literature. In technotopian terms the fact that we are surrounded by new media
implies a shift from a vertical to a horizontal position: new media are detached from
a menacing structure outside ourselves, and they are turning into common, everyday
tools. Once democratized new media also stop being the object of our fantasies.
Contemporary utopian or dystopian fantasies mainly focus on promising
developments which are still far ahead.
(5)
Think of transhumanist scenarios, for instance, starting from technosciences such
as nanotechnology and robotics, or biosciences such as stem cell research, DNAtherapy
and cloning. An interesting documentary in this respect is Technocalyps
(1999) by Frank Theys. New media, on the contrary, are
operational here and now. Artists experiment with them in order to incorporate them
into the registers of the arts, and make them more human in the process.
Because of the horizontal position new media now take, they are gradually
allocated a major, new psycho-cultural function. This process might be defined in
terms of cybertribalism. The term tribalism isn't not so much a reference to eccentric
internet communities, orthodox Mac-users or a gang of avatars, but to each and
every one of us, going through our lives as netizens, equipped with iPod, mobile
phone and a gps-device. We are tribe members and new media function like
contemporary totems. Sociologist Emiel Durkheim
(6)
Emile Durkheim, The Elementary Forms of the Religious Life, New York, Free
Press, 1948. already described totems as
an eclectic collection of objects, with both and edifying and a protective function. A
group can use it to symbolize its living environment as well as for personal
identification. Sigmund Freud
(7)
Sigmund Freud, Totem and taboo, 1913. eversion,
http://www.bibliomania.com/1/7/68/ accentuates that these processes of symbolization
and identification are used in order to control our deepest desires. Take into account,
for instance, the way in which fears and desires are symbolized and channeled in
computer games or how they are, sometimes unashamedly, vented in Second Life. As
far as identification goes, there is a striking resemblance between contemporary
experiments with avatars or with cyborgs and a shaman, who imitates an eagle, for
instance, by dressing up and acting as one. In both cases we see creative mechanisms
at work to sublimate the fascination for and also the fear of the totem (being fauna,
technology).
If new media are contemporary totems, their importance can hardly be
underestimated. As a result, when it comes to cultural impact, it isn't odd that the
new cluster of digital applications with their new immersive strategies are the
canvassing successors of television. The latter is forced to hand on the torch after
having taken it over from cinema during the 1960s. Which, by the way, in its turn
had overcome the visual arts around the 1920s. This succession, one would think,
implies that the visual arts, in as far as media art and its digital experiments fall
under them, have returned straight to the heart of our center of attention. Finally, if
new media are totems, is the immersive, audiovisual experiment in media art the
contemporary rain dance?
Hypericonography
A third and last immersive challenge is independent of the creative crossing and
dispersing of media in the arts. It is to be found in the event of visual language itself.
The Cremaster Cycle by Matthew Barney makes clear how the sign language of the
image has developed into an entangled and self-referential visual account, which is
able to catch our attention in a very particular way, directing it back to a purely visual
event.
(8)
Concerning hypericonography, there is a strong parallel with the contemporary
theatre cycle Tragedia Endogonidia of Romeo Castellucci. Hence, this phenomenon
does not restrict itself to video art. Other video artists that aim at an immersive
experience by means of hypericonography are Shirin Neshat, Jesper Just and Eija-
Liisa Ahtila. This phenomenon can be referred to as hypericonography because it calls
upon an excess of hermetic signs and subjective symbols without any direct and
systematic references to an encompassing narrative storyline. They are used to create
a different world, without immediate access points. In this way a visual account
becomes fascinating, something to be discovered and decoded, but in the end it stays
unmanageable. The shown events are impossible to situate, even though they evoke
several meanings. The Cremaster Cycle presents us with men, women and other
creatures which seem to depend largely on themselves, merely ‘doing something or
other', which doesn't seem useful. Nevertheless it seems to be important somehow.
Interaction takes place mostly without words: copulating people, hugging,
mutilations and murders, fights, gambling, sports. We are also guided through
environments which absorb our attention and places breathing history and culture.
The Empire State Building, a rodeo arena, the horse tracks, race circuits, uninhabited
islands, fuel stations. Countless undefined objects pass through the screen. They
resonate a multitude of emotional and cognitive references, giving them a ritual
character. We see ambiguous gender symbols, typical and meaningful consumption
goods, sportswear, cars and machines, vague political and religious attributes,
mysterious objects surrounded by smoke curtains, insinuating the presence of
freemasonry, shamanism, or occult brotherhoods.
The enigmatic nature, typical of hypericonography, provides an efficient
method to evoke immersive experiences. The audiovisual dream balances precisely
between familiar and unfamiliar, it toys around with displacing and condensing and
it also leaves us sufficient time to take in the ontological weirdness into our sensuous
experience. At set times new and surprising elements are added to the baroque
spectacle, so we stay alert, curious about the revelations promised by the undertone.
The purpose of hypericonography is stupor, rather than pleasure, which is realized
through provocation, misguidance and enchantment.
Hypericonography is typical of our time. Because of television and cinema we,
as experienced spectators, are highly refined when it comes to the dismantling of,
and puzzling with images. Semiotics provide us with numerous ranges of referential
frameworks, offering a clear explanation of the visual language. Often they are so
compelling that the multiple layers of the image are reduced to codes. As a result we
read images rather than look at them. The hypericonographic artist, in his turn, tries
to deviate our visual literacy, by confronting us with fascinating delusional worlds,
which don't allow for easy decoding. If the purpose of iconography in its original,
Medieval-religious sense, was to instruct illiterates on Biblical stories through
images, contemporary hypericonography is an undertaking to confuse visual literates
and semioticians in a veritable tower of Babel, thus getting them involved in looking
at a pure game of colors, spaces, shapes and casually resonating symbols.
The self-referential sign game of hypericonography might also be interpreted
as psychotic iconography. This clinical term is not meant pejoratively but as a way of
clarifying the artistic quest. The psychotic experience, in as far as it might be
imagined by anyone, is generally accepted in its stereotypical variant as inaccessible,
but creative and astonishing. The self-experience is said to be distorted and
fragmented. There would be a different, wayward and often far more direct, yet
detached experience of the surrounding environment at play. Language is undone of
its normal, communicative function and it comes to life as a dissolved experience of
words and letters. In literature, the writings of James Joyce in Finnegans Wake
(1939) are sometimes referred to as psychotic language reconstructions. Joyce
created text fragments, not so much with a beginning and an ending, but most of all
with a duration. The subsequent sentences evoke one another and relate back to one
another. They do not develop a classical narrative storyline, but they create, as Joyce
puts it, a wayward ‘stream of consciousness' It is no coincidence that Joyce found
inspiration in the strange, alluring world of experience of his schizophrenic daughter
Lucia.
Like Joyce, hypericonographic image artists pervert our codes of
interpretation. They target our semiotic reading codes in order to liberate and
safeguard the image of logics and interpretations. An iconoclasm, in some ways,
which isn't realized through the destruction of images, but through the creation of
fresh, untamable images. This enables a return to the pure, virgin image, which
allows us to lose ourselves uninhibitedly once again. Visual pioneers develop a
poetic, subjective mythology. The introspective spectator, in his turn, is provoked to
distinguish authentic expressions in this mystery of images thrown at us by the
screen.
In conclusion, hypericonography is more than a reformatory reaction to the
reductive semiotics of art and film studies, it is also a beacon of resistance against the
numerous attempts to replace the passive 2-D image as an immersive medium by
spatial installations, equipped with generative or interactive extensions. Also in this
respect it embodies a return to the image. Albeit an image in which we lose ourselves,
because it is so unfamiliar.
The first part of this essay is based on the symposium Immersion. The Art of The True Illusion, which took place on 11 October 2007 in Arts Centre Vooruit in Ghent, as an initiative of the academic collaborative platform Interface (http://www.ugent.interface.be). Special thanks to Prof. Dr. Christel Stalpaert, and also to Eva De Groote, artistic programmer of Vooruit.
Notes and References
1. This distinction draws upon the division between ‘immediacy' and ‘hypermediacy',
as stipulated in Jay David Bolter & Richard Grusin, Remediation/ Understanding
New Media. MIT Press, 1999.
2. For an extensive overview on the history of immersive strategies, see Oliver Grau,
Virtual Art: From Illusion to Immersion. MITPress, 2001.
3. Rosalind Krauss (1999) coined the term ‘post-medium condition' in order to
pinpoint the crossovers and intermediality in the fine arts. Krauss, R., 1999, A
Voyage on the North Sea: Art in the Age of the Post-Medium Condition. London:
Thames & Hudson.
4. As an example, I refer to two other artists. Marnix De Nijs tries to generate
immersive experiences with spatial, kinetic machines equipped with digitally
manipulated, audiovisual projections, like his The Beijing Accelerator. Christa
Sommerer and Laurent Mignonneau created a spatial, interactive installation called
The Living Web, which is used as an immersive internet-CAVE. Both examples
represent a paradigm shift with regard to immersion because they offer an
interactive 3D alternative to the visual 2D account of cinema.
5. Think of transhumanist scenarios, for instance, starting from technosciences such
as nanotechnology and robotics, or biosciences such as stem cell research, DNAtherapy
and cloning. An interesting documentary in this respect is Technocalyps
(1999) by Frank Theys.
6. Emile Durkheim, The Elementary Forms of the Religious Life, New York, Free
Press, 1948.
7. Sigmund Freud, Totem and taboo, 1913. eversion,
http://www.bibliomania.com/1/7/68/
8. Concerning hypericonography, there is a strong parallel with the contemporary
theatre cycle Tragedia Endogonidia of Romeo Castellucci. Hence, this phenomenon
does not restrict itself to video art. Other video artists that aim at an immersive
experience by means of hypericonography are Shirin Neshat, Jesper Just and Eija-
Liisa Ahtila.
|