Art in the Age of Immersion: Sensing, Bodies and the Responsive Environment

Chris Salter
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Abstract

In 1968, the Polish born curator Jascia Reichardt opened a landmark exhibition at the ICA in London entitled Cybernetic Serendipty in which all manner of sensor-augmented devices, objects and sculptures stood ready to usher art into a new technological age. Remarkably, while ever more complex sensors, algorithms and devices have steadily increased in the 54 years since Reichardt's show, essentially the same goal has remained: using artificial sensing as an integral part of an artwork in order for the work to “make sense” about its “world” and respond to it. This phenomenon, what artist and theorist Simon Penny calls the “aesthetics of behavior,” perfectly aligns with the long sought- after imaginaries of artists, designers and technologists to create seamless computational links between our bodies and the larger environment and thus, reorganize the human senses in order for them to act as input for such works. But if the history and practices of “immersion” in the arts has long focused on the senses being transformed through melding them with technologies embedded into the actual physical world, the next wave of immersion seeks the opposite: to capture the senses in order to render a synthetic world that is “realer” than the physical one. In the words of computer graphics pioneer Ivan Sutherland from 1965, the new “ultimate display” (a harbinger of later VR/AR head mounted devices), would need to “serve as many senses as possible.”1 Thus, contrary to the idea that the senses are simply to be replaced by the prosthetics of artificial sensors, a different story seems to be emerging. Our senses are needed to drive and feed ever-new immersive experiences by being increasingly “coupled” or linked to the simulated. This talk will careen through TeamLab's immersive environments installed in the landfill islands of Tokyo, through the visions of artists in the 1960s to create new kinds of “reactive environments” and our now just emerging “metaverse” age of Extended Reality in order to give a critical historical and socio-technical picture of our present and future visions of art in the age of immersion.
沉浸时代的艺术:感知,身体和响应环境
1968年,出生于波兰的策展人雅西亚·赖克哈特(Jascia Reichardt)在伦敦国际艺术博物馆(ICA)举办了一场具有里程碑意义的展览,名为《控制论的偶然》(Cybernetic Serendipty),在展览中,各种传感器增强设备、物体和雕塑随时准备将艺术带入一个新的技术时代。值得注意的是,自莱切特的展览以来的54年里,越来越复杂的传感器、算法和设备稳步增加,但本质上相同的目标仍然存在:使用人工传感作为艺术品的一个组成部分,以便作品对其“世界”“有意义”并对其做出反应。这种现象被艺术家和理论家西蒙·彭尼称为“行为美学”,它与艺术家、设计师和技术专家长期追求的想象力完美契合,他们希望在我们的身体和更大的环境之间建立无缝的计算联系,从而重组人类的感官,使它们成为这些作品的输入。但是,如果说艺术中“沉浸”的历史和实践长期以来关注的是通过将感官与嵌入到实际物理世界中的技术融合而转化的感官,那么下一波沉浸则寻求相反的方向:捕捉感官,以呈现一个比物理世界更“真实”的合成世界。用计算机图形学先驱伊万·萨瑟兰(Ivan Sutherland)在1965年的话来说,新的“终极显示器”(后来的VR/AR头戴式设备的先驱)需要“尽可能多地服务于多种感官”。因此,与感官将被人工传感器的假肢所取代的观点相反,一个不同的故事似乎正在出现。我们的感官需要通过越来越多地“耦合”或与模拟相关联来驱动和提供新的沉浸式体验。本次演讲将通过TeamLab在东京垃圾填埋场岛屿上安装的沉浸式环境,通过20世纪60年代艺术家创造新型“反应环境”的愿景,以及我们现在刚刚出现的扩展现实的“元宇宙”时代,为我们在沉浸时代的现在和未来的艺术愿景提供一个批判性的历史和社会技术图景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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