{"title":"视觉系统:虚拟凝视互动","authors":"Jeremiah Ambrose","doi":"10.1386/VCR.8.2.145_1","DOIUrl":null,"url":null,"abstract":"Augmenting Berger’s Ways of Seeing (1972), this article seeks to define and contextualize the most dominant form of perceptual interaction in virtual reality. Combining my own practice with an art-historical overview, I explore a creative application of interactive 360° film, whilst also addressing the need to critically engage with this new medium. I propose that given the rate at which metadata became one of the most valuable commodities of the twenty-first century, our ocular interactions will no doubt become subsumed into these systems. As the discourse of digital artistic practice shifts from digital to post-digital a central concern of virtual reality is the disembodiment it generates, but the irony here is that the first-person body is in fact a virtual camera. More in line with Vertov’s (1896–1954) prescient cybernetic concepts surrounding the kino-eye, virtual gaze interaction offers utopian real-time interaction in the same breath as it exemplifies an Orwellian nightmare. Beyond this cinematographic perspective of the virtual body is the more pertinent need to explore the implications and potential applications of this new type of interaction. The gaze has been a site of theoretical discussion for many theorists, including; Sartre, Foucault and Virilio. However, the interactive gaze is still a site in need of a discourse. Discussed in this article is a site-specific installation, which physically and virtually demonstrates an application of virtual gaze interaction applied to Magritte’s La Clef Des Songes (The Key to Dreams). Extending from Berger’s choice in cover art, it uses different forms of reproduction towards a focus not on what is lost, but what is gained through these new processes of visual interaction. In addition to establishing a historiography and associated praxis for virtual gaze interaction, I present a framework for digital futures pertaining to ocular interactions in media art and beyond. Embedded in this discussion are considerations on the politics of vision and the potential impact this will have on how we perceive and the perception of media art.","PeriodicalId":52193,"journal":{"name":"Virtual Creativity","volume":"73 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Systems of seeing: Virtual gaze interaction\",\"authors\":\"Jeremiah Ambrose\",\"doi\":\"10.1386/VCR.8.2.145_1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Augmenting Berger’s Ways of Seeing (1972), this article seeks to define and contextualize the most dominant form of perceptual interaction in virtual reality. 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引用次数: 0
摘要
在Berger的《Ways of Seeing》(1972)的基础上,本文试图对虚拟现实中最主要的感知交互形式进行定义和语境化。结合我自己的实践和艺术史的概述,我探索了交互式360°电影的创造性应用,同时也解决了批判性地参与这种新媒体的需求。我认为,考虑到元数据成为21世纪最有价值的商品之一的速度,我们的视觉互动无疑将被纳入这些系统。随着数字艺术实践的话语从数字转向后数字,虚拟现实的一个核心问题是它产生的分离,但讽刺的是,第一人称身体实际上是一个虚拟相机。更符合Vertov(1896-1954)围绕kino-eye的先见之明的控制论概念,虚拟凝视交互提供了乌托邦式的实时交互,同时也体现了奥威尔式的噩梦。除了从电影的角度来看待虚拟身体之外,我们更需要探索这种新型互动的含义和潜在应用。凝视一直是许多理论家理论讨论的场所,包括;萨特,福柯和维里奥。然而,互动凝视仍然是一个需要话语的场所。本文讨论的是一个特定地点的装置,它在物理上和虚拟上展示了虚拟凝视交互的应用,应用于马格利特的《梦的钥匙》。从伯杰在封面艺术上的选择延伸,它使用不同形式的复制,而不是关注失去的东西,而是通过这些新的视觉互动过程获得的东西。除了建立虚拟凝视互动的史学和相关实践之外,我还提出了一个关于媒体艺术及其他领域中眼睛互动的数字未来框架。在这个讨论中嵌入了对视觉政治的考虑,以及它对我们如何感知和感知媒体艺术的潜在影响。
Augmenting Berger’s Ways of Seeing (1972), this article seeks to define and contextualize the most dominant form of perceptual interaction in virtual reality. Combining my own practice with an art-historical overview, I explore a creative application of interactive 360° film, whilst also addressing the need to critically engage with this new medium. I propose that given the rate at which metadata became one of the most valuable commodities of the twenty-first century, our ocular interactions will no doubt become subsumed into these systems. As the discourse of digital artistic practice shifts from digital to post-digital a central concern of virtual reality is the disembodiment it generates, but the irony here is that the first-person body is in fact a virtual camera. More in line with Vertov’s (1896–1954) prescient cybernetic concepts surrounding the kino-eye, virtual gaze interaction offers utopian real-time interaction in the same breath as it exemplifies an Orwellian nightmare. Beyond this cinematographic perspective of the virtual body is the more pertinent need to explore the implications and potential applications of this new type of interaction. The gaze has been a site of theoretical discussion for many theorists, including; Sartre, Foucault and Virilio. However, the interactive gaze is still a site in need of a discourse. Discussed in this article is a site-specific installation, which physically and virtually demonstrates an application of virtual gaze interaction applied to Magritte’s La Clef Des Songes (The Key to Dreams). Extending from Berger’s choice in cover art, it uses different forms of reproduction towards a focus not on what is lost, but what is gained through these new processes of visual interaction. In addition to establishing a historiography and associated praxis for virtual gaze interaction, I present a framework for digital futures pertaining to ocular interactions in media art and beyond. Embedded in this discussion are considerations on the politics of vision and the potential impact this will have on how we perceive and the perception of media art.