视觉系统:虚拟凝视互动

Q3 Arts and Humanities
Jeremiah Ambrose
{"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. 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\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Virtual Creativity\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1386/VCR.8.2.145_1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Creativity","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/VCR.8.2.145_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Arts and Humanities","Score":null,"Total":0}
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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Systems of seeing: Virtual gaze interaction
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Virtual Creativity
Virtual Creativity Arts and Humanities-Arts and Humanities (miscellaneous)
CiteScore
0.90
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信