Theses on the Art of Virtual Worlds
Preliminary Theses
1.
Since the Renaissance, Western art has freed itself from subordination
to religious and magical practices and claimed autonomy on the basis of
a focused concern with artistic technique.
2.
With the Industrial Revolution art also becomes emancipated from
traditional processes of making by hand (though this is anticipated by
the invention of the printing press as well as lithography).
3.
From that time on, the focus on artistic technique and concern with the
aesthetic potentiality of new technological media become fused.
4. Photography is the first product of this fusion.
5.
In exploring the aesthetic potentialities of a technological medium,
there is an initial tendency to interpret the new medium on the model
of a preceding one. Thus the earliest photographers shot historical and
mythical scenes in studios in emulation of academic painting, and the
first filmmakers kept their movie cameras stationary in accordance with
the older photographic practices.
6.
It takes time and considerable experimentation to discover the unique
dimensions of art produced in a new technological medium.
7.
The art of virtual worlds has followed this pattern, tending to fall
back in its initial stages on earlier filmic, photographic, painterly,
sculptural, and architectural models.
8. This initial phase is now coming to an end as virtual artists begin to explore the unique dimensions of their medium.
Definitive Theses
There
are six aesthetic-technological dimensions that collectively
distinguish the art of virtual worlds from earlier forms of art. They
are immersion, interaction, ambiguity of identity, environmental
fluidity, artificial agency, and networked collaboration. Of course
these are not spatial or mathematical dimensions, but rather the basic
characteristics that define this new medium of artistic
expression and articulation.
1.
Immersion is the experience of being enveloped by a surrounding
environment, by what the Germans call an Umwelt. Without immersion
there would be no virtual worldhood at all, but rather reception of an
image external to the viewer.
2.
Interaction is the experience of exerting influence on and being
influenced by objects in the virtual world. Like immersion, interaction
is a necessary condition of virtual worldhood, since, if we were unable
to engage with virtual objects in this fashion, we could not be said to
dwell along with them. But dwelling along with other things, and so
sharing a common context, is part of what it means to inhabit a world.
3.
Ambiguity of identity results from the fact that our bodily presence in
the virtual world is mediated by a digital representation. All dwelling
within a world involves being present in a body which both constitutes
our perspective on things and makes us present to other embodied
experiencers. Though personal identity can be a very complex
construction, its ultimate foundation is continuity of bodily presence.
However digital bodies, and the names that uniquely identify them, can
be altered, multiplied, discarded, or exchanged at the will of the
user. Since bodily presence is open to such radical discontinuity, the
identity of the virtual person is protean and ambiguous, including
indicators of age, gender, race, and even biological species.
4.
Environment fluidity is to the external virtual world what the protean
character of identity is to the internal sphere. In Second Life and
OpenSim, for example, the environment is constructed from graphical
primitives and scripts that can be altered very rapidly. Constancy of
environment is the exception rather than the norm. It is in the virtual
world that Marx's famous observation about capitalist modernity first
reaches fruition: All that is solid melts into air.
5.
Artificial agency refers to the facility with which software agents can
be embedded in virtual worlds. Because the virtual world is itself
a
complex program, it is relatively easy to introduce into it forms of
artificial life and artificial intelligence. This of course poses
the question of how interaction with artificial agents differs, if at
all, from interaction with other embodied actors.
6.
Because virtual worlds reside on severs connected to the Internet, they
offer unprecedented opportunities for networked collaboration among
artists as well as between artists and audiences. Such collaboration
can involve formidable organizational and aesthetic problems, but never
before has art been capable of such globalized collectivity.
The
six factors discussed above - immersion, interaction, ambiguity of
identity, environmental fluidity, artificial agency, and networked
collaboration - do not in themselves constitute specific genres or
artistic practices, but rather the fundamental aesthetic-technological
dimensions that genuinely virtual genres and practices set out to
explore.
Other
art media may share some of these dimensions. For example, installation
art is generally immersive, while interaction has its origins in
Dadaism and Surrealism. What defines the art of virtual worlds is not
any its six dimensions taken in isolation, or even in limited clusters,
but rather the fact that all six are available for the first time in a
single medium.
Exploration
of the six dimensions of virtual art is experimental in character. What
makes virtual art so exciting at the present time is that no one knows
precisely where it will lead. In this respect it demands the kind of
open-minded practice willing to be surprised and guided further by its
own results that characterized photography and film (as well as
modernist painting and sculpture) in their heydays.
We
are now at the point in the development of the art of virtual words
where we can conduct focused experiments into the nature of the six
aesthetic-technological dimensions. This is the purpose of the project
that was conducted on the on the Caerleon sims from Spring 2009 to
Spring 2010, and is the topic of this book.
- Gary Zabel, Spring 2009