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a n e z S t r
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Phenomenological Approach to Cyberarts
Today we are witnessing a great transformation in the contemporary arts,
perhaps as significant and profound as the transformation from the pre-modern
art to the modern art. The diversification and plurality of art forms at
the end of the millennium has undoubtedly presented a problem for
philosophies of art, cultural studies, and aesthetics. When most of the
recent works of art are placed in a social context we find that the vast
majority are no longer works in the mode of stable (material) artifacts;
they come to us in the form of concepts, web projects, computer-mediated
situations, and virtual articulations. The works of art coming into the
foreground today are often cyberworks of art which appear at the
intersection of art-as-we-know-it, techno-science, state-of-the-art
technology, new media, computer mediated communications, design, new
politics, cyberpop and techno-religions.
How can we come to a better understanding of these works of art and the
radical turns (shifts of paradigms) which brought them into being, and
still come to an understanding of the individual and the trend-setting
linking, "clickual" sensitivity at the end of the millennium? How can we
come closer to these projects, whose extreme forms and articulations
profound impact our understanding of traditional works of art and more
poignantly, the institution of art today? It seems that these art projects
could be best understood as a kind of dry run for new ways of sensation,
perception, and sensitivity. Above all, these projects should be seen as a
new means of communication in the world. A communication guided by techno
sensitivity.
It is becoming increasingly difficult to find a common denominator for
works of art that are set beyond the art-as-we-know-it (viz. beyond the book,
beyond the flat paintings, beyond the stage...), as projects turn toward
extended concepts of creativity within artistic institutions that take into
account such issues as politics, lifestyles, net activism, alternative modes
of communication, new media, techno-religions, techno-sciences, and even
alternative forms of sociability. We can approach the particularities of
these projects only by recognizing the main features of the world that they
thrive in, and by analyzing the crucial shifts which have dictated their
aesthetics.
The would-be-works of art discussed in this essay are primarily works
of cyberart for which placement in the paradigm of technoculture is
distinctive. The field of cyberarts, which emerged from the fields of
Computer Graphics, Animation and Music, Interactive Installations,
Holography, Virtual Reality Environments, Techno Performance and Theatre of
Machines, Web Art and Digital Literatures, owes its very existence to the
recent advances of technical and media features; they are a part of a
broader complex of technoculture which rely on the "techno" as a key
principle. What is the meaning of this unusual denotation? "Techno" is not
only a form of trendy music, which developed from Acid House and Detroit
Techno at the end of the 80s. Instead, it is a term used in this essay to
indicate a new paradigm in the world under the sign of the artificial.
Specifically, the techno describes a massive shift from the natural to the
artificial which is gaining advantage over what we have, up until now,
accepted as our natural, given reality. The techno principle involves the
following fundamental concepts: augmented reality, in the sense of a given,
"real" reality, and artificial realities coexisting in an interdependent
complex relationship, the world as a "pluriversum" of the given world and
artificial worlds, an interaction between Apollonian and Dionysian, the
coexistence of the principles of order and ecstasy, mix as an ontological
principle in the forming of synth realities (DJ as protoartist and
protodesigner), second-order artificial (an artificial state between living
and non-living), life-as-it-could-be on non-organic hardware, technology as
culture, technology as politics, technology as religion, augmented concepts
of the person (multiple-egos, avatars), a transition from mechanic to bio,
techno-science as a creative, artistic science, scientists as the creators,
the techno-artist, his/her work a totally scientific work of art and a total
work of science, augmented and accelerated, techno-formed sensitivity (enabled
with the synth-senses formed by means of smart technologies), cybernetics,
namely second-order cybernetics, establishing founding principles for the
world of the artificial..
What are some of the main features of works of art created within the "techno"
paradigm that, when comparing them to traditional works of art, allow them
to be categorized as would-be-works of art which capture our attention and
cause us to make a number of changes concerning perception and sensitivity.
First of all, let us state some of the key concepts that have been
introduced to us- concepts which determine the aesthetics of cyberarts:
interactivity, tactility, immersion, total-data-work of art (Ger.
Gesamtdatenwerk), participatory nature of digital media, non-trivial
reception, "ludic" (i.e.game-like) nature of interactive environments, and
time-based nature of digital works of art. We should emphasize that
cyberarts are, by their nature, time-based and the time mentioned here is
real time in a technical sense. Because within the paradigm of techno, time
also has a distinctive spatial nature, such time is actually time-space,
which leads us to the question of whether space, correlative with real time,
can also be in some sense real, and therefore technical space. We answer in
the affirmative to this question, namely in the context within which we
shall add to the already mentioned main concepts of cyberarts- those
concepts which actually provoked this paper:
non-trivial and risky reception
advantage of communication value over cult and exhibition value of
cyberworks of art
temporal perspective: real time as a technical time-space
spatial perspective: real closeness
The reception of traditional works of art has become one of the most
common activities in the Euro-American world. It reminds us of crowds
hurrying toward attractive historical venues in big cities, toward theme
parks and sports events- there are people crowding together in museums,
galleries, theaters, and concert halls. The book also serves as a constant
companion of the innumerable passengers we meet on city buses, trains, or
planes. The common feature of such encounters of the mass public with
traditional works of art is that these consumers of art and literature (viewers,
audiences, readers) have no major difficulties in "consuming" that which is
familiar to them. It could be said that they got used to traditional art and
literature. They "bring home" what is expected from the museums, theaters,
and concert halls, where the attitude toward these works of art carries on,
more or less, without conflict. The public has learned to parry even the
most shocking excesses- they are used to it after constant assaults by avant-garde
or neoavant-garde. Readers we meet on a train or on a plane would soon give
up reading a more pretentious article in a newspaper or magazine, but they
would stick to reading a short novel until their drive or flight is over.
The public often has trouble understanding a more sophisticated article of
non-fiction. They have difficulties in getting through a challenging article,
but they get along great with fiction.
We shall use this example to point out a very different approach taken in
the reception of works of cyberarts. These works of art usually demand a
more sophisticated or even risky reception. A successful reader of a classic
novel or a visitor of a traditional exhibition of visual arts might be
disappointed or possibly even drawn back from an interactive VR installation
or web literary environment. A traditional art audience often finds surfing
through a more demanding project of web art to be an exhausting affair. In
contrast to most traditional works of art, works of cyberarts contain a
certain amount of risk, sophistication and pretentiousness. It is essential
to know that to receive/approach a work of cyberarts efforts must be made on
the part of the audience. Specifically, on must be up to date with certain
advances in technosciences and have a certain knowledge of art theory-
getting through the instructions for the use of new media technologies
applied in an art project can often be an exhausting affair. One must be
ready for an intellectual engagement, which demands excellent motor-nervous
skills, speed, and mental agility. Concerning computer games and cybertext,
Espen J. Aarseth claims that: "The cybertext reader, on the other hand, is
not safe, and therefore, it can be argued, she is not a reader. The
cybertext puts its would-be-reader at risk: the risk of rejection."(1) The
emphasis here is on rejection, which may even cause the user to feel
frustrated or embarrassed. We could say that a traditional work of art tends
to be much more user-friendly than the cyberarts. In general, cyberarts do
not appeal to trivial users, but instead, to those who are prepared for the
risky reception and are able to overcome the insecurity of choosing between
diverse possibilities without a simple "easy way" through a project. The
risky reception is stimulated with the very non-trivial nature of cyber work
of art, i.e. with its design in the mode of the complex, non-trivial machine,
that means that the output is not a simple consequence of the input but
depends on its social interactions and contingent behavior.
An important aspect of the cyberarts, which today by all means fall under
the computer mediated communications paradigm, are their communication
functions. In the essay The Work of Art in the Age of Mechanical
Reproduction, Walter Benjamin compares two fundamentally different kinds of
art: traditional art, based on ritual, and modern art, based on politics. He
argues that each have a corresponding type of value: cult value is
fundamental for traditional art as exhibition value is for modern art. The
very existence of a piece of art was most significant factor for the works
of art in the traditional art paradigm (although they were hidden, placed
behind an altar, serving as agents between the profane and the sacred). In
contrast, exhibition value is most important for the modern works of art- to
be put under the lights, to be shown. Today, it is evident that this
comparison must be corrected by adding a third category and a corresponding
artistic practice.
The value of a work of cyberarts is not derived from cult or the
exhibition, but communication. Cyberarts are becoming the carriers of more
and more dialogic, two-way, even multi-way cybernetic communication. Due to
the cybernetic nature of these works of art, the circulation of information
in the form of links and feedback loops, is essential. The communication
processes generated, for instance, from rudimentary e-mail communications
form the essence of interactive web art installations, based on telepresence
and of MUDs (when characters activate artistic scripts). The orientation
toward the communication aspect of cyberarts brings up the issue of
communication in an artistic sense. To what extent is this art form
liberated from traditional communication designs which are developed within
the context of media and (trans)political communication? Can works of
cyberart be, as one of the results of intimate technology, the basis for an
alternative form of communication- an interaction between machine and human?
Are there any modes of experiences developing within these arts which are
more user-friendly to the general public - our "neighbors" in the on-line
communication? Are we capable of assisting the novice, also in the form of a
virtual agent, bot or clon, in this form of communication, or do we enforce
only the laws of the most experienced and the fittest? When mentioning the
communication value of cyberarts, we should stress that its importance is
growing through the increasing quality of message exchange. Online
communications are becoming more and more individualized, to ensure that
interactivity is not only a device of technical fascination but a device
which contributes to richer perception, skills on the basis of game and
knowledge.
The next problem of cyberworks of art is time. What is the nature of time
in cyberspace? Is it the time defined as Aion or Chronos, discussed in the
context of Deleuze's work Logic of Sense; is it the technical time
introduced by Vilem Flusser's theory; is it apocalyptic time like an
uncertain dormer, supported with expectations, through which a messiah can
enter at anytime; or is it the real time characteristic of decision-making
and function procedures which occur during the on-line processes?
Illustrative examples for understanding time in works of cyberart, which
are distinctly time-based, are the projects of digital literatures which
demand an active reader, directed toward reading as a supplement to the
original "textscapes" and the creative voids within. Navigation through
words-images and words-bodies in "textscapes" takes place in a complex time.
It seems that at the moment of linking (or turning the screens) "nows" start
to load. These "nows" are torn out of temporal continuum and form a certain
between, which is suspended for reading within a "textscape". This is the
between, which is characteristic of the apocalyptic moment. One waits for
the arrival of the unknown, the other wants it. It seems that we are dealing
with uncertain time following something no longer and preceding something
not yet. This is a time of expectation, a time for nourishing the deepest
dreams and mythic visions. Everything is left open The link simulates a
narrow door through which the messianic "word" may enter. . The situation of
"nows" loaded vertically, and therefore spatially, from a point in linear
time could be viewed in this scheme:

With "nows", loaded vertically, time is stopped, causing words and images
to be suspended, and vie for space with a competitive distribution of
different times. Cyberarts are essentially connected to and dependent on
machines, which were invented as "dams" to keep time from flowing away.
State-of-the-art machines could actually be seen as ingenious devices for
saving time. Video-recorders, samplers, and PCs are all memory machines that
enable us capture visual, audio, and textual recordings from different
periods of time. All of these recordings are at our disposal (like Heidegger's
"standing reserve"). In real time, these periods of time can be recalled and
used in a technical sense. In other words, real time does not flow away from
us of its own will like time in the natural world. Time, within a machine,
is made possible by its own technical manipulation (addition, subtraction,
multiplication, division, intensification) of times, and their various
contents, centered around a vertical axis. Real time is artificial and in
many ways anti-natural. It owes its very existence to technical memories.
Jean-Franois Lyotard claimes: "The importance of the technologies
constructed around electronics and data processing resides in the fact that
they make the programming and control of memorizing, i.e. the synthesis of
different times in one time, less dependent on the conditions of life on
earth." (2) The stress is laid on technical times independence of the
conditions on earth- which points to an area of artificial which is also
possible outside our planet.
Real time as technical time is not an exclusive short time, like a
fleeting moment, perceivable only by machines. It is expansive and complex.
It is the time of all times (Lyotards concept of "the synthesis of
different times within one time", and it can be broken up into pieces to
serve as an excellent material for the arts, which have been exploring the
complexities of time for ages. The real time creative process allows the
artist to employ different times or some sort of saturation of times as a
painter might choose from colors on his palette. Therefore, we are never
find ourselves without enough time to choose from as some might expect. It
is also true that times within the physical processes of a machine are not
necessarily bound to existence; they can act as "times liberated from the
day's leaden weight", defined only by their own intrinsic qualities.
Can we draw a similar parallel to the issue of space? Specifically, can
we speak of a saturation of technical space within a technical-based
complexity of cyberworks of art? Can we imagine a space of all spaces; the
synthesis of various spaces within one space- implying a radical saturation
and, similar to technical time, an unnaturalness. What would be the impact
of this level of saturation on a viewer-user? What are the units of
saturation causing the effect of complete immersion into the medium? What
are the main features of the space between the user and the cyberwork of
arts?
A traditional work of art can be best understood as a window, or as a
departure point for the observer to step into the complex background of a
work of art. To understand this constellation we must consider the work of
art, as discussed in Nicolai Hartmann's Aesthetics (1953) which is inspired
by phenomenological aesthetics (3). The founder of this orientation, which
got its stimulations from Husserl's concepts of phenomenology and Kant's and
Neokantian aesthetics alike, is Moritz Geiger with his essays Beitrge zur
Phnomenologie des sthetischen Genusses (1913) and Zugnge zur sthetik
(1928) although we shouldn't forget the name of Waldemar Conrad who
published his article The aesthetic object already in 1908. Among the more
important followers of this tradition one should mention, besides Hartmann,
Roman Ingarden and Merleau-Ponty, while close to this direction are also
Martin Heidegger, Eugen Fink and Jean Paul Sartre.
What do we talk about when we talk about phenomenological aesthetics?
According to Moritz Geiger's claims from his book The Significance of the
Art is a main task of (phenomenological) aesthetics devoted to exploring
aesthetic objects from their phenomenal aspect; they should be analyzed as
phenomena by bracketing the issues of real existence (both, of the object
and of the empirical ego). Geiger wrote even on "the purification of reality
into a sphere of unreality" (4) and suggested that the common structures (for
instance the essence of the sonnet as such or of the symphony as such) and
not particular objects are the main concerns of aesthetic approach to the
arts. Talking today about the web (with regard to the web art) the main
scope of phenomenological approach could be devoted to exploring a very
nature of web media - the webness.
Among key achievements of phenomenological aesthetics we should call to
one's attention its criticism of naive empiricism, psychologism and
naturalism (for example as exclusion of interests of empirical self in
aesthetic standpoint), discerning between (literary) work of art as a
schematic artefact and its concretisations (this Ingarden's standpoint in
fact became actual with hyperfiction that gave the reader a much greater
competence as when encountering traditional texts in a printed, codex book),
and the shaping of the original theory of ontological status of a work of
art as a heteronomous formation, divided into layers, which participates in
two areas of being, namely real and unreal.
Phenomenological aesthetics has namely destabilized the traditional
concepts of reality: given, natural, material reality is not everything, but
along with it co-exist also would-be-realities, unreal actualities and
unrealities, that also what Giles Deleuse in the Logic of the sense and by
referring to the Alexius Meinong, who was also close to the phenomenology,
named as impossible objects, that have a particular nature of existence, "they
are of extra being"(5). And when we nowadays encounter net.artworks we can
find out an augmented concept of reality which encompasses even e-reality
and @-reality.
Typical example of phenomenological approach to the main features of a
work of art is the aesthetics of afore-mentioned German philosopher Nicolai
Hartmann. He introduced a radical distinction between the everyday
activities in the sense of realisation (stirring the lead weight of the real)
and between the artistic approach, of which derealisation is typical.
Especially important is Hartmann's theory of many-layered structure of the
work of art, having real foreground and unreal background with a number of
layers which go from more concrete towards to most abstract layers, towards
the idea of the work. He found out six layers of background (in Rembrandt's
self-portraits to be exact). The number of layers contributes to richness
and endurance of a work of art, while the beauty of the work lies in their
relations.
Can we come closer to the particularities of new media cyberworks of art
on the basis of Hartmann's approach, for instance cybernetic installations
of Jeffrey Shaw and Monika Fleishmann or web based digital literary objects
like Mark Amerikas Grammatron? Yes we can, yet a closer look reveals a
number of fundamental changes. The complex unreal background has now
narrowed solely to the abstract layer of the idea of artwork (cyberarts
works are now a part of concept art), real foreground has also narrowed (containing
only hardware components), while the area of extensive intermediate area is
new, namely a sphere of intermediate layers, mediating between real and
unreal and which is not only accessible by imagination, but is also
influencing the user physically with special effects. Hartmann's layers have
now moved closer to the observer and are no longer as abstract as
traditional arts, on the contrary, they include the stimuli of tactile,
visual and kinetic origin.
The model for this new constellation is a hologram as an optical memory
unit, that - metaphorically speaking grows towards the observer, filling
the space between the wall and the eye. We witness here an impression of
closeness that ''grows towards the user'', intensively filing the space
between the installation (or the PC screen) and the eye. Similarly as we can
talk about the real time as an action time in on-line communications, we can
for understanding of cybernetic works of art introduce the term real space
as a technical space, moulded with special effects as hologram closeness.
Such space is shaped according to various geometries (Euclidian and
Posteuclidian), that enable the occurrence of objects with more than three
dimensions. Typical is the shaping of a ''technical view'' aside of them,
which demands eye's deterritorialized view, which now takes the position on
the mobile axis between the nondiscerned front and back, up and down, left
and right and tries to see also the ''dark side'' of that object. The thing
Giles Deleuze established alongside Bacon's painting, deterritorialization
of the eye namely, which accompanies the liberation from the
representational function of (post)modern art, comes to full value with the
perception of web literary objects, that can even function as unreadable
objects. Fredric Jameson also in his Postmodernism essay pointed to the
effects of new depthlessness, that destabilizes viewers' optics, jerk the
rug out from under their feet along the next example dealing with the L:A:
architecture special effects: "...a surface which seems to be unsupported by
any volume, or whose putative volume (rectangular, trapezoidal?) is ocularly
quite undecidable. This great sheet of windows, with its gravity-defying two-dimensionality,
momentarily transfers the solid ground on which we climb into the contents
of stereopticon..."(6) New media are therefore productively stimulating
perception, they invest a technical view that enters everyday life more and
more; for example looking through the eye of a smart bomb and weather
satellite (cam) eye. Especially the kinetic web literary objects demand
viewer/reader taking virtually impossible position; his view must fall in
the depth of the screen and approach from the back side of the screen (dark
side of the moon position) to the fleeing words.
One of the fundamental cyberarts aestetic concepts, namely total
immersion, can be explained on the following schematic structure of a multi
layered work designed according to Hartmann's theory of a multi layered
work of art:

Arrow's direction illustrates the direction of the perception. Viewer/user
penetrates from the concrete layer of the work's idea over intermediate
layers of special effects towards the abstract layer of the idea of work,
which means digital layers must be transparent; they are carried over
hardware components and must enable the path to the idea the concept of
the work. Unlike the traditional work of art, with cyberwork of art we are
witnesses to a greater influence of direct sensory stimuli (transition from
simulation to stimulation), because digital layers involve visual, audio and
tactile effects, typical of digital total-data-work of art. The more
complexly formed and densely spread these layers which contribute to the
saturation of real space are, the more convincing are viewer's/ user's
sensations of immersion into the cyberwork of art.
The saturation, created by the so-called real closeness of the
holographic simulated field in front of our eyes, causes the user to
experience total immersion. Due to the nonexistence of the distance between
the organs of sight and the objects seen, we witness an immersion into the
layers of special effects, which are no longer objects in the traditional
sense of the word. The object or objects are no longer placed in front of
our line of sight but, instead, intermediate digital layers (designed by hi-tech
effects) "stick" themselves to the sight itself. These virtual "would-be-objects"
being generated by the new media technologies, stick to the viewer-user of a
"visual system". Therefore, the very active sense in this situation is touch,
too. This leads to a number of consequences in defining the nature of a
cyberwork of arts: its units are touchable (this holds true for both images
and words - words of immersive digital literary objects, i.e. touchable
words, designed with different velocities).
The velocity of the cyberart image which assault the view is an essential
quality of immersion as a temporal activity. Immersion is fundamentally
different from contemplation which functions under the timelessness of
static seeing. Entering the process of immersion, the user moves slowly or
quickly, setting changeable goals on a journey through a 3-d landscape.
Cyberworks of art have a complexly structured, multi-layered foreground,
which allows immersion into various layers (and back). However, herein lies
the risky nature of such works of art. It is not a given that the user will
find all of the layers of the foreground or that the journey through the
holographic closeness will be successful. As often happens, the viewer-user
is about to arrive at some sort of "vanishing point" causing a state of
vertigo.
There is one more effect of the saturation of technical space and the
aesthetics of closeness to be discussed - the loss of illusion, discussed in
Jean Baudrillard's essay, Objects, Images and the Possibilities of Aesthetic
Illusion (7). Baudrillard argues that the effects of the issue which we
called real closeness generates an "obscene rapprochement" of the artistic
object and the user. A hi-tech and hi-fi art object often leaves little to
the imagination. It has a perfect saturation, a surplus of elements, and
special effects which crowd the space between the object and the user. We
are witnessing works of art which allow the image and the image-word (in
digital literary objects put on the web), to close in on the user and say
"more than should be said".
The cyberarts discussed in this essay are defined as would-be-works of
art due to their intrinsic nature, which is defined by such technical
features as real time existence and real closeness, non-representation (a
break with the tradition of mimezis), interactivity, total immersion,
communication value, risky reception and ludic nature (closeness to the
features of games). This expression (would-be-works of art) was coined to
point out the specificity of this new creative movement as an art praxis
which abandons the codes of traditional arts (the arts-as-we-know-them based
on the tradition of stable artifacts and approached by reception in the mode
of remote contemplation) and directs us toward a new paradigm of
communication and sensitivity (techno formed aisthesis). The essential
prerequisites for this new paradigm are knowledge (particularly of the
technosciences and of intimate technologies), technical skills in computer
mediated communications, a sense of game, a readiness for risky reception,
an awareness of global interconnectedness (abandoning hierarchical ways of
thinking), and a strong sense of cyberethics based on a respect and
responsibility for the person approached by on-line communications, and
protecting the novice participants in on-line communication.
References
1) E.J.Aarseth, Cybertext, Perspectives on Ergodic Literature, (Baltimore:
The John Hopkins Univ. Press, 1997), p.4
2) J.-F. Lyotard, The Inhumain, Reflections on Time, (Stanfort, Ca.:
Stanfort University Press, 1991), p.62
3) N. Hartmann, sthetik, (Walter de Gruyter & Co: Berlin, 1953)
4) M. Geiger, The Significance of Art, A Phenomenological Approach to
Aesthetics, Ed. and Translated by Klaus Berger (Washington D.C.: CARP and
University Press of America, 1986), p.205
5). G. Deleuze, The Logic of Sense, Ed. by C.V. Boundas (N.Y.: Columbia
University Press, 1990), p.35
6) F. Jameson, Postmodernism, or The Cultural Logic of Late Capitalism,
in: T. Docherty, Postmodernism, A Reader (N.Y.: Columbia University Press,
1993), p.70/71
7) J. Baudrillard, Art and Artefact, edited by N. Zurbrigg (London: SAGE
Publications, 1997)
(This essay is based on authors paper presented at Phenomenology and the
Web conference that took place at San Diego National University on February
25 and 26, 2000.)
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