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Mark Jones
It is difficult to speak of the idea of "space" within the virtual without also
considering the idea of the "role" in which we ask our audiences to be; in
other
words, what do we ask of our audiences when they enter a virtual space? What do
we hope people will experience within it? And how do we as artists design
spaces
which exist as expressions of our own imaginations while still allowing for the
shared hallucination with those who enter it?
We have not yet developed a vocabulary for a real discussion of these
non-linear
spaces; hence, we have not developed a true exploration of what
interactivity can
be about. Most interactive virtual spaces are still bound by a sense of
gravity,
and of Cartesian planes. Cognition and imagination need not be bound by
either of
these, but our traditional forms of communication - speech and text -
render them
so. Can virtual spaces be viewed as a new form of language? They must if we are
to explore truly new communicative directions.
Each of the two works presented - Atelier van Lieshout's The Good, The
Bad, and
The Ugly; and Maria Roussos' and Hisham's Bizri's Mitologies - are spaces for
experience. The former exists in a physical space and the latter a virtual one.
What I find interesting when I think of the two is what they each ask of their
audiences. Physical-based work does not demand that I play any particular role
other than myself, or that I become an actor or assume some rudimentary
sense of
character in the experience of it - I am essentially a tourist; but, the
physical-based piece does not let me go until I completely walk through it,
smell
it, touch it, perhaps even taste it. On the other hand, pieces like Mitologies,
while wonderfully complex in their layers and the meanings within them,
suddenly
makes me conscious that I am a "person on a journey, on a boat, being taken
to a
mosque", and I must be willing to suspend disbelief and assume that
character to
a certain extent if I am to follow through with the experience. In short,
virtual
reality is a form of theatre, and within it we ask our audience to be more than
audience ö we ask them to be actor (there are some wonderful exceptions to
this,
in which the virtual environment simply becomes a performance space for an
audience to passively and happily watch). Some agree to this request and stay
with the piece, especially if the setup prohibits them from leaving, such as in
the CAVE. Others do not and give up very quickly, particularly in screen-based
pieces in gallery settings in which the average time spent on any other
traditional work is perhaps 10 seconds.
Should the physical need to continue to inform the virtual? Or has it done too
much of that already?
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