Monday, May 28, 2012

Virtual art - the immersivist

 Virtual Art
Layers in a virtual artwork

"All artists are prepared to suffer for their work, but why are so few prepared to learn to draw?"
-Banksy 

     Over the years I have thought about what it is that I feel defines virtual art.  The questions I asked myself were what makes it unique over other mediums such as painting, sculpture or cinema?  I am going to do a series of posts explaining my thoughts on this subject, and it will be split into what I see as "layers" to an artwork created in a virtual space.  This is just my perspective and I am sure others may have completely different ways of viewing artwork created in virtual worlds or perhaps their focus lies in a different direction. There are no "rules" in art but it is good to formulate observations and that is my intention.  The first layer which I will speak about now is the artwork itself.
      For a while now I have been a practicing artist in Toronto, Canada.  During this time I have concentrated mainly on the traditional medium of oil painting.  Although I enjoyed very much working with static imagery, I had at the same time many ideas that were unrelated to what I was, at the time, painting.  Many of these ideas I wanted to convey were narratives involving characters and environments.  Narratives that had more depth or duration than I could achieve in my paintings which were essentially a snapshot in time.  My medium was paint, and these ideas weren’t coming through the way I had imagined them to.  It was around 2006 that this all changed.  That was when I was introduced to virtual worlds primarily through Second Life.
     I decided to try the online world of Second Life out of curiosity, after reading about it in the newspaper.  What I found, to my surprise, was a medium which afforded some very innovative ways of making art.  Having a background education in both the visual fine arts and computer animation, I was immediately drawn to the look and construction of virtual world art.  Finally, I had found a place where I could develop my stories and characters in ways I had never thought possible.   Working within a virtual world meant that I could create art works that have more interaction between the viewer and creator than many traditional art forms, but why might there be a deeper level of immersion? 
     In  2D painting the viewer generally observes the work from a fixed point directly in front of the artwork, and they are able to interact or connect with it on a certain level.    From this static viewing point the viewer is subconsciously influenced by elements within the painting.   There are many ways to influence the viewer by using things ranging from colour to symbolism, and to give an idea of one method I will focus on the "eyepath" created through subtle manipulation of the paintings composition.  I will then loop these ideas back to how some relate to creating art in virtual worlds.
     This work by Mattia Preti is a good example of how to create an eyepath, which is a term that generally refers to how your eye subconsciously moves around within the composition of a painting.  Essentially when you view an artwork your eye usually enters from the bottom right side of a painting and follows in a counter clockwise circle moving from focal point to focal point.  A focal point is a place in an artwork intended to draw your attention.  Some artists are aware of this phenomenon and will work on the 2D plane to lead the viewers eye around their artwork.  They are attempting to cycle the viewers eye for as long as possible, as the eye can leave a painting quite easily if the composition is poor.   If your eye leaves the painting then the connection or immersion is broken and it is difficult to renew that connection.
     Your eye will be drawn to and follow contrasting colours such as white against black.  The high contrast will draw your eye there.  In this example you can see high contrast in the foreground figures leg against the white table cloth at the bottom center.

     The angle of this area of contrast points upward towards the right hand side to where a  woman is pointing at the central figure.    Your eye follows her gaze or finger to the focal point of the entire painting which is the murder of Amnon by Absalom, son of King David, for the rape of his sister Tamar.

I have made some directional lines in the painting to help see the parts I am referring to.


If you are walking down the street and see a group of people looking in a shop window, there is a very good chance you also will peer in as you walk by, just out of curiosity.   Point at something and humans will look automatically.  Cats won't but humans will.  Similar to this your eye will also follow what figures in a painting are looking or pointing at.   It will also move to unique areas that stand out. 
     So if a painting, for example,  is made up of a majority of triangular sharp shapes, the eye will naturally be drawn to a single soft circular shape because of its uniqueness within the painting environment.  Same would be true for a painting composed predominately in blue, which had a small area of red in it.  Your eye would typically go first to the red portion.
     In the painting before us,  all the figures are vertical whereas the main character, whom the artist wants you to focus on, is horizontal.   If  you look at the dark strip of black in the top center of the painting it contrasts strikingly against the blue area on its left side and the assassins hand which holds an important narrative element to the painting...  a knife.
     Both knives are hard to see against the dark background which forces the viewer to focus on them longer or notice them at a later time.  When they are discovered the eye studies them longer because they are a found object with a sense of mystery. When they are discovered you imagine their sharpness and the figures complete vulnerability to them.  Also it is the moment before violence which generally is more powerful than the act of or aftermath to violence.  If you have seen my build Anna's Many Murders you may have noticed that despite the title you don't actually see Anna murder anyone.
     Your eye follows the angle of the blade directly to the face of the figure, and a process called "triangulation" is used whereby the assassins eyes also look down to the figure.  This creates the shape of a triangle which circulates the eye.



Look at this painting for a moment and see how your eye is drawn to the central character.  I have marked down some of the directional lines which lead to the main character.  All these things are used to lead your eye thus keeping you focused on the artwork.



    As you can see the artist has created a very strong composition to not only draw you to the central figure, but to also keep your eye within the painting for an extended period of time.  Each time your eye wanders it is caught and sent back down into the painting.  You will also notice that people could apparently shoot lasers from their eyes way back then.

     But this is all looking on a 2D surface that is static.  You often will stand back in a gallery and view a painting from six or so feet away.  The artist can control you subtly with these techniques and you can be immersed to a degree as you imagine what is happening in the scene.
 Now suppose in this gallery a pretty lady or handsome gentleman walks by or your cell phone rings.  The connection between the painting and yourself is strained or possibly broken.  The artist wants to immerse you, but they are not strong enough to fight against your cell phone or other distractions. So there is a level of immersion but it is very fragile.  

     Suppose we now look at cinema.  If you go to a movie you take a seat, then the lights go dark to reduce any distractions around you.  The movie screen is very large to block out your peripheral vision.   They want your view to be dominated exclusively by their narrative.  They don't want your attention moving past the border of the screen to be distracted by elements outside of the movie itself.   There is of course the big glowing red EXIT sign which always reminds you that you are not "in the movie" but rather "watching a movie". 
      Things like the exit sign are little barriers that keep you from being fully immersed.  The goal is to eliminate as many barriers as you can.  They then turn the sound up high so that you are again dominated by your senses.  You won't hear others talking so easily, and are then less likely to be distracted, and thus have the immersion broken.    There is narrative and each scene has its own composition.  Big image, overpowering sound, darkness outside the border and hopefully a narrative able to captivate.
      But with cinema you are a passive observer to the story.  You do not interact but remain separate from the medium.  Once the movie ends you can restart it, but the narrative is fixed as well as the camera movement.  It will never change regardless how many times you watch it.  Creating an immersive environment in a virtual world is an art form with some unique capabilities as well as interesting challenges.

I see the virtual space as a painting you can enter and explore. 

      A creation which can use tools such as ambient sound, duration, narrative, mystery, interaction, identity, emotion and so forth the same way an artist studio may contain tools such as brushes, wood, clay, paint, wire, canvas and wax.  The viewer in a virtual environment can be an active participant who has the ability to choose their direction.   They need not view a static image nor follow a scripted camera.   They have a choice to determine their own experience within the artwork.
      But as such how does one capture the viewers attention if you don't even know from what angle they are viewing your work?  A painter knows generally where the viewer stands in front of their painting so they can plan ahead as we saw with Preti's painting.
In cinema they also lead you from event to essential dialogue and so on, often in a recognizable formula.  You don't break away from their fixed camera.  You are led by it.  You can't stop and look inside a desk drawer or behind a door.

      In a virtual world I create what I call Immersiva or immersive environments.
 I attempt to build environments which allow the viewer to become engrossed within an experience to the extent that they forget about everything around them for a time.  This medium has the potential to create a sense of immersion that surpasses the abilities of other more traditional ones like painting or cinema.
     The way I do this is by combining a variety of elements.   I begin by taking an experience of my own and converting it into a narrative.   It might be a hope, dream or regret from my life but it must be something I am connected to in order for me to properly understand and convey it.  I think everything you create must have something of yourself in it or it will come out sterile.  You know yourself deeply and if you can translate some of what you know into an artwork then others will see a truth in it if they possess a degree of empathy.  This is because you are expressing something you understand.
      So for example I could do a virtual environment based on my feelings of being lost in a winter storm.   I have, in the past, been in knee deep snow wandering aimlessly only being able to see ten feet in front of me.  I know that experience and can portray the anxiety associated with it.   If I was asked to portray everyday life in Africa I would fail. The work would probably be made up of stereotypes of things that I have heard about Africa since I have never actually been there.  If my creation was then shown to someone from Africa they may well laugh and say there are no similarities at all.   A mere caricature.
      The real talent in an artist is to be able to filter something of themselves into an artwork. 
Often I will convert my narrative into poetry and hide them as written notes in a landscape.  The notes help to create a sense of immersion as the viewer is drawn into a story with mystery being an element used for that purpose.  People enter my environment and may or may not find these notes or other hidden elements, but my focus is also on the joy of discovery.  Knowing you have found something that others have missed, or being able to show others hidden secrets or meanings in an artwork are elements which I believe enhance the experience.  The immersion comes with looking below the surface of a work and into the hidden layers.
     When I first began building work in Second Life, I generally made one off sculptures that would have moving parts, sound, steam, etc.  The viewer could come and look at my work from all different angles, but they didn’t really interact with it.  I soon realized that I could create sculptures that had interactive elements integrated into them, so that a particular action on the part of the viewer would cause a change in the sculpture.  Perhaps the viewer might find a way to activate a panel that would slide away, and they could see the inner workings, or a poem would be revealed that would hint at a deeper story.  This made possible the ability to engross or guide my viewers throughout a narrative which was, essentially, a diary of all my hopes, dreams and sorrows.  I kept these feelings hidden in my first life, but somehow the anonymity of a virtual identity was an outlet that let me express these  emotions. 
     The viewer can walk around within my constructed environment, in any direction, experiencing ambient sounds, weather, wind and music; they can find hidden clues and treasures that will lead them deeper into the narrative. Sometimes they feel a part of what is happening around them including joy or anxiety.  They can come back as often as they would like, experiencing the same work in different ways each time.  My visitors are active participants in my art works, in a way that isn’t possible with my two dimensional paintings.  Within my constructed world online, people can inhabit the story; they can go beneath the lakes surface, they can go inside the house in the distance, they can watch the insects leap out from beneath their feet in the grass and they can inhabit a narrative that they have followed for three or four years, not simply a snapshot in time. They can, essentially, turn to see who Mona is smiling at.
     Many tell me that they have had deep emotional reactions to my work including weeping.  I don't recall anyone ever telling me they wept at seeing one of my paintings, actually I think one of my first year painting professors said that a work I had done made him weep,  and I don't think he meant it in a positive way.  But what this means to me is that this medium potentially allows the artist to create a deep immersion to an extent beyond that of others.   And this is despite artworks being shown on a computer screen much smaller than that in a cinema.  Our peripheral vision when looking at a laptop or desktop screen is bombarded with distractions yet virtual worlds overcome this.  Now imagine incorporating virtual headsets allowing for 360 degree viewing of virtual environments as well as headphones blocking out unwanted sounds beyond that of the virtual narrative, and you have a very powerful art form.
     This is, to me, what I see as the first layer of the virtual artform.  There is of course many artforms that can exist, but I am focusing on that of the Immersivist.  My next post will talk about the second layer to virtual art which is the avatar and identity.

Tuesday, May 15, 2012

Further along the Path


     A while ago a wonderful group of artists came together to create an exquisite corpse build called
"The Path".  You can see the machinima for it below.  The artists involved are some of the top virtual world artists and the challenge was to come together and combine their variety of skills to make a whole.  It was a wonderful experience for all of us.

(listed by order of scene)
1-bryn oh
2-colin Fizgig
3-marcus inkpen
4-desdemona enfield / douglas story
5-Maya paris
6-claudia222 jewell
7-scottius polke
8-Rose borchovski 



This Friday the 18th at 1pm SLT will open "Further along the Path" which is a new exquisite corpse build featuring more of the best.

http://maps.secondlife.com/secondlife/LEA2/178/181/23 

     Further along the Path is an immersive project based around the
exquisite corpse concept sometimes used by the Surrealists.  Essentially, each artist adds to a composition in sequence.  Eight artists were invited to stand upon one of eight different
coloured boxes I had set up.  Once all had chosen a box to stand on, a chart was rezzed which listed the order of colours which would dictate the order by which the artists would create a scene
for the narrative.
     So for example, if red were first on the chart then the artist standing on the red cube would begin the narrative.  If blue were next then the artist on the blue cube would continue the narrative
after seeing the dialogue written by the artist on the red cube who began the story.  The artist who goes first composes the initial start to a narrative.  They then pass on this segment to the artist next on the list.  That artist would write up a continuation of the narrative and pass it on to the third artist.  This would continue until reaching the eighth and final artist.  Below is the random order
of artists by scene.

1-Glyph Graves
2-paramparamm Papp
3-Alpha Auer
4-Bryn Oh
5-Oberon Onmura
6-Eupalinos Ugajin
7-Ux Hax & romy Nayar
8-Ub Yifu

 Below is the SLURL for friday.

http://maps.secondlife.com/secondlife/LEA2/178/181/23

Wednesday, May 9, 2012

A rusted development




OPENING SATURDAY, MAY 12TH, 2PM SLT
Music by Skye Galaxy

Curator: Rowan Derryth
Environment: Haveit Neox
Artists:
Rose Borchovski, Artistide Despres, Claudia222 Jewell, Bryn Oh, Scottius Polke, Ziki Questi, PJ Trenton, Blue Tsuki, Stephen Venkman, Eliza Wierwight, and Trill Zapatero.

Rowan Derryth is the newest members of the LEA and her first project has been to curate an exhibit.  The wonderful Skye Galaxy will be performing.

Please go read up about the show at Rowans blog http://rowanderryth.com/2012/05/07/a-rusted-development/


I have made a wee little build for this which I expect nobody to actually find because it is quite well hidden, but it is there.  This is a great event with some fantastic works by some of SL's finest.
 A great machinima by Chic Aeon
 

Friday, April 27, 2012

Family Unit machinima





     Family Unit was a work created for the MiC (Museo in Commune) a region in SL as well as a RL museum located in Rome, Italy.   I created an environment there for Mexi Lane a well respected curator.  It no longer exists.. I just have taken a long time to make the machinima.
     The build is a mildly introspective piece that deals with my own family dynamic.  I take parts of my family and twist it around with the final portion being a visit to my Grandparents.  Visiting them is quite difficult for the guest as they reside outside the living.
     Some of the ideas I was experimenting with for this build, was an attempt to shape the viewers emotions as they move through the environment.  If Tchaikovsky can compose a musical work that brings emotions to highs and lows using only sound over the course of his composition, then it seems to me that a virtual space is ripe for leading the emotions in a similar manner from beginning to end.  The use of light, ambient sound, colour, texture, subject and so on will all effect ones emotions as they move through your work.   But seeing as a virtual space is open ended, meaning the viewer goes in whatever direction they wish, then that also means the emotional composition fluctuates unlike a set musical score.
     With this in mind I wanted to create an environment of neutral grey to begin.  One reason I often use grey is because it is very malleable as a colour.  It is made up of all colours and when a pure colour like red, blue or yellow is placed within or close to it, they not only gain power as a focal point but also influence the greys close by them to change their characteristics.  A grey can become warm or cool depending on how you decide to influence it.  Warm or cool being an emotional response.
     The guest enters Family Unit and follows a narrow path into a grassy plain.  There are details to observe and the scale is quite varied.  Some things are normal sized while others are larger or smaller.  This creates a sense of disquiet in the viewer if done in a relatively subtle way.  The viewer moves down the first part of the path in a leisurely fashion and then turns a corner to see a stretch of land leading up to a house.  I won't go into detail for all of the parts but the guest meets the sister, brother, father and mother.  After climbing a set of stairs they come to an Urn for the ashes of my grandparents. 
     The build ends here for some, but for the few who click the urn it will continue as they are unceremoniously pulled into a challenge to reach Heaven.  The journey to reach my Heaven consists of a mad dash up a hollow perforated cylinder.  To make matters worse you must avoid "Gods Balls" which will squish you should you be touched by one.  Spaced infrequently along the edge of the inner cylinder are what I call "mouse holes" or little cracks that the avatar can squeeze into to avoid being killed by the giant balls. 
     One of the features I like to use in my environments, which is kind of rare, is the ability to set damage on.  This allows for the avatar to actually die from a variety of things.  The idea is to create a sense of anxiety for the viewer as they explore some of my works such as Annas Many Murders and the like.  When people know they are not invincible how does it affect them?  Many tell me they suddenly become wary of falling or they tend to let others take risks etc.  It is kind of interesting because it means an immersive environment can become more immersive if you add an element of danger.  So in my quest to try to find different ways to create an engrossing immersion for the viewer, this seems to be another tool which can be effective.  The persistent guest in my Heaven will eventually reach my Grandparents who are seated comfortably having a cup of tea. Their overly heavy halo placed on a stand for the time being, as I know my Grandmother would refuse to wear it seeing as she was more a fan of subtle jewellery.  "Oh that's far too much" she would likely say to my Grandfather who would remain quiet as he always did.
     

Tuesday, April 17, 2012

Two talks

     I have received possibly two interesting discussions involving virtual art.  I say "possibly two" because the second that I will post was done at MediaLab Prada in Spanish and unfortunately I have no idea what is being said.  The assembled group do talk about SL artists though and it is nice exposure for virtual art.   My stats page for this blog tells me that in the last week people from Spain come to read my blog in the 7th country spot just after Japan.  So there you go, some people will be able to understand the talk and if you do please sum it up for me!  It is kind of compelling to read blog stats though.  You can spend an hour just reading through page after page of things that are not really important but kind of interesting none the less.   Like how long does someone stay on your blog, what country are they from stuff like that.  If you want one for your site a free one is called Statcounter.

This first video is described as "The idea the book is centered on is how “the meteoric evolution of different digital tools and their popularity have revolutionized digital creation. By using any of the three techniques and individual mediums described, or by using a combination of them, we can talk of a new artistic and filmic manifestation that involves virtual sceneries, where the audience can be immersed in new visual, sensorial and narrative experiences: ‘Cinemapop’.”
Theoretical classification and curator: Cristina García-Lasuén"



The other is two recording done at the recent Visual Effects Society event entitled "Immersive Experiences: The Future of Entertainment".  I can not embed the video so you will have to follow this link should you wish to listen to their perspectives.  http://www.visualeffectssociety.com/video/immersive-experiences-future-entertainment-part-1

Part two is here.. http://www.visualeffectssociety.com/video/immersive-experiences-future-entertainment-part-2 and you will even see this blog for a second at the start of it.  This portion of the event was done by Dr. Jacquelyn Ford Morie – Senior Scientist at the USC’s Institute for Creative Technologies and presents the latest developments in the creation of art within virtual worlds.  A very accomplished and interesting lady.  Sadly some of her dialogue was drowned out by the sounds within Standby when she came in world to show the audience the virtual environment during her talk.

Sunday, April 8, 2012

Contra article - The Curious World Of Bryn Oh

Mellissa Fox from Contra recently wrote a piece about Bryn Oh.  You can read it here...

http://www.thinkcontra.com/the-curious-world-of-bryn-oh/

     I am always interested in what I guess you might call "outside" interpretations of artists in virtual worlds.  Outside referring to articles originating from sites that traditionally follow other circles such as RL fashion or trends etc.  A cursory look at the Contra website will show it to be one focused not so much on the virtual.   It interests me because sometimes there will be open interpretations or a curious wonder in virtual worlds or art, but from a fresh perspective.     At some point the writer discovered Bryn and became interested enough to write an article, and in this case it was not by first discovering Second Life and then being led to Bryn but somewhat the reverse.  The readership is quite large and very likely are only vaguely aware of SL.
     After reading the article I was interested to noticed that Bryn's artwork was attributed to a "he".   That is fascinating to me because the determination was derived just by observation of the artwork.  Bryn is anonymous and the writer has not been influenced by seeing the avatar, so the feeling that the artist was male is based solely upon the artwork and the emotion or message they convey to the viewer.  This is very interesting to me because I have long seen the avatar as a vessel or filter which acts almost like a prism to light.  The first life artist creates and then that work is filtered through and avatar (which is a part of the artwork) and comes out the other side perhaps changed. 
     So in reading the article it has prompted me to think about writing down my thoughts on this blog for what I see as the layering of art for the virtual artist.  What is new with this medium beyond traditional art is that in some ways there are new layers beyond the actual artwork itself that are what I consider to be part of the artwork.  With that in mind the next few posts will pretty much be me putting down thoughts that have been floating about in my mind but not really having expressed them in text on how I see virtual art.