Search is not available for this dataset
journal
stringclasses 197
values | url
stringlengths 37
90
| metadata
listlengths 2
2
| text
stringlengths 0
3.11M
| platform
stringclasses 6
values |
---|---|---|---|---|
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19938 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19938",
"Description": "Art in general, more than other fields, appears to lie at the heart of immersivity. As argued by Oliver Grau, it is art that still deploys a considerable genealogy with examples that resonate with the immersivity as proposed in contemporaneity. It is the current immersivity that constructs “constellations” which, as Benjamin put it, dynamically enact “the history of art [as] the history of prophesies […] which can be written only starting from the point of view of an immediate present,” where “every present is determined by those images that are synchronous to it: each now is the now of a given knowability.” In the art history field, however, it is almost mandatory to re-evoke a fully mannerist ambience where “painting” creates – without the aid of particular instruments – the near-total immersion, acting fully on the passional dimension. The case in point is the Camera dei Giganti/Chamber of the Giants, made by Giulio Romano between 1532 and 1536 in Palazzo Te in Mantua. A stunning illusionist artifice that catapults the viewers into the heart of the ongoing event, to produce in them a sense of awe and estrangement beyond the “frame.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19938",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Lucia Corrain",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Fiction",
"Title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lucia Corrain",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19938",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Fiction",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Spazi e tempi dell’installazione (Rome: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19938/20021",
"volume": "2"
}
] | Art and Artifice:
The Machine of
Immersivity in the Camera
dei Giganti/ Chamber
Of The GiImage
ants
by Lucia Corrain
Immersivity
Giulio Romano
Painting
Fiction
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Art and Artifice:
The Machine of Immersivity
in the Camera dei Giganti/
Chamber Of The Giants
LUCIA CORRAIN, Università degli Studi di Bologna – https://orcid.org/0000-0002-8437-969X
https://doi.org/10.54103/ai/19938
Abstract Art in general, more than other fields, appears
to lie at the heart of immersivity. As argued by Oliver Grau,
it is art that still deploys a considerable genealogy with
examples that resonate with the immersivity as proposed
in contemporaneity. It is the current immersivity that con-
structs “constellations” which, as Benjamin put it, dynam-
ically enact “the history of art [as] the history of prophesies
[…] which can be written only starting from the point of
view of an immediate present,” where “every present is de-
termined by those images that are synchronous to it: each
now is the now of a given knowability.” In the art history
field, however, it is almost mandatory to re-evoke a fully
mannerist ambience where “painting” creates – without
the aid of particular instruments – the near-total immersion,
acting fully on the passional dimension. The case in point
is the Camera dei Giganti/Chamber of the Giants, made
by Giulio Romano between 1532 and 1536 in Palazzo Te
in Mantua. A stunning illusionist artifice that catapults the
viewers into the heart of the ongoing event, to produce in
them a sense of awe and estrangement beyond the “frame.”
Keywords Image Immersivity Giulio Romano Painting Fiction
To quote this essay: L. Corrain, “Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/
Chamber Of The Giants,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023):
56-73, https://doi.org/10.54103/ai/19938.
LUCIA CORRAIN 56 AN-ICON
A piece many years
in doing and now newly performed by that rare
Italian master, Julio Romano, who, had he himself
eternity and could put breath into his work, would
beguile Nature of her custom, so perfectly he is her
ape.1
By way of introduction
Undoubtedly – in a chronological field conven-
tionally defined as Mannerism – the Camera dei Giganti/
Chamber of the Giants, frescoed between 1532 and 1536
by Giulio Romano and his collaborators in Palazzo Te in
Mantua, occupies a position of great importance. The high-
ly original solution adopted by the Roman artist, already
acknowledged in his day and age, in the light of today’s
immersive technologies, can indeed manifest all its extraor-
dinary innovative force.2
Virtual reality, as we know it today, is obtained
by means of a digital instrument capable of generating
“three-dimensional” scenes, narratives and landscapes
within which subjects have the impression of actually mov-
ing and interacting with the ambience surrounding them.
Thanks to the evolution in computer graphics and the imple-
mentation of the computational power, representations ever
1 W. Shakespeare, The Winter’s Tale (1611) (New York-London-Toronto-Sydney: Simon &
Schuster Paperbacks, 1998): V.II.95-100, 219.
2 The bibliography concerning Palazzo Te is currently rather substantial, but it was Ernst
Gombrich who took this whole building outside of the shadows in which it found itself. In 1933
he dedicated to it his graduation thesis at the University of Vienna, E. Gombrich, “Der Palazzo
del Te,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 8 (1934): 79-104; “Versuch
einer Deuteung,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 9 (1936): 121-150;
it. trans. A.M. Conforti, Giulio Romano. Il palazzo del Te (Mantua: Tre Lune, 1984). Cfr. among
the many others F. Hart, Giulio Romano (New Haven: Yale University Press, 1958); K.W. Forster,
R.J. Tuttle, “The Palazzo del Te,” Journal of the Society of Architectural Historians 30, no. 4
(1971): 267-293; A. Belluzzi, W. Capezzali, II palazzo dei lucidi inganni: Palazzo Te a Mantova
(Florence: Centro Studi Architettura Ouroboros, 1976); E. Verheyen, The Palazzo del Te in
Mantua: Images of Love and Politics (Baltimore-London: The John Hopkins University Press,
1977); A. Belluzzi, M. Tafuri, eds., Giulio Romano (Milan: Electa, 1989, exhibition catalogue);
A. Belluzzi, Palazzo Te a Mantova, 2 vols. (Modena: Cosimo Panini, 1998). About the Camera
dei Giganti/Chamber of Giants specifically, cfr. R. Piccinelli, I Giganti: Palazzo Te (Milan: Skira,
2020).
LUCIA CORRAIN 57 AN-ICON
closer to reality can be obtained. Nonetheless, so-called
“reality media” are not yet a “perfect” mimesis of the real.3
The relationship between the current immersive
devices and the more dated optical instruments of the so-
called pre-cinematographic phase has already been widely
brought to light: it is the case of the scene of the eighteenth
century4 and the stereoscope of the subsequent century5
that share, with the more recent immersive technologies,
the question of a “channelled aesthetic perception.”6 In
rather similar fashion, at the pictorial level, the Quadratur-
ismo and the trompe-l’œil raise questions relating to both
the continuity between the space of experience and the
space represented, and to the methods of construction of
a gaze “from the inside” in which proximity allows for the
perception of esthesis, verdictives and passion.
Oliver Grau7 – the scholar who perhaps more
than any other has outlined a genealogy of immersivity –
has identified a possible origin even in Pompeian painting,
to then look to the Renaissance and Baroque illusionist
spaces, all the way down to the more recent scenarios
3 E. Modena, Nelle storie: Arte, cinema e media immersivi (Rome: Carocci, 2022); A.
Pinotti, “VR, AR, MR, XR,” in Enciclopedia dell’Arte Contemporanea, vol. 4 (Rome: Istituto
dell’Enciclopedia Italiana “Giovanni Treccani,” 2021): 685-686.
4 O. Grau, Virtual Art: From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA:
MIT Press, 2003).
5 J. Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
(Cambridge MA: MIT Press 1992).
6 P. Montani, Tecnologie della sensibilità: Estetica e immaginazione interattiva (Milan: Raffaello
Cortina, 2014): 25.
7 O. Grau, Virtual Art: From Illusion to Immersion, opens his reconnaissance on the Pompeian
frescoes, where the creation of a pictorial surface with the simulation of depth generates
the effect of an ambience of greater extension that what it is in reality, capturing the gaze of
the observer who does not seem to perceive the actual distinction between real space and
the space of the image. Grau then lists the subsequent examples: the Chamber of the Deer
in the Avignon Palace of the Popes (1343); the Hall of Perspectives by Baldassare Peruzzi
in villa Farnesina (1516), the neoclassical “village rooms” or “sylvans.” The latter is a kind
that, “while it dilates to the extreme the portrait of landscape taking it to the dimensions of
the environmental room, it applies at the same time scenic criteria relevant to organising the
decorations unitarily, with the illusionist effect of the plein air,” R. Roli, Pittura bolognese 1650-
1800: Dal Cignani ai Gandolfi (Bologna: Alfa Edizioni, 1977): 70 [my translation].
LUCIA CORRAIN 58 AN-ICON
(panorama).8 Grau, however, does not refer specifically to
the striking example of the Chamber of the Giants, where
the immersivity reaches a very high level of passional in-
volvement on the part of the spectator, moreover without
resorting to an auxiliary devices (as is the case today with
headsets, overalls). A stunning illusionistic artifice defined
by Frederick Hart as “surely the most fantastic and fright-
ening creation of the entire Italian Renaissance in any medi-
um”9 capable of catapulting the spectator into the heart of
the event portrayed; as stated in 1934 by Ernst Gombrich:
“into the deafening vortex of a frightening catastrophe,”10
capable of engendering astonishment and awe.11
Harking back to the renowned words of Wal-
ter Benjamin: “the history of art is a history of prophecies”
which “can only be written from the standpoint of the im-
mediate, actual present,”12 where “every present day is
determined by the images that are synchronic with it: each
“now” is the now of a particular recognizability.”13 It can be
stated that the case we wish to investigate here can be con-
sidered in the light of a premise. In short, the machine fres-
coed in the Chamber of the Giants in Palazzo Te appears
to be the height of an illusion that involves the spectator in
a dimension that can be defined as being fully immersive.
Moreover, if we carefully observe, in the cham-
ber in question of Palazzo Te, all the “instructions […] which
8 In 1792 Robert Baker, in London, made the first Panorama, which consists in a circular
shaped ambience, where on the interior walls are projected images of times of distant places,
offering the chance to the spectators of having a travel experience whilst being “stationary.”
Cfr., besides O. Grau, Virtual Art: From Illusion to Immersion, also S. Bordini, Storia del
panorama: La visione totale della pittura nel XIX secolo (Rome: Nuova Cultura, 2009); M.
Cometa, La scrittura delle immagini: Letteratura e cultura visuale (Milan: Raffaello Cortina,
2012); M. Cometa, Cultura visuale (Milan: Raffaello Cortina, 2021). E. Gombrich, Giulio
Romano: 94, in 1934 had already related the Chamber of the Giants with the nineteenth
century panoramas, stating: “that indeed Giulio, and he alone, was the first to try out in a work
of art that which is called the hall of the Giants” [my translation].
9 F. Hart, Giulio Romano: 32.
10 E. Gombrich, Giulio Romano: 79.
11 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021):
107-109, in the chapter dedicated to the environment-image states that the Chamber of the
Giants is a paradigmatic example, “an illusionistic machine that invites one to reflect on the
viewer’s visual act as a participative response to the iconic act.”
12 W. Benjamin, Gesammelte Schriften (Berlin: Suhrkamp, 1991), vol. 1, no. 2:1046-7. Quoted
in English in B. Doherty, “Between the Artwork and its ‘Actualization’: A Footnote to Art History
in Benjamin’s Work of Art,” Paragraph 32, no. 3 (2009): 331-358, 336.
13 W. Benjamin, The Arcades Project (1982), trans. H. Eiland, K. McLaughlin (Cambridge MA:
Harvard University Press, 2003): 462-463.
LUCIA CORRAIN 59 AN-ICON
[in the planar paintings] direct the gaze, guide the reading,
intimidate and can, at times, seduce the viewer subjecting
them to the representation,”14 have been completely dis-
avowed.15 They have been totally cancelled. And, not by
chance, in their place some decidedly more cogent ones
have been created in an interplay of different disciplines,
taking one another by the hand, offering a wholly original
reading of the Chamber in question that can fully manifest
the active nature of perception.
An exceptional visitor
Let us now try to enter the Chamber of the
Giants, highlighting its most salient characteristics. And
we shall do so starting from an exceptional witness, Gior-
gio Vasari (Arezzo, 1511-1574), the art historian who was
able to visit the Mantuan Palazzo Te on two occasions:
the first time when the Chamber of the Giants was under
construction; the second when the works had already been
completed. His testimony can to all intents and purposes
be considered an ekphrasis of great efficacy that “overlaps
with the pictorial [story], and at times gives the impression
of eclipsing it.”16 Here is the description Vasari gives of the
space created and painted by Giulio Romano:
After laying deep, double foundations in that corner, which was in a
swampy spot, Giulio had built over that angle a large, round room
with extremely thick walls, so that the four corners of the outside
walls would be stronger and could support a double vault rounded
like an oven. And having done this, since the room had corners,
he built here and there all the way around it the doors, windows,
and a fireplace of rusticated stones with worn-away edges, which
14 G. Careri, “Prefazione,” in L. Marin, Opacità della pittura: Sulla rappresentazione nel
Quattrocento (Florence: La Casa Usher, 2012): 7-13.
15 On the role of the frame in the work of art see D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milan: Johan & Levi, 2018) and S. Zuliani, Spazi e tempi dell’installazione (Rome:
Arshake, 2015).
16 A. Belluzzi, Giulio Romano: 446 [my translation]. On the text/image problem cfr. W.J.T.
Mitchell, Image Science: Iconology, Visual Culture, and Media Aesthetics (Chicago: The
University of Chicago Press, 2015).
LUCIA CORRAIN 60 AN-ICON
were disjointed and crooked almost to the extent that they
17
even
seemed to lean over on one side and actually to collapse.
Giulio Romano – as can be inferred – gave a
particular form to the environment: it is not a “round room,”
as Vasari might lead us to believe, but a “a double vault
rounded like an oven,” which did not have sharp corners
and whose doors and windows were “disjointed and crook-
ed,” which almost certainly means that the windows were
closed by painted blinds and the doors were in continuity
with respect to the frescoes.
A singular space, which also disposed of a par-
ticular flooring, as confirmed by Vasari himself:
He had made the floor with polished river slingstones that ran
around the walls, and those on the painting plane, which fell down-
wards had counterfeited: for a part those painted inwards escaped,
and at times were
18
occupied and adorned by grass and at times
by larger stones.
But, as can well be imagined, it was, in those
days, a cobbled floor with slingstones that, albeit creating
seamless continuity with the upright walls, did not represent
an assurance of a steady support for the visitor.19
It is not possible, however, to be outside the
space to talk about it; you need to traverse it to know it, for
17 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 370. In the first edition by types of
Lorenzo Torrentino (Florence, 1550), the historiographer was even more articulate: “He
therefore had double foundations of great depth sunk at that corner, which was in a marshy
place, and over that angle he constructed a large round room, with very thick walls, to the end
that the four external corners of the masonry might be strong enough to be able to support
a double vault, round after the manner of an oven. This done, he caused to be built at the
corners right round the room, in the proper places, the doors, windows, and fireplace, all of
rustic stones rough-hewn as if by chance, and, as it were, disjointed and awry, insomuch
that they appeared to be really hanging over to one side and falling down).” G. Vasari, “Giulio
Romano pittore e architetto,” in Le vite de’ più eccellenti architetti, pittori, et scultori italiani
(1550) (Turin: Einaudi, 1986): 833 [my translation].
18 Ibidem: 834 [my translation].
19 The flooring was made anew by Paolo Pozzo in the eighteenth-century restoration of the
palazzo, in which very likely the fireplace of which Vasari speaks was bricked up, and which
is testified to in some drawings preserved at the Louvre, Windsor and Palazzo Te (donated in
2015 by Monroe Warshaw), cfr. R. Piccinelli, I Giganti: 27. Furthermore, in 1781, the archduke
Ferdinand of Habsburg commissioned Giovanni Bottani to “have made a picket fence in
the hall of the Giants […]. Also, he would promptly have the fireplace sealed and walled up,”
citation reported in A. Belluzzi, Giulio Romano: 236.
LUCIA CORRAIN 61 AN-ICON
it to become a true object of analysis. The analysts must
become an integral part of the space, immerse themselves
in it like a percipient body, like the users of the place, going
through it and letting themselves be guided by the logic
imposed by the context in which they find themselves. The
visitors are, so to speak, literally “manipulated” by this un-
usual spatial environment.
The system of the spatial expression is in it-
self meaningful, that here acquires an even more complete
meaning with what is portrayed on the walls: the signifi-
cance of the space is “the final result of a stratified and
complex series of procedures, articulations and sub-artic-
ulations, where an element is meaningful only if related to
the others.”20
The spatial configurations prefigure, that is, the
virtuality, of the possible ways of using the morphology
itself of the places. In this sense, a semiotic reading can
come to our aid which – as Giannitrapani writes – “consid-
ers space not as a straightforward container of subjects,
objects, events, but as a meaningful structure capable of
speaking of a multiplicity of aspects of life.”21 This means
that: “The significance of the space lies in the efficacious
action that it provokes on the subjects coming into contact
with it.” And in order for space to completely “influence the
body it must work on the ambience, it must give a shape
to the architecture of the space.”22
The Fall of the Giants
There is no doubt that the space of the Cham-
bers of the Giants, already in itself significant, finds fulfil-
ment with what it portrayed on the ceiling and on the walls.
Although this interest of this analysis is focused on the
immersive dimension, it is necessary to briefly go over the
20 G. Marrone, “Efficacia simbolica dello spazio: Azioni e passioni,” in P. Bertetti, G. Manetti,
eds., Forme della testualità: Teoria, modelli, storia e prospettive (Turin: Testo&immagine, 2001):
85-96.
21 A. Giannitrapani, Introduzione alla semiotica dello spazio (Rome: Carrocci, 2013): 45.
22 On the space cfr. also M. Hammad, Lire l’espace, comprendre l’architecture (Limoges:
Presses Universitaires, 2001), trans. G. Festi (Rome: Meltemi, 2003).
LUCIA CORRAIN 62 AN-ICON
iconography of the whole figurative apparatus because ̶ as
we shall see – it is closely related to Federico II Gonzaga,
the patron, and Charles V over whose empire the sun never
set. The whole room, as is well-known, portrays the fall of
the Giants drawn from Ovid’s Metamorphoses.23 The myth
tells of the giants’ attempted attack on the gods: with the
intent to reach Mount Olympus, the vicious inhabitants of
the earth superimpose one another on two mountains, that
of Pelion and that of Ossa.
Portrayed on the ceiling (Fig. 1) is the gods’ ire
against the giants’ attempt to scale the mountains, with
Jupiter who abandons his throne to place himself along-
side Juno, who, with her gaze and index finger, points to
the direction towards which to cast the thunderbolts. The
plot hatched by the giants fails, of course, and Jupiter’s
intervention makes the mountains collapse; by tumbling
precipitously, they overwhelm the giants burying them be-
neath the heavy boulders. A daring view from the bottom
upwards, always on the ceiling, portrays a circular temple
with twelve columns from whose balustrade some char-
acters, concerned and awestruck by what is happening
beneath them, look out; in the same way the numerous
other divinities display impassioned states of agitation. The
throne, left vacant by Jupiter, is occupied by the imperial
eagle with its wings outspread, while the menacing clouds
surround the whole empyrean in a role of transition from
the world of the gods to the terrestrial terrain of the com-
mon mortals.
On the walls, above the fireplace, the giant Ty-
phon (monstruous son of Gaia – Fig. 2) is depicted: for
having tried to depose Jupiter, he is struck by lightning and
sinks under Etna, and here, crushed by the boulders, in an
attempt to defend himself he spews fire and lapilli causing
an earthquake.24 The fireplace, in turn, was supposed to
suggest the illusion of the youth condemned by the flames:
the flames that issue from the mouth of the giant Typhon,
23 Ovid, Metamorphoses I vv. 151-154 (I A.D), trans. A.D. Melville (Oxford: Oxford University
Press, 2008): 5.
24 Ovid, Metamorphoses V: 109.
LUCIA CORRAIN 63 AN-ICON
Fig. 1. G. Romano,
Camera dei Giganti/Chamber of the Giants,
ceiling, 1532-1536, Mantua, Palazzo Te.
in the pictorial fiction, thus ended up “conversing” with the
real fire of the fireplace.
Examining more closely the remaining frescoed
parts, Vasari took note of further details:
the entire world is upside-down and almost at its final end [...] many
giants can be seen in flight, all struck down by Jove’s thunderbolts
and on the verge of being overwhelmed by the landslides from the
mountains just like the others. In another part, Giulio represented
other giants upon whom are crashing down temples, columns, and
other parts of buildings, creating
25
among these arrogant creatures
great havoc and loss of life.
And, in actual fact, three walls propose land-
scapes (Figg. 3-4) and another one proposes an architec-
ture – a serliana – that too about to collapse under the fire
of the lightning bolts of the gods (Fig. 5).
25 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
LUCIA CORRAIN 64 AN-ICON
Fig. 2. G. Romano, Fig. 3. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall est, 1532-1536, Mantua, Palazzo Te. wall sud, 1532-1536, Mantua, Palazzo Te.
Fig. 4. G. Romano, Fig. 5. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall ovest, 1532-1536, Mantua, Palazzo Te. wall nord, 1532-1536, Mantua, Palazzo Te.
LUCIA CORRAIN 65 AN-ICON
At this point it is worthwhile turning our atten-
tion to the time when the action portrayed takes place.
The time in itself is not representable, it is represented by
means of movement and transformation: it is a function of
the movement and the last is a function of space. Any ac-
tion, which is never a perpetual motion, contains phases: a
beginning, a climax and an end. In the course of each one
of those, every action leads to the memory of what had
come before and what will come afterwards. In short, the
climax is the moment of utmost tension. In the Chamber
of the Giants it corresponds to the phase when everything
collapses: the technique is that of breaking down natural
and architectural elements into parts that gradually lose
their natural order to follow one that has gone completely
haywire. If it is true that the rendering of the fatal moment
is accentuated in mannerism, it can be said that here it has
touched some very elevated heights.
The particularity of the fatal instant had been
highlighted, once again, by Vasari (Fig. 6):
Fig. 6. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant,
1532-1536,
Mantua, Palazzo Te.
LUCIA CORRAIN 66 AN-ICON
Giulio [...] made plans to build a corner-room [...] in which the walls
would correspond with the paintings, in order
26
to deceive the people
who would see it as much as he could.
a marvellous work where
the entire painting has neither beginning nor end, and that it is all
tied together
27
and runs on continuously without boundary or dec-
oration.
This is a room completely without frames,28 of
any delimitation, with an enveloping continuity, in which
the space – as Gombrich points out –
runs homogeneous to the floor as far as the apex of the roof
with not edges and no frame to interrupt the seamlessness of the
surfaces, it is completely transformed into a pictorial scene: it is29
part of a single action, animated by the same emotional impetus.
But, Vasari adds, it is a horrible scene:
Therefore, let no one ever imagine seeing a work from the brush
that is more horrible or frightening or more realistic than this one.
And anyone who enters that room and sees the windows, doors,
and other such details all distorted and almost on the verge of
crashing down, as well as the mountains and buildings collapsing,
can only fear that everything is toppling down upon him. Especially
when he sees 30
all the gods in that heaven running this way and
that in flight.
In short, a stunning illusionistic artifice that
seeks to catapult the viewer into the throbbing heart of
the event in progress, where “the boundaries of space
26 Ibid.: 370.
27 Ibid.: 373.
28 Cfr. P. Carabell, “Breaking the Frame: Transgression and Transformation in Giulio Romano’s
Sala dei Giganti,” Artibus et Historiae 18, no. 36 (1997): 87-100.
29 E. Gombrich, Giulio Romano: 81.
30 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372-373.
LUCIA CORRAIN 67 AN-ICON
disappear [...] and the laws of statics, in which the eye
can find tranquillizing points of reference, are completely
lacking.”31 Inside the environment: “the walls themselves
move and, soon, everything is disarranged and collapses
upon the viewer” who, in this way, shares “the same fate
that submits and destroys the very powerful giants that
tried in vain to sustain the walls.”32 (Figg. 7-8)
Fig. 7. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant, 1532-1536,
Mantua, Palazzo Te.
Fig. 8. G. Romano, copy of,
Disegno della parete con il camino,
Paris, Louvre, Département des
Arts graphiques, inv. 3636, recto
31 E. Gombrich, Giulio Romano: 79.
32 Ibid.
LUCIA CORRAIN 68 AN-ICON
Being at the end of the world
At this point – and to delve once more into the
immersivity that generates the environment – it comes nat-
ural to wonder why the patron, duke Federico II Gonzaga,
decided to make such a particular and unique ambience
in what is considered to be his villa of pleasures. What role
would the Chamber of the Giants play in that precise his-
torical moment?33 We should not try to imagine the visitor
guided by the Lord of Mantua in the palazzo: Federico II
leads his guest in a space whose boundaries are well de-
fined, through ambiences of different sizes, decorated with
specific iconographic themes, in a crescendo that takes
him gradually as far as the Chamber of the Giants. An ini-
tiatory pathway through which the duke proposes to his
guest a sort of progressive estrangement with respect to
the real world and that reaches its climax in the immense
“catastrophe” of the dark cave, with the doors and win-
dows shut and only the flickering light coming from the lit
fireplace. A status of anguish and terror, apparently with
no exit, in which the guest “with the highest mastery is de-
prived of every chance to take a distance, to evaluate the
actual spaces.”34 In this regard, Ernst Gombrich’s personal
experience seems truly exemplary:
The kind of oppression that we have experienced is absolutely
new and the sentiment from which it is born and which Giulio has
been able to give shape to, is that of anguish. [...] There, we have
experienced directly and in an absolutely new way the anguished
nightmare of our involvement in an ineluctable catastrophe.35
33 The Duke of Mantua invested colossal amounts and a special interest in the project for
Palazzo Te: a work that had no residential function, which was not a fortress and in which even
a room, that of the Giants, was in no way inhabitable.
34 E. Gombrich, Giulio Romano: 81 [my traslation].
35 Ibid.: 111 [my translation].
LUCIA CORRAIN 69 AN-ICON
Who is behind the enormous cave remains,
therefore, captured by the representation, perceiving step
by step that everything is being twisted, being destroyed:
in the room lit up only by the fire burning in the fireplace,
the visitor “experiences” the end of the world just as it is
taking place, he experiences the torment – as Vasari writes
– “that everything [...] is toppling down upon him.”36
It is important to understand what happens to
the viewer’s body and how the space substantiated in the
representation is capable of triggering sensorial percep-
tions. As seems obvious, one’s eyesight is the first sense
brought into play, and not only because the visitor’s eye is
engaged by the enormous eyes of the Giants, but rather by
the particular luminosity of the environment: indeed, one’s
eyes must adapt to the light conditions produced by the
fire in the fireplace; entering the ambience from conditions
of full light, the adaptation to the poor light comes about
slowly, one’s pupils must dilate as much as possible to be
able to embrace the vision. The fireplace fire, moreover, is
also responsible for the arousal of other senses: the sense
of smell, because the burning wood diffuses its smell in all
of the room; the sense of hearing, owing to the crackling
and the rustling of the burning wood; the sense of touch,
in that the fire warms up the ambience and consequent-
ly the visitor. Even the flooring can fall within the tactile
sensoriality – in “small, round stones,” but “set in with a
knife” –37 which make the visitor’s movements unstable,
reinforcing the precipice effect that is the central theme of
the ambience.
Amongst those who in the course of time have
had the chance to live a sensorial experience inside the
Chamber of the Giants we can also name a scientist like
Ulisse Aldrovandi (Bologna, 1522-1605): his interest, in
particular, is addressed to the sonorous refraction of the
ambience on the basis of which a word whispered in one
36 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
37 G. Vasari, “Giulio Romano:” 373.
LUCIA CORRAIN 70 AN-ICON
corner is perfectly heard in the opposite corner.38 Ultimately,
the tremulous, mobile and never total illumination produced
by the flames in the fireplace, the sonority itself of the fire,
the amplified voice, the insecurity that the visitor experi-
ences owing to the “stones set in edge” of the flooring, are
all aspects that confer a powerful dynamicity to the whole,
generating what can be defined a proto-cinematographic
effect or, paradoxically, a distressing trompe-l’œil that at
length deceives the feelings of the viewer.39
In practice, what did this exceptional spatial
and sensorial machine which acts with such terrifying effi-
cacy on the viewer try to convey? Undoubtedly, the icono-
graphic subject was not chosen by chance; in fact, the
mythological fable is accompanied by an interpretative
tradition of a moral sort: the Gigantomachia is an example
of chastised pride, with Jupiter who performs an act of
supremacy to restore justice. And in Mantua, in the early
Cinquecento, the imperial ideology resorted to the fall of
the Giants to celebrate the victories of Charles V against
the infidels; Jupiter thus prefigures Charles V who, in the
guise of Jupiter, leads to the demise of the Italian princ-
es who rebelled against his sovereignty.40 Alongside this
reading of international politics, however, another one of
a purely local sort gains headway: “Jupiter would be the
ambitious Federico who, amongst other things, chooses
to insert in the family coat of arms precisely the feat of
Mount Olympus.”41 Whoever enters the Chamber of the
Giants, in short, is put in contact with the ineluctability of
the sovereignty of the gods against the “bestiality” of the
38 D.A. Franchini, C. Tellini Perina, A. Zanca, R. Margonari, G. Olmi, R. Signorini, La scienza
a corte: Collezionismo eclettico, natura e immagine a Mantova fra Rinascimento e Manierismo
(Rome: Bulzoni, 1979): 192-194. The manuscript is cited (136, XXI, cc. 27v-29v), preserved in
the University Library of Bologna in which Aldrovandi tells of his journeys to Mantua and, in
particular, to the Chamber of the Giants.
39 S.A. Hickson, “More than meets the eye: Giulio Romano, Federico II Gonzaga, and the
triumph of trompe-l’œil at the Palazzo Te in Mantua,” in L. A. Boldt-Irons, C. Federici, E.
Virgulti, eds., Disguise, Deception, Trompe-l’oeil: Interdisciplinary Perspectives (New York:
Peter Lang, 2009): 41-59.
40 For a more detailed argumentation cfr. D. Sogliani, M. Grosso, eds., L’imperatore e il
duca: Carlo V a Mantova (Milan: Skira, 2023). The exhibition offers a reflection on the cultural
meaning of Europe starting from the figure of Charles V and his alliances with the Italian courts,
narrating the emperor’s arrival in Mantua in 1530, feted by grand celebrations that Federico II
Gonzaga organised in the halls of Palazzo Te under the masterful direction of Giulio Romano.
41 R. Piccinelli, I Giganti: 19.
LUCIA CORRAIN 71 AN-ICON
Giants. A clear message addressed to recalling the correct
moral and political behaviour to engage in vis-à-vis those
who hold power.
By way of conclusion
As will have become apparent by now, the
Chamber of the Giants avails itself of a perceptive setting
foreshadowing what, almost five centuries later, finds a re-
newed materialisation in the most advanced technologies of
construction of the images that see, in the progressive can-
cellation of the aesthetic threshold and the disappearance
of the “frontier” between the world of representation and
that of reality, their final point of arrival. The ambience-im-
ages that emerge are capable of generating an effect of
reality so immanent that whoever perceives them has the
feeling of being part of that fictitious world. And the spec-
tators, wearing a visor “that blinds them with respect to the
physical reality that surrounds them,”42 isolate themselves
completely from the real world. But if – as Elisabetta Mode-
na writes – “the immersion occurs […] mostly according
to a process of environmental reduction: the format of the
experiences is central, [as is] that entanglement that is cre-
ated between the image world and the experiencer who,
in becoming a part of it, experiences what […] happens in
history.”43
The spatial-pictorial construction of the Cham-
ber of the Giants, without a frame, with interruptions, must
in short be considered – as noted by Andrea Pinotti – the
perfect example ante litteram that “it is certainly not neces-
sary to await contemporaneity to witness the advent of an
immersive and enveloping space.”44 This does not prevent
us from testing the new immersive technologies to try to
42 E. Modena, Nelle storie: 145. Cfr. also E. Modena “Immersi nel reale: Prospettive an-
iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte Semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine, L. Corrain, M. Vannoni, eds., Annali 7,
Figure dell’immersività (2021): 71-78.
43 Ibid.: 146.
44 A. Pinotti, Alla soglia dell’immagine: 109.
LUCIA CORRAIN 72 AN-ICON
‘simulate’ in every part the original ambience,45 proposing,
through virtual reality, what can no longer be perceived
in situ today. By introducing, from the top of the chimney
stack, the photons into the hearth and making use of high
definition orthophotographs of the walls and the ceiling, we
virtually recreate the flickering light of the flames, as well
as the sensorial effect of the heat as they must have been
perceived in the original Chamber of the Giants. Ultimately,
if Giulio Romano was a full-fledged forerunner of immersive
environments, then the new technologies can represent a
further aid to fully restoring the original perception of the
Chamber of the Giants, leading us back to the ingenious
“invention” that the artist had made for his cultured and
refined patron. With an apt reference, through the anticlas-
sical taste for the outlandish and for contamination, to that
Mannerism that – in the vulgate of Giorgio Vasari – must
contain “an abundance of beautiful costumes, variety in
imaginative details, charm in their colours, diversity in their
buildings, and distance and variety in their landscapes;” in
short, “a copious invention in every particular.”46
45 The bibliography on immersivity in the contemporary is vast: M. A. Moser, D. MacLeod,
eds., Immersed in Technology: Art and Virtual Environments (Cambridge MA: MIT Press, 1996);
W. Wolf, W. Bernhart, A, Mahler, eds., Immersion and Distance: Aesthetic Illusion in Literature
and Other Media (Amsterdam-New York: Rodopi, 2013); R. Pinto, “La mostra come esperienza
immersive: Damien Hirst – Treasures from the Wrech of the Unbelievable,” in C.G. Morandi,
C. Sinigaglia, eds., L’esperienza dello spazio: Collezioni, mostre, musei, (Bologna: Bononia
University Press, 2020): 324-334; J. Voorhies, J. Postsensual, Aesthetics: On the Logic of
the Curatorial (Cambridge MA: MIT Press, 2003). Cfr. also P. Conte, Unframing Aesthetics
(Milan: Mimesis International, 2020) and the recent J. Bodin, A. De Cesaris, eds., “Immersivity:
Philosophical Perspectives on Technologically Mediated Experience,” Philosophical
Coordinates in Modern and Contemporary Age 10, no. 20 (2022).
46 G. Vasari, “Preface to Part Three” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 278.
LUCIA CORRAIN 73 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19938 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19938",
"Description": "Art in general, more than other fields, appears to lie at the heart of immersivity. As argued by Oliver Grau, it is art that still deploys a considerable genealogy with examples that resonate with the immersivity as proposed in contemporaneity. It is the current immersivity that constructs “constellations” which, as Benjamin put it, dynamically enact “the history of art [as] the history of prophesies […] which can be written only starting from the point of view of an immediate present,” where “every present is determined by those images that are synchronous to it: each now is the now of a given knowability.” In the art history field, however, it is almost mandatory to re-evoke a fully mannerist ambience where “painting” creates – without the aid of particular instruments – the near-total immersion, acting fully on the passional dimension. The case in point is the Camera dei Giganti/Chamber of the Giants, made by Giulio Romano between 1532 and 1536 in Palazzo Te in Mantua. A stunning illusionist artifice that catapults the viewers into the heart of the ongoing event, to produce in them a sense of awe and estrangement beyond the “frame.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19938",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Lucia Corrain",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Fiction",
"Title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lucia Corrain",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19938",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Fiction",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Spazi e tempi dell’installazione (Rome: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19938/20021",
"volume": "2"
}
] | Art and Artifice:
The Machine of
Immersivity in the Camera
dei Giganti/ Chamber
Of The GiImage
ants
by Lucia Corrain
Immersivity
Giulio Romano
Painting
Fiction
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Art and Artifice:
The Machine of Immersivity
in the Camera dei Giganti/
Chamber Of The Giants
LUCIA CORRAIN, Università degli Studi di Bologna – https://orcid.org/0000-0002-8437-969X
https://doi.org/10.54103/ai/19938
Abstract Art in general, more than other fields, appears
to lie at the heart of immersivity. As argued by Oliver Grau,
it is art that still deploys a considerable genealogy with
examples that resonate with the immersivity as proposed
in contemporaneity. It is the current immersivity that con-
structs “constellations” which, as Benjamin put it, dynam-
ically enact “the history of art [as] the history of prophesies
[…] which can be written only starting from the point of
view of an immediate present,” where “every present is de-
termined by those images that are synchronous to it: each
now is the now of a given knowability.” In the art history
field, however, it is almost mandatory to re-evoke a fully
mannerist ambience where “painting” creates – without
the aid of particular instruments – the near-total immersion,
acting fully on the passional dimension. The case in point
is the Camera dei Giganti/Chamber of the Giants, made
by Giulio Romano between 1532 and 1536 in Palazzo Te
in Mantua. A stunning illusionist artifice that catapults the
viewers into the heart of the ongoing event, to produce in
them a sense of awe and estrangement beyond the “frame.”
Keywords Image Immersivity Giulio Romano Painting Fiction
To quote this essay: L. Corrain, “Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/
Chamber Of The Giants,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023):
56-73, https://doi.org/10.54103/ai/19938.
LUCIA CORRAIN 56 AN-ICON
A piece many years
in doing and now newly performed by that rare
Italian master, Julio Romano, who, had he himself
eternity and could put breath into his work, would
beguile Nature of her custom, so perfectly he is her
ape.1
By way of introduction
Undoubtedly – in a chronological field conven-
tionally defined as Mannerism – the Camera dei Giganti/
Chamber of the Giants, frescoed between 1532 and 1536
by Giulio Romano and his collaborators in Palazzo Te in
Mantua, occupies a position of great importance. The high-
ly original solution adopted by the Roman artist, already
acknowledged in his day and age, in the light of today’s
immersive technologies, can indeed manifest all its extraor-
dinary innovative force.2
Virtual reality, as we know it today, is obtained
by means of a digital instrument capable of generating
“three-dimensional” scenes, narratives and landscapes
within which subjects have the impression of actually mov-
ing and interacting with the ambience surrounding them.
Thanks to the evolution in computer graphics and the imple-
mentation of the computational power, representations ever
1 W. Shakespeare, The Winter’s Tale (1611) (New York-London-Toronto-Sydney: Simon &
Schuster Paperbacks, 1998): V.II.95-100, 219.
2 The bibliography concerning Palazzo Te is currently rather substantial, but it was Ernst
Gombrich who took this whole building outside of the shadows in which it found itself. In 1933
he dedicated to it his graduation thesis at the University of Vienna, E. Gombrich, “Der Palazzo
del Te,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 8 (1934): 79-104; “Versuch
einer Deuteung,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 9 (1936): 121-150;
it. trans. A.M. Conforti, Giulio Romano. Il palazzo del Te (Mantua: Tre Lune, 1984). Cfr. among
the many others F. Hart, Giulio Romano (New Haven: Yale University Press, 1958); K.W. Forster,
R.J. Tuttle, “The Palazzo del Te,” Journal of the Society of Architectural Historians 30, no. 4
(1971): 267-293; A. Belluzzi, W. Capezzali, II palazzo dei lucidi inganni: Palazzo Te a Mantova
(Florence: Centro Studi Architettura Ouroboros, 1976); E. Verheyen, The Palazzo del Te in
Mantua: Images of Love and Politics (Baltimore-London: The John Hopkins University Press,
1977); A. Belluzzi, M. Tafuri, eds., Giulio Romano (Milan: Electa, 1989, exhibition catalogue);
A. Belluzzi, Palazzo Te a Mantova, 2 vols. (Modena: Cosimo Panini, 1998). About the Camera
dei Giganti/Chamber of Giants specifically, cfr. R. Piccinelli, I Giganti: Palazzo Te (Milan: Skira,
2020).
LUCIA CORRAIN 57 AN-ICON
closer to reality can be obtained. Nonetheless, so-called
“reality media” are not yet a “perfect” mimesis of the real.3
The relationship between the current immersive
devices and the more dated optical instruments of the so-
called pre-cinematographic phase has already been widely
brought to light: it is the case of the scene of the eighteenth
century4 and the stereoscope of the subsequent century5
that share, with the more recent immersive technologies,
the question of a “channelled aesthetic perception.”6 In
rather similar fashion, at the pictorial level, the Quadratur-
ismo and the trompe-l’œil raise questions relating to both
the continuity between the space of experience and the
space represented, and to the methods of construction of
a gaze “from the inside” in which proximity allows for the
perception of esthesis, verdictives and passion.
Oliver Grau7 – the scholar who perhaps more
than any other has outlined a genealogy of immersivity –
has identified a possible origin even in Pompeian painting,
to then look to the Renaissance and Baroque illusionist
spaces, all the way down to the more recent scenarios
3 E. Modena, Nelle storie: Arte, cinema e media immersivi (Rome: Carocci, 2022); A.
Pinotti, “VR, AR, MR, XR,” in Enciclopedia dell’Arte Contemporanea, vol. 4 (Rome: Istituto
dell’Enciclopedia Italiana “Giovanni Treccani,” 2021): 685-686.
4 O. Grau, Virtual Art: From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA:
MIT Press, 2003).
5 J. Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
(Cambridge MA: MIT Press 1992).
6 P. Montani, Tecnologie della sensibilità: Estetica e immaginazione interattiva (Milan: Raffaello
Cortina, 2014): 25.
7 O. Grau, Virtual Art: From Illusion to Immersion, opens his reconnaissance on the Pompeian
frescoes, where the creation of a pictorial surface with the simulation of depth generates
the effect of an ambience of greater extension that what it is in reality, capturing the gaze of
the observer who does not seem to perceive the actual distinction between real space and
the space of the image. Grau then lists the subsequent examples: the Chamber of the Deer
in the Avignon Palace of the Popes (1343); the Hall of Perspectives by Baldassare Peruzzi
in villa Farnesina (1516), the neoclassical “village rooms” or “sylvans.” The latter is a kind
that, “while it dilates to the extreme the portrait of landscape taking it to the dimensions of
the environmental room, it applies at the same time scenic criteria relevant to organising the
decorations unitarily, with the illusionist effect of the plein air,” R. Roli, Pittura bolognese 1650-
1800: Dal Cignani ai Gandolfi (Bologna: Alfa Edizioni, 1977): 70 [my translation].
LUCIA CORRAIN 58 AN-ICON
(panorama).8 Grau, however, does not refer specifically to
the striking example of the Chamber of the Giants, where
the immersivity reaches a very high level of passional in-
volvement on the part of the spectator, moreover without
resorting to an auxiliary devices (as is the case today with
headsets, overalls). A stunning illusionistic artifice defined
by Frederick Hart as “surely the most fantastic and fright-
ening creation of the entire Italian Renaissance in any medi-
um”9 capable of catapulting the spectator into the heart of
the event portrayed; as stated in 1934 by Ernst Gombrich:
“into the deafening vortex of a frightening catastrophe,”10
capable of engendering astonishment and awe.11
Harking back to the renowned words of Wal-
ter Benjamin: “the history of art is a history of prophecies”
which “can only be written from the standpoint of the im-
mediate, actual present,”12 where “every present day is
determined by the images that are synchronic with it: each
“now” is the now of a particular recognizability.”13 It can be
stated that the case we wish to investigate here can be con-
sidered in the light of a premise. In short, the machine fres-
coed in the Chamber of the Giants in Palazzo Te appears
to be the height of an illusion that involves the spectator in
a dimension that can be defined as being fully immersive.
Moreover, if we carefully observe, in the cham-
ber in question of Palazzo Te, all the “instructions […] which
8 In 1792 Robert Baker, in London, made the first Panorama, which consists in a circular
shaped ambience, where on the interior walls are projected images of times of distant places,
offering the chance to the spectators of having a travel experience whilst being “stationary.”
Cfr., besides O. Grau, Virtual Art: From Illusion to Immersion, also S. Bordini, Storia del
panorama: La visione totale della pittura nel XIX secolo (Rome: Nuova Cultura, 2009); M.
Cometa, La scrittura delle immagini: Letteratura e cultura visuale (Milan: Raffaello Cortina,
2012); M. Cometa, Cultura visuale (Milan: Raffaello Cortina, 2021). E. Gombrich, Giulio
Romano: 94, in 1934 had already related the Chamber of the Giants with the nineteenth
century panoramas, stating: “that indeed Giulio, and he alone, was the first to try out in a work
of art that which is called the hall of the Giants” [my translation].
9 F. Hart, Giulio Romano: 32.
10 E. Gombrich, Giulio Romano: 79.
11 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021):
107-109, in the chapter dedicated to the environment-image states that the Chamber of the
Giants is a paradigmatic example, “an illusionistic machine that invites one to reflect on the
viewer’s visual act as a participative response to the iconic act.”
12 W. Benjamin, Gesammelte Schriften (Berlin: Suhrkamp, 1991), vol. 1, no. 2:1046-7. Quoted
in English in B. Doherty, “Between the Artwork and its ‘Actualization’: A Footnote to Art History
in Benjamin’s Work of Art,” Paragraph 32, no. 3 (2009): 331-358, 336.
13 W. Benjamin, The Arcades Project (1982), trans. H. Eiland, K. McLaughlin (Cambridge MA:
Harvard University Press, 2003): 462-463.
LUCIA CORRAIN 59 AN-ICON
[in the planar paintings] direct the gaze, guide the reading,
intimidate and can, at times, seduce the viewer subjecting
them to the representation,”14 have been completely dis-
avowed.15 They have been totally cancelled. And, not by
chance, in their place some decidedly more cogent ones
have been created in an interplay of different disciplines,
taking one another by the hand, offering a wholly original
reading of the Chamber in question that can fully manifest
the active nature of perception.
An exceptional visitor
Let us now try to enter the Chamber of the
Giants, highlighting its most salient characteristics. And
we shall do so starting from an exceptional witness, Gior-
gio Vasari (Arezzo, 1511-1574), the art historian who was
able to visit the Mantuan Palazzo Te on two occasions:
the first time when the Chamber of the Giants was under
construction; the second when the works had already been
completed. His testimony can to all intents and purposes
be considered an ekphrasis of great efficacy that “overlaps
with the pictorial [story], and at times gives the impression
of eclipsing it.”16 Here is the description Vasari gives of the
space created and painted by Giulio Romano:
After laying deep, double foundations in that corner, which was in a
swampy spot, Giulio had built over that angle a large, round room
with extremely thick walls, so that the four corners of the outside
walls would be stronger and could support a double vault rounded
like an oven. And having done this, since the room had corners,
he built here and there all the way around it the doors, windows,
and a fireplace of rusticated stones with worn-away edges, which
14 G. Careri, “Prefazione,” in L. Marin, Opacità della pittura: Sulla rappresentazione nel
Quattrocento (Florence: La Casa Usher, 2012): 7-13.
15 On the role of the frame in the work of art see D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milan: Johan & Levi, 2018) and S. Zuliani, Spazi e tempi dell’installazione (Rome:
Arshake, 2015).
16 A. Belluzzi, Giulio Romano: 446 [my translation]. On the text/image problem cfr. W.J.T.
Mitchell, Image Science: Iconology, Visual Culture, and Media Aesthetics (Chicago: The
University of Chicago Press, 2015).
LUCIA CORRAIN 60 AN-ICON
were disjointed and crooked almost to the extent that they
17
even
seemed to lean over on one side and actually to collapse.
Giulio Romano – as can be inferred – gave a
particular form to the environment: it is not a “round room,”
as Vasari might lead us to believe, but a “a double vault
rounded like an oven,” which did not have sharp corners
and whose doors and windows were “disjointed and crook-
ed,” which almost certainly means that the windows were
closed by painted blinds and the doors were in continuity
with respect to the frescoes.
A singular space, which also disposed of a par-
ticular flooring, as confirmed by Vasari himself:
He had made the floor with polished river slingstones that ran
around the walls, and those on the painting plane, which fell down-
wards had counterfeited: for a part those painted inwards escaped,
and at times were
18
occupied and adorned by grass and at times
by larger stones.
But, as can well be imagined, it was, in those
days, a cobbled floor with slingstones that, albeit creating
seamless continuity with the upright walls, did not represent
an assurance of a steady support for the visitor.19
It is not possible, however, to be outside the
space to talk about it; you need to traverse it to know it, for
17 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 370. In the first edition by types of
Lorenzo Torrentino (Florence, 1550), the historiographer was even more articulate: “He
therefore had double foundations of great depth sunk at that corner, which was in a marshy
place, and over that angle he constructed a large round room, with very thick walls, to the end
that the four external corners of the masonry might be strong enough to be able to support
a double vault, round after the manner of an oven. This done, he caused to be built at the
corners right round the room, in the proper places, the doors, windows, and fireplace, all of
rustic stones rough-hewn as if by chance, and, as it were, disjointed and awry, insomuch
that they appeared to be really hanging over to one side and falling down).” G. Vasari, “Giulio
Romano pittore e architetto,” in Le vite de’ più eccellenti architetti, pittori, et scultori italiani
(1550) (Turin: Einaudi, 1986): 833 [my translation].
18 Ibidem: 834 [my translation].
19 The flooring was made anew by Paolo Pozzo in the eighteenth-century restoration of the
palazzo, in which very likely the fireplace of which Vasari speaks was bricked up, and which
is testified to in some drawings preserved at the Louvre, Windsor and Palazzo Te (donated in
2015 by Monroe Warshaw), cfr. R. Piccinelli, I Giganti: 27. Furthermore, in 1781, the archduke
Ferdinand of Habsburg commissioned Giovanni Bottani to “have made a picket fence in
the hall of the Giants […]. Also, he would promptly have the fireplace sealed and walled up,”
citation reported in A. Belluzzi, Giulio Romano: 236.
LUCIA CORRAIN 61 AN-ICON
it to become a true object of analysis. The analysts must
become an integral part of the space, immerse themselves
in it like a percipient body, like the users of the place, going
through it and letting themselves be guided by the logic
imposed by the context in which they find themselves. The
visitors are, so to speak, literally “manipulated” by this un-
usual spatial environment.
The system of the spatial expression is in it-
self meaningful, that here acquires an even more complete
meaning with what is portrayed on the walls: the signifi-
cance of the space is “the final result of a stratified and
complex series of procedures, articulations and sub-artic-
ulations, where an element is meaningful only if related to
the others.”20
The spatial configurations prefigure, that is, the
virtuality, of the possible ways of using the morphology
itself of the places. In this sense, a semiotic reading can
come to our aid which – as Giannitrapani writes – “consid-
ers space not as a straightforward container of subjects,
objects, events, but as a meaningful structure capable of
speaking of a multiplicity of aspects of life.”21 This means
that: “The significance of the space lies in the efficacious
action that it provokes on the subjects coming into contact
with it.” And in order for space to completely “influence the
body it must work on the ambience, it must give a shape
to the architecture of the space.”22
The Fall of the Giants
There is no doubt that the space of the Cham-
bers of the Giants, already in itself significant, finds fulfil-
ment with what it portrayed on the ceiling and on the walls.
Although this interest of this analysis is focused on the
immersive dimension, it is necessary to briefly go over the
20 G. Marrone, “Efficacia simbolica dello spazio: Azioni e passioni,” in P. Bertetti, G. Manetti,
eds., Forme della testualità: Teoria, modelli, storia e prospettive (Turin: Testo&immagine, 2001):
85-96.
21 A. Giannitrapani, Introduzione alla semiotica dello spazio (Rome: Carrocci, 2013): 45.
22 On the space cfr. also M. Hammad, Lire l’espace, comprendre l’architecture (Limoges:
Presses Universitaires, 2001), trans. G. Festi (Rome: Meltemi, 2003).
LUCIA CORRAIN 62 AN-ICON
iconography of the whole figurative apparatus because ̶ as
we shall see – it is closely related to Federico II Gonzaga,
the patron, and Charles V over whose empire the sun never
set. The whole room, as is well-known, portrays the fall of
the Giants drawn from Ovid’s Metamorphoses.23 The myth
tells of the giants’ attempted attack on the gods: with the
intent to reach Mount Olympus, the vicious inhabitants of
the earth superimpose one another on two mountains, that
of Pelion and that of Ossa.
Portrayed on the ceiling (Fig. 1) is the gods’ ire
against the giants’ attempt to scale the mountains, with
Jupiter who abandons his throne to place himself along-
side Juno, who, with her gaze and index finger, points to
the direction towards which to cast the thunderbolts. The
plot hatched by the giants fails, of course, and Jupiter’s
intervention makes the mountains collapse; by tumbling
precipitously, they overwhelm the giants burying them be-
neath the heavy boulders. A daring view from the bottom
upwards, always on the ceiling, portrays a circular temple
with twelve columns from whose balustrade some char-
acters, concerned and awestruck by what is happening
beneath them, look out; in the same way the numerous
other divinities display impassioned states of agitation. The
throne, left vacant by Jupiter, is occupied by the imperial
eagle with its wings outspread, while the menacing clouds
surround the whole empyrean in a role of transition from
the world of the gods to the terrestrial terrain of the com-
mon mortals.
On the walls, above the fireplace, the giant Ty-
phon (monstruous son of Gaia – Fig. 2) is depicted: for
having tried to depose Jupiter, he is struck by lightning and
sinks under Etna, and here, crushed by the boulders, in an
attempt to defend himself he spews fire and lapilli causing
an earthquake.24 The fireplace, in turn, was supposed to
suggest the illusion of the youth condemned by the flames:
the flames that issue from the mouth of the giant Typhon,
23 Ovid, Metamorphoses I vv. 151-154 (I A.D), trans. A.D. Melville (Oxford: Oxford University
Press, 2008): 5.
24 Ovid, Metamorphoses V: 109.
LUCIA CORRAIN 63 AN-ICON
Fig. 1. G. Romano,
Camera dei Giganti/Chamber of the Giants,
ceiling, 1532-1536, Mantua, Palazzo Te.
in the pictorial fiction, thus ended up “conversing” with the
real fire of the fireplace.
Examining more closely the remaining frescoed
parts, Vasari took note of further details:
the entire world is upside-down and almost at its final end [...] many
giants can be seen in flight, all struck down by Jove’s thunderbolts
and on the verge of being overwhelmed by the landslides from the
mountains just like the others. In another part, Giulio represented
other giants upon whom are crashing down temples, columns, and
other parts of buildings, creating
25
among these arrogant creatures
great havoc and loss of life.
And, in actual fact, three walls propose land-
scapes (Figg. 3-4) and another one proposes an architec-
ture – a serliana – that too about to collapse under the fire
of the lightning bolts of the gods (Fig. 5).
25 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
LUCIA CORRAIN 64 AN-ICON
Fig. 2. G. Romano, Fig. 3. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall est, 1532-1536, Mantua, Palazzo Te. wall sud, 1532-1536, Mantua, Palazzo Te.
Fig. 4. G. Romano, Fig. 5. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall ovest, 1532-1536, Mantua, Palazzo Te. wall nord, 1532-1536, Mantua, Palazzo Te.
LUCIA CORRAIN 65 AN-ICON
At this point it is worthwhile turning our atten-
tion to the time when the action portrayed takes place.
The time in itself is not representable, it is represented by
means of movement and transformation: it is a function of
the movement and the last is a function of space. Any ac-
tion, which is never a perpetual motion, contains phases: a
beginning, a climax and an end. In the course of each one
of those, every action leads to the memory of what had
come before and what will come afterwards. In short, the
climax is the moment of utmost tension. In the Chamber
of the Giants it corresponds to the phase when everything
collapses: the technique is that of breaking down natural
and architectural elements into parts that gradually lose
their natural order to follow one that has gone completely
haywire. If it is true that the rendering of the fatal moment
is accentuated in mannerism, it can be said that here it has
touched some very elevated heights.
The particularity of the fatal instant had been
highlighted, once again, by Vasari (Fig. 6):
Fig. 6. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant,
1532-1536,
Mantua, Palazzo Te.
LUCIA CORRAIN 66 AN-ICON
Giulio [...] made plans to build a corner-room [...] in which the walls
would correspond with the paintings, in order
26
to deceive the people
who would see it as much as he could.
a marvellous work where
the entire painting has neither beginning nor end, and that it is all
tied together
27
and runs on continuously without boundary or dec-
oration.
This is a room completely without frames,28 of
any delimitation, with an enveloping continuity, in which
the space – as Gombrich points out –
runs homogeneous to the floor as far as the apex of the roof
with not edges and no frame to interrupt the seamlessness of the
surfaces, it is completely transformed into a pictorial scene: it is29
part of a single action, animated by the same emotional impetus.
But, Vasari adds, it is a horrible scene:
Therefore, let no one ever imagine seeing a work from the brush
that is more horrible or frightening or more realistic than this one.
And anyone who enters that room and sees the windows, doors,
and other such details all distorted and almost on the verge of
crashing down, as well as the mountains and buildings collapsing,
can only fear that everything is toppling down upon him. Especially
when he sees 30
all the gods in that heaven running this way and
that in flight.
In short, a stunning illusionistic artifice that
seeks to catapult the viewer into the throbbing heart of
the event in progress, where “the boundaries of space
26 Ibid.: 370.
27 Ibid.: 373.
28 Cfr. P. Carabell, “Breaking the Frame: Transgression and Transformation in Giulio Romano’s
Sala dei Giganti,” Artibus et Historiae 18, no. 36 (1997): 87-100.
29 E. Gombrich, Giulio Romano: 81.
30 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372-373.
LUCIA CORRAIN 67 AN-ICON
disappear [...] and the laws of statics, in which the eye
can find tranquillizing points of reference, are completely
lacking.”31 Inside the environment: “the walls themselves
move and, soon, everything is disarranged and collapses
upon the viewer” who, in this way, shares “the same fate
that submits and destroys the very powerful giants that
tried in vain to sustain the walls.”32 (Figg. 7-8)
Fig. 7. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant, 1532-1536,
Mantua, Palazzo Te.
Fig. 8. G. Romano, copy of,
Disegno della parete con il camino,
Paris, Louvre, Département des
Arts graphiques, inv. 3636, recto
31 E. Gombrich, Giulio Romano: 79.
32 Ibid.
LUCIA CORRAIN 68 AN-ICON
Being at the end of the world
At this point – and to delve once more into the
immersivity that generates the environment – it comes nat-
ural to wonder why the patron, duke Federico II Gonzaga,
decided to make such a particular and unique ambience
in what is considered to be his villa of pleasures. What role
would the Chamber of the Giants play in that precise his-
torical moment?33 We should not try to imagine the visitor
guided by the Lord of Mantua in the palazzo: Federico II
leads his guest in a space whose boundaries are well de-
fined, through ambiences of different sizes, decorated with
specific iconographic themes, in a crescendo that takes
him gradually as far as the Chamber of the Giants. An ini-
tiatory pathway through which the duke proposes to his
guest a sort of progressive estrangement with respect to
the real world and that reaches its climax in the immense
“catastrophe” of the dark cave, with the doors and win-
dows shut and only the flickering light coming from the lit
fireplace. A status of anguish and terror, apparently with
no exit, in which the guest “with the highest mastery is de-
prived of every chance to take a distance, to evaluate the
actual spaces.”34 In this regard, Ernst Gombrich’s personal
experience seems truly exemplary:
The kind of oppression that we have experienced is absolutely
new and the sentiment from which it is born and which Giulio has
been able to give shape to, is that of anguish. [...] There, we have
experienced directly and in an absolutely new way the anguished
nightmare of our involvement in an ineluctable catastrophe.35
33 The Duke of Mantua invested colossal amounts and a special interest in the project for
Palazzo Te: a work that had no residential function, which was not a fortress and in which even
a room, that of the Giants, was in no way inhabitable.
34 E. Gombrich, Giulio Romano: 81 [my traslation].
35 Ibid.: 111 [my translation].
LUCIA CORRAIN 69 AN-ICON
Who is behind the enormous cave remains,
therefore, captured by the representation, perceiving step
by step that everything is being twisted, being destroyed:
in the room lit up only by the fire burning in the fireplace,
the visitor “experiences” the end of the world just as it is
taking place, he experiences the torment – as Vasari writes
– “that everything [...] is toppling down upon him.”36
It is important to understand what happens to
the viewer’s body and how the space substantiated in the
representation is capable of triggering sensorial percep-
tions. As seems obvious, one’s eyesight is the first sense
brought into play, and not only because the visitor’s eye is
engaged by the enormous eyes of the Giants, but rather by
the particular luminosity of the environment: indeed, one’s
eyes must adapt to the light conditions produced by the
fire in the fireplace; entering the ambience from conditions
of full light, the adaptation to the poor light comes about
slowly, one’s pupils must dilate as much as possible to be
able to embrace the vision. The fireplace fire, moreover, is
also responsible for the arousal of other senses: the sense
of smell, because the burning wood diffuses its smell in all
of the room; the sense of hearing, owing to the crackling
and the rustling of the burning wood; the sense of touch,
in that the fire warms up the ambience and consequent-
ly the visitor. Even the flooring can fall within the tactile
sensoriality – in “small, round stones,” but “set in with a
knife” –37 which make the visitor’s movements unstable,
reinforcing the precipice effect that is the central theme of
the ambience.
Amongst those who in the course of time have
had the chance to live a sensorial experience inside the
Chamber of the Giants we can also name a scientist like
Ulisse Aldrovandi (Bologna, 1522-1605): his interest, in
particular, is addressed to the sonorous refraction of the
ambience on the basis of which a word whispered in one
36 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
37 G. Vasari, “Giulio Romano:” 373.
LUCIA CORRAIN 70 AN-ICON
corner is perfectly heard in the opposite corner.38 Ultimately,
the tremulous, mobile and never total illumination produced
by the flames in the fireplace, the sonority itself of the fire,
the amplified voice, the insecurity that the visitor experi-
ences owing to the “stones set in edge” of the flooring, are
all aspects that confer a powerful dynamicity to the whole,
generating what can be defined a proto-cinematographic
effect or, paradoxically, a distressing trompe-l’œil that at
length deceives the feelings of the viewer.39
In practice, what did this exceptional spatial
and sensorial machine which acts with such terrifying effi-
cacy on the viewer try to convey? Undoubtedly, the icono-
graphic subject was not chosen by chance; in fact, the
mythological fable is accompanied by an interpretative
tradition of a moral sort: the Gigantomachia is an example
of chastised pride, with Jupiter who performs an act of
supremacy to restore justice. And in Mantua, in the early
Cinquecento, the imperial ideology resorted to the fall of
the Giants to celebrate the victories of Charles V against
the infidels; Jupiter thus prefigures Charles V who, in the
guise of Jupiter, leads to the demise of the Italian princ-
es who rebelled against his sovereignty.40 Alongside this
reading of international politics, however, another one of
a purely local sort gains headway: “Jupiter would be the
ambitious Federico who, amongst other things, chooses
to insert in the family coat of arms precisely the feat of
Mount Olympus.”41 Whoever enters the Chamber of the
Giants, in short, is put in contact with the ineluctability of
the sovereignty of the gods against the “bestiality” of the
38 D.A. Franchini, C. Tellini Perina, A. Zanca, R. Margonari, G. Olmi, R. Signorini, La scienza
a corte: Collezionismo eclettico, natura e immagine a Mantova fra Rinascimento e Manierismo
(Rome: Bulzoni, 1979): 192-194. The manuscript is cited (136, XXI, cc. 27v-29v), preserved in
the University Library of Bologna in which Aldrovandi tells of his journeys to Mantua and, in
particular, to the Chamber of the Giants.
39 S.A. Hickson, “More than meets the eye: Giulio Romano, Federico II Gonzaga, and the
triumph of trompe-l’œil at the Palazzo Te in Mantua,” in L. A. Boldt-Irons, C. Federici, E.
Virgulti, eds., Disguise, Deception, Trompe-l’oeil: Interdisciplinary Perspectives (New York:
Peter Lang, 2009): 41-59.
40 For a more detailed argumentation cfr. D. Sogliani, M. Grosso, eds., L’imperatore e il
duca: Carlo V a Mantova (Milan: Skira, 2023). The exhibition offers a reflection on the cultural
meaning of Europe starting from the figure of Charles V and his alliances with the Italian courts,
narrating the emperor’s arrival in Mantua in 1530, feted by grand celebrations that Federico II
Gonzaga organised in the halls of Palazzo Te under the masterful direction of Giulio Romano.
41 R. Piccinelli, I Giganti: 19.
LUCIA CORRAIN 71 AN-ICON
Giants. A clear message addressed to recalling the correct
moral and political behaviour to engage in vis-à-vis those
who hold power.
By way of conclusion
As will have become apparent by now, the
Chamber of the Giants avails itself of a perceptive setting
foreshadowing what, almost five centuries later, finds a re-
newed materialisation in the most advanced technologies of
construction of the images that see, in the progressive can-
cellation of the aesthetic threshold and the disappearance
of the “frontier” between the world of representation and
that of reality, their final point of arrival. The ambience-im-
ages that emerge are capable of generating an effect of
reality so immanent that whoever perceives them has the
feeling of being part of that fictitious world. And the spec-
tators, wearing a visor “that blinds them with respect to the
physical reality that surrounds them,”42 isolate themselves
completely from the real world. But if – as Elisabetta Mode-
na writes – “the immersion occurs […] mostly according
to a process of environmental reduction: the format of the
experiences is central, [as is] that entanglement that is cre-
ated between the image world and the experiencer who,
in becoming a part of it, experiences what […] happens in
history.”43
The spatial-pictorial construction of the Cham-
ber of the Giants, without a frame, with interruptions, must
in short be considered – as noted by Andrea Pinotti – the
perfect example ante litteram that “it is certainly not neces-
sary to await contemporaneity to witness the advent of an
immersive and enveloping space.”44 This does not prevent
us from testing the new immersive technologies to try to
42 E. Modena, Nelle storie: 145. Cfr. also E. Modena “Immersi nel reale: Prospettive an-
iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte Semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine, L. Corrain, M. Vannoni, eds., Annali 7,
Figure dell’immersività (2021): 71-78.
43 Ibid.: 146.
44 A. Pinotti, Alla soglia dell’immagine: 109.
LUCIA CORRAIN 72 AN-ICON
‘simulate’ in every part the original ambience,45 proposing,
through virtual reality, what can no longer be perceived
in situ today. By introducing, from the top of the chimney
stack, the photons into the hearth and making use of high
definition orthophotographs of the walls and the ceiling, we
virtually recreate the flickering light of the flames, as well
as the sensorial effect of the heat as they must have been
perceived in the original Chamber of the Giants. Ultimately,
if Giulio Romano was a full-fledged forerunner of immersive
environments, then the new technologies can represent a
further aid to fully restoring the original perception of the
Chamber of the Giants, leading us back to the ingenious
“invention” that the artist had made for his cultured and
refined patron. With an apt reference, through the anticlas-
sical taste for the outlandish and for contamination, to that
Mannerism that – in the vulgate of Giorgio Vasari – must
contain “an abundance of beautiful costumes, variety in
imaginative details, charm in their colours, diversity in their
buildings, and distance and variety in their landscapes;” in
short, “a copious invention in every particular.”46
45 The bibliography on immersivity in the contemporary is vast: M. A. Moser, D. MacLeod,
eds., Immersed in Technology: Art and Virtual Environments (Cambridge MA: MIT Press, 1996);
W. Wolf, W. Bernhart, A, Mahler, eds., Immersion and Distance: Aesthetic Illusion in Literature
and Other Media (Amsterdam-New York: Rodopi, 2013); R. Pinto, “La mostra come esperienza
immersive: Damien Hirst – Treasures from the Wrech of the Unbelievable,” in C.G. Morandi,
C. Sinigaglia, eds., L’esperienza dello spazio: Collezioni, mostre, musei, (Bologna: Bononia
University Press, 2020): 324-334; J. Voorhies, J. Postsensual, Aesthetics: On the Logic of
the Curatorial (Cambridge MA: MIT Press, 2003). Cfr. also P. Conte, Unframing Aesthetics
(Milan: Mimesis International, 2020) and the recent J. Bodin, A. De Cesaris, eds., “Immersivity:
Philosophical Perspectives on Technologically Mediated Experience,” Philosophical
Coordinates in Modern and Contemporary Age 10, no. 20 (2022).
46 G. Vasari, “Preface to Part Three” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 278.
LUCIA CORRAIN 73 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19910 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19910",
"Description": "Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, in a trans-medial imaginary genealogical perspective, the symptoms of this cultural topos and of the regressive desire for immersion and for transparent immediacy that shapes and drives it, dwelling in particular on the ambivalent phenomenological and ontological relations between living bodies, pictures and media as deep time-bending.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19910",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Filippo Fimiani",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Elemental media",
"Title": "Allegories of Immersion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-06",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Filippo Fimiani",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19910",
"firstpage": null,
"institution": "University of Salerno",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Elemental media",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA: MIT Press, MIT Press, 2006).",
"spatial": null,
"temporal": null,
"title": "Allegories of Immersion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19910/20022",
"volume": "2"
}
] | Allegories
of ImmersiAllegory
on
by Filippo Fimiani
Ekphrastic fear
Media imaginary
Materiality
Elemental media
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Allegories of Immersion
FILIPPO FIMIANI, Università degli Studi di Salerno – https://orcid.org/0000-0002-9689-5480
https://doi.org/10.54103/ai/19910
Abstract Fish Night, an episode of LOVE DEATH + RO-
BOTS (S01E12, 2019) based on a 1982 short story by Joe
R. Lansdale, can be interpreted as an allegory of the im-
possibility of immersive experience: if real, it is deadly, be-
cause the images are no longer such or ghosts but living
beings present in a shared environmental habitat, acting
with but also against the subject, in turn no longer a spec-
tator. Comparing the story and film, and ancient ekphrastic
literature, I discuss, in a trans-medial imaginary genealog-
ical perspective, the symptoms of this cultural topos and
of the regressive desire for immersion and for transparent
immediacy that shapes and drives it, dwelling in particular
on the ambivalent phenomenological and ontological re-
lations between living bodies, pictures and media as deep
time-bending.
Keywords Allegory Ekphrastic fear Media imaginary
Materiality Elemental media
To quote this essay: F. Fimiani, “Allegories of Immersion,” AN-ICON. Studies in Environmental Images
[ISSN 2785-7433] 2, no. 1 (2023): 74-87, https://doi.org/10.54103/ai/19910.
FILIPPO FIMIANI 74 AN-ICON
A premise
Fish Night is the twelfth episode of the first
season of LOVE DEATH + ROBOTS, an animated Netflix
series created by Tim Miller and David Fincher and broad-
cast on 15 March 2019.1 Directed by Damian Nenow, with
Gabriele Pennacchioli as supervising director and Rafał
Wojtunik as art director, it was produced by Platine Image
studio,2 based on 1982 short story by Joe R. Lansdale, in
an adaptation by Philip Gelat and Miller.
I see Fish Night as an allegory of the impossi-
bility of virtual immersion. Obviously, it regards coexistence
and interaction in a shared environment by a subject in
motion, one no longer merely observing moving images
at a remove, and images which are no longer concrete
pictures or simulacrums but, to full effect, real living and
acting beings. Why would such an experience be impos-
sible? In answering, I will focus on elements drawn from
both the literary account and the animated film, seen as
trans-medial symptoms of underlying issues which regard
the nature of bodies, images, technology, of the medium,
and their various interrelations with respect to the fictional
immersion and virtual immersivity. I shall cross-analyse the
animated short film and its narrative hypotext with another
classic literary text which describes what, in many respects,
is a complementary immersion.
This approach allows me to simultaneously ad-
dress: 1) the “quest for immersion” uncovered by Huhta-
mo’s media archaeology as a constant motif in the reprise
and recurrence of narratives and patterns both in media
history and, from my point of view, in the trans-medial story
of Fish Night, which is about ghosts, repetitions and reap-
pearances that ultimately affect the media themselves (the
spectator’s body, the images, the car, the landscape, as we
1 https://lovedeathandrobots.tilda.ws/index, accessed September 1, 2023.
2 https://platige.com/project/feature/fish-night/, accessed September 1, 2023.
FILIPPO FIMIANI 75 AN-ICON
will soon discover);3 2) the “[cultural] desire for transparent
immediacy” through visual representation found in the ge-
nealogy of Bolter and Grusin;4 3) “the moment of resistance
or counterdesire that occurs when we sense that the differ-
ence between the verbal and visual representation might
collapse and the figurative, imaginary desire of ekphrasis
might be realized literally and actually,” diagnosed by W.J.T.
Mitchell as alert for the literary description showing through
words and rhetorical tropes a strongly vivid impression of
a visual stimulus, object or scene, in summa as “ekphrasis
fear;”5 4) Paul de Man’s allegory6 of “potential confusion
between figural and referential statement,” between the
image and the real.
Of course, the four points just evoked should
not to be confused. Quite the contrary, aware of their dif-
ferences in approach, object and aim, I use them as ac-
cess points to the question of immersivity as tropism and
symptom of a desire and anxiety manifested and treated
differently in the literary texts and their media adaptations
that I am about to discuss. In the textual and audio-visual
issues I have chosen, or, as Foucault might say,7 in the
“myriad events through which – thanks to which, against
which –” “the unique aspect” of the cultural idea and topos
of the experience of immersion-immersivity has arisen, I
3 E. Huhtamo, “Encapsulated Bodies in Motion: Simulators and the Quest for Total
Immersion,” in S. Penny, ed., Critical Issues in Electronic Media (New York: State University of
New York Press, 1995): 160-161, and “Dismantling the Fairy Engine. Media Archaeology as
Topos Study,” in E. Huhtamo, J. Parikka, eds., Media Archaeology: Approaches, Applications
and Implications (Berkeley-Los Angeles: University of California Press, 2011): 27-47.
4 J.D. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
1998): 23ff.
5 W.J.T. Mitchell, “Ekphrasis and the Other,” in Id., Picture Theory: Essays on Verbal and
Visual Representation (Chicago: University of Chicago Press, 1994): 154. See R.P., Fletcher,
“Digital Ekphrasis and the Uncanny: Toward a Poetics of Augmented Reality,” Electropoetics 3,
no. 15 (2017) http://digitalcommons.wcupa.edu/eng_facpub/56
6 P. de Man, Allegories of Reading (New Haven-London: Yale University Press, 1979): 113.
7 M. Foucault, “Nietzsche, Genealogy, History” (1971), in Language, Counter-Memory,
Practice: Selected Essays and Interviews, ed. D.F. Bouchard (Ithaca NY: Cornell University
Press, 1977): 147.
FILIPPO FIMIANI 76 AN-ICON
shall detect the symptom of its impossibility and sketch its
singular trans-medial archaeology8 and imaginary.
The topos points to a yearning for fictional im-
mersion, a performative moment in which saying something
brings it into being, making it real in every sense, and fully
adherent to the referent, with language and synesthetic
perception becoming one. Introduced by a terrified alarm,
a seductive invitation or the command of “look!,” the very
essential wish is to make subject, image and thing coin-
cide. The intensive alteration of the corporeal identity and
peripersonal space that results involves not only the char-
acter described, narrated and represented in the act of a
self-denying vision that resists classification as merely an
ocular, remote beholding, but also the reader and specta-
tor drawn into an embodied simulation of the occurrences
and fantasies found in the images, both verbal and visual.
Fish Night, a never-ending trans-medial
story
I shall intertwine a summary and a commentary
of Lansdale’s short story with that of the episode of LD+R.
In this way, I will point out some differences and sources
of their imaginaries, and make some interlinear remarks on
both the literary text and the television adaptation, in order
to highlight the main theme of this defined trans-medial
corpus: the impossibility of immersion-immersiveness.
Two salesmen, one young, the other older, get
stuck in the desert when their car breaks down. The hours
pass and night falls. At first, the older man bemoans how
door-to-door sales are a thing of the past. Then he remem-
bers that twenty years earlier he was in this same deso-
late landscape, travelling an asphalted road amidst power
stanchions and the Rocky Mountains, between Arizona
and New Mexico. “There are memories of mine out here,”
8 T. Elsaesser, “Media Archaeology as Symptom,” New Review of Film and Television Studies
2, no. 14 (2016): 181-215.
FILIPPO FIMIANI 77 AN-ICON
he says, “and they’re visiting me again.”9 In the short story,
this is an unmistakable evocation of Death of a Salesman,
the Arthur Miller play directed by Elia Kazan, winner of the
1949 Pulitzer Prize and adapted on numerous occasions
for film and TV, in which past and present collapse into
the remembrance of the lead character, Willy Lowman, the
disillusioned, exhausted door-to-door salesman who, at
over sixty, struggles with a trauma not just personal, but
historical and collective.10 In Fish Night, the instant replay
of involuntary subjective memory gives way to a re-enact-
ment both psychic and geological, a Nachleben, a survival
and an afterlife of a story that is more than just human. The
desert through which the highway passes will once again
be a “petrified primal landscape,” allegorically manifesting
itself as a “Hippocratic face of history.”11
Lansdale describes the landscape as an im-
mersive – and devouring – space:
It’s fish night, boy. Tonight’s the full moon and this is the right part
of the desert if memory serves me, and the feel is right — I mean,
doesn’t the night feel like it’s made up of some fabric, that it’s dif-
ferent from other nights, that it’s like being inside a big dark bag,
the sides sprinkled with glitter, a spotlight at the top, at the open
mouth, to serve as a moon?
The function of the mouth metaphor in the
Lansdale’s writing is complex, but here it foreshadows the
finale’s explicit immersive embodiment: does one enter an
immersive space or get swallowed up by it? Space, we
can say with Bataille, “can become one fish that swallows
another.”12 Is immersion-immersivity an experience of “by”
9 J.R. Lansdale, Fish Night (1982), in G. Brown, A.J. Spedding, eds., Love Death + Robots:
The Official Anthology: Volume One (Bendigo: Cohesion Press, 2021): 193-200. Pages not
numbered; all citations in the text.
10 J. Schlueter, “Re-membering Willy’s Past: Introducing Postmodern Concerns through
Death of a Salesman,” in M. Roudané, ed., Approaches to Teaching Miller’s Death of a
Salesman (New York: The Modern Language Association of America, 1995): 142-154.
11 W. Benjamin, Ursprung des deutschen Trauerspiels (1928), in Gesammelte Schriften, ed. R.
Tiedmann and H. Schweppenhäuser (Frankfurt am Mein: Suhrkamp, 1991), vol. 1: 343, trans.
H. Eiland (Cambridge MA-London: Harvard University Press, 2019): 174.
12 G. Bataille, “Espace” (1930), Documents, no. 1, anastatic reprint, ed. D. Hollier (Paris:
Jean-Michel Place, 1991): 41.
FILIPPO FIMIANI 78 AN-ICON
or “in”? Is it penetration or impregnation? Transparency
or opacity? Immateriality or the materiality of the environ-
mental medium?
In Lansdale’s short story, evoking the past, the
older man brings up Native Americans, the Navajos and the
Hopi, and Manitou, the Great Living Spirit “still around” in
everything and every being. He read in a science book – he
goes on – that the desert was once a sea filled with fish and
“fantastical creatures,” maybe even man’s birthplace. “The
world’s an old place, and for longtime is nothing but sea,”
he concludes pensively. And – dwelling on the thought –
those beings may haunt this place the way human ghosts
haunt their former homes.
With these musings, the younger and the older
man fall asleep in the Plymouth station wagon. Whether
dreamed or real, lights from outside the car cause the older
man’s eyes to open. Facing him, close to the car window,
is an enormous eye. Octopuses, giant jellyfish, molluscs
and fish from way back in evolution – Coelacanths, Nau-
tilus, Limulus, marine fauna in existence prior to the great
Cambrian extinction, appear in the surrounding environ-
ment, where the men, now outside the car, can magically
breath. Strange beings, “like nothing [they have] ever seen
pictures of or imagined,” are present but almost incorpo-
real, “ghosts of older world,” disincarnate eidola that pass
through the men’s bodies, though they still feel and sense
them. But “what” does a man’s body feel when another
body passes through it? Symptomatic of the ambivalence
and ambiguity of the immersion-immersivity topos, and
its impossibility, Philip Gelat leaves this phrase out of the
adaptation of Lansdale’s short story for LD+R:
“Feel it, boy? Feel the presence of the sea? Doesn’t it feel like the
beating of your own mother’s heart while you float inside the womb?”
FILIPPO FIMIANI 79 AN-ICON
And the younger man had to admit that he felt it, that inner rolling
rhythm that is the tide of life and the pulsating heart of the sea.
Thus the “oceanic sentiment,” the “thalassic
regression” debated by psychoanalysis,13 also character-
istic of the “crisis of presence” in magical experiences dis-
cussed by anthropology,14 are pathic and phenomenological
equivalents of the sea’s “presence” as a primary medium,
a pre-individual fusion and condition for the possibility of
life. In this elemental medium, the bodies of the marine
beings are, first and foremost, traversable and diaphanous,
immaterial media-mediators permitting an equally immate-
rial engagement. They are “spectral,” like “soap bubbles,”
“smoke,” “flashes of light,” flitting and skirting, writes Lans-
dale. There is no mistaking the kinship with intermedial ex-
empla of the metaphorical repertoire of philosophies, both
ancient and modern, of visual perception, Renaissance and
eighteenth-century treatises on painting, plus contempo-
rary theories of optical devices and electric media.
In the LD+R episode, the ecstatic young man
shouts, “I wanna swim!,” as if he were a man-fish of folk
legend brought to life.15 Deaf to the alarmed pleas of the
older man, he joins the school of fish, swimming amongst
them in slow-motion,16 becoming like them. Stripped of his
individuality, he is transfigured, weightlessly transported
upward, only to have his ascension end in death. All the
other creatures flee in fright at the approach of an enormous
red megalodon, which, circling the car, devours the slower,
defenceless swimmer, meaning the human transformed into
13 On this essential topic of the symbolic return to the sea, I can only point to Ferenczi,
Freud, Alexander and Kerény, or Sloterdijk, plus the Mutterleibversenkung of Ėjzenštejn or
slow-motion, in the case of Epstein. See W.B. Parsons, The Enigma of the Oceanic Feeling:
Revisioning the Psychoanalytic Theory of Mysticism (Oxford: Oxford University Press, 1999).
14 E. de Martino, Il mondo magico: Prolegomeni a una storia del magismo (1945) (Turin:
Boringhieri, 1973): 144-145, and Magic: A Theory from the South (1959), trans. D.L. Zinn
(Chicago: Hau Books, 2015): 85-96.
15 B. Croce, Storie e leggende napoletane (1919) (Bari-Rome: Laterza, 1967): 306-313. See
G.B. Bronzini, “Cola Pesce il tuffatore: dalla leggenda moderna al mito antico,” Lares 66, no. 3
(2000): 341-376.
16 Under the slow-motion effect, our bodies look like “smooth muscles moving through a
dense medium in which thick currents always carry and shape this clear descendent of old
marine fauna and maternal waters.” J. Epstein, The Intelligence of a Machine (1946), trans. C.
Wall-Romana (Minneapolis: Univocal Publishing, 2014): 29.
FILIPPO FIMIANI 80 AN-ICON
a marine being. The Otus megalodon, which first lived at
the start of the Miocene period, succumbing to extinction
roughly 2.5 million years ago, has returned to the desert
between Arizona and New Mexico, only to slowly disappear
from view, leaving behind plumes of blood set against the
enormous, white, imperturbable moon. Left by himself, the
older man is stunned by what he has just seen.
From New Mexico to Greece, and back
In Fish Night, the impossibility of immersive ex-
perience, i.e. of the elimination of all substantial differences
between the gaze, the images and the environment, is tied
to the fact that, were it to become real, death would result.
Given the trans-medial imaginary genealogical perspective
indicated in the Premise, I read the lethal outcome of the
way up of the main character of Fish Night as comple-
mentary to the dark plunge down described in a masterful
scene from the Eikones, the influential classic of ekphrastic
literature and ancient rhetoric attributed to Philostratus the
Elder. Reactivating the Ancient Greek, I would then speak
of anabasis (from ana-, “up,” and baínō, “to go”), of a fatal
immersive ascent, for Fish Night, and of catabasis (from
kata-, “down,” and baínō, “to go”), of a descent down in
the underworld, for the Eikones.
Actually, the very protagonist of the episode
from the Eikones is the penetrating gaze of a lookout scan-
ning the sea, who, perched atop a pole on the shore, can
spot tuna in the sea and call out them to fishermen. This
fictional vision is enhanced by the pole, depicted as a sub-
lime lignum in Negri’s sixteenth-century Latin translation,
which acts as a technical mean and as rudimental pros-
thetic medium, allowing for a more powerful and detailed
gaze. Still, the outcome is ultimately catastrophic: for as
the lookout’s gaze gradually immerses itself in the mael-
strom of moving forms and flashing colours, it becomes
less penetrating, feebler, until the fish, barely discernible
as shadows, swallow it up, as in the journey of Ulysses to
Hades painted by Polignoto and described by Pausania.
FILIPPO FIMIANI 81 AN-ICON
In Fish Night as well, the immersive moment in which the
verbal, the visual and the real all become performatively
one, heralded by the ecstatic, ostentatious exhortation to
look,17 winds up being the exact opposite: blindness and
terror. And so it becomes an allegory of its own impossibility.
As Philostratus writes:
Now look at the painting and you will see just this going on. The
look-out gazes at the sea and turns his eyes in one direction and
another to get the number; and in the bright gleam of the sea the
colours of the fish vary, those near the surface seem to be black,
those just below are not so black, those lower still begin to elude
the sense of sight, then they seem shadowy, and finally they look
just like the water; for as the vision penetrates deeper and deeper
its power of discerning objects in the water is blunted. 18
In the story Fish Night, and even more so in the
animated film, what occurs is not simply a metaphorical
inversion of the yearning, for immersion and transparency.
The change that takes place is literally ontological, rather
than phenomenological: the inexorable law of the impene-
trability of bodies in space has been restored, having earlier
been suspended by the diaphanously spectral, almost im-
material state of the environmental medium. This elementa-
ry law of physics once again holds, even in the immersive
environment, where the body of the human being has lost
some of its species-specific characteristics – gravity, use
of the respiratory apparatus and motor skills – while that
of the image, finally possessed of a physical consistency
of its own, has also gained new properties, enabling it to
take actions that truly affect the other entities sharing the
surrounding environment.
17 N. Bryson, “Philostratus and the Imaginary Museum,” in S. Goldhill, R. Osborne, eds., Art
and Text in Ancient Greek Culture (Cambridge MA: Cambridge University Press, 1994): 266-267.
18 Philostratus the Younger, Imagines. Callistratus, Descriptions, trans. A. Fairbanks
(Cambridge MA: Harvard University, 1936): 57 (I.12); Pausanias, Description of Greece, trans.
W.H.S. Jones, H.A. Ormerod (Cambridge MA: Harvard University, 1918): 185 (10.28.1).
FILIPPO FIMIANI 82 AN-ICON
Which medium?
But in the final analysis, what does Fish Night
tell us about the material nature of the immersive medium
and its uniqueness compared to other media and technical
devices?
In Lansdale’s short story, the protagonist of
the deadly immersive experience is the older man, not the
younger one, as in the LD+R episode. Lansdale has in mind
the imagery of Death of a Salesman and Willy Lowman’s
irretrievable historical crisis. Charley, Willy’s well-off neigh-
bour, observes that: “A salesman is got to dream, boy. It
comes with the territory.”19 Thus the American Dream is a
territorialised rendering of the countryside by the moving
automobile, a “hot,” prosthetic medium which is culturally,
socially and aesthetically expansive, as Marshall McLuhan
was to point out soon after, in short an “excrescence of a
kinetic ego” and an agent of the “motorized narcissism.”20
The automobile stands as the technological condition that
makes possible the conquest of the last frontier, as the
material and historical a-priori of the aesthetic experience
of the wilderness, be it rebellious or liberating, ostentatious
or touristic, with the complementary evolution of the car
being its domestication to transport and distribute tangible
and intangible goods. At the turn of the 60’s-70’s,21 road
movies were both reflections and wellsprings of the cultural
and mythopoetic topos of the automobile as a means to
attaining individual freedom or reification, or to crafting the
iconography of the American sublime. Indeed, the choice
of a Plymouth Fury for the LD+R episode may not have
19 A. Miller, Death of a Salesman: Certain Private Conversations in Two Acts and a Requiem
(1949) (London: Penguin, 1998): 111.
20 M. McLuhan, Motorcar: The Mechanical Bride (1951), in Understanding Media: The
Extensions of Man (1964) (Cambridge MA-London: MIT Press, 1994): 217-222. See P.
Sloterdjik, “Die Herrschaft der Kentauren. Philosophische Bemerkungen zur Automobilität”
(1992), trans. K. Ritson, Transfers 1, vol. 1 (2011): 14-24; P. Weibel, “Medien der Mobilität,” in P.
Weibel, ed., CAR CULTURE: Medien der Mobilität (Karlsruhe: ZKM, 2011): 345-400.
21 S. Cohan, I.R. Hark, eds., The Road Movie Book (London-New York: Routledge, 1997); A.
Cross, “Driving the American Landscape,” in P. Wollen, J. Kerr, eds., Autopia: Cars and Culture
(London: Reaktion Books, 2002): 249-258; D. Laderman, Driving Visions: Exploring the Road
Movie (Austin: University of Texas Press, 2002); D. Orgeron, Road Movies: From Muybridge
and Méliès to Lynch and Kiarostami (New York: Palgrave, 2008).
FILIPPO FIMIANI 83 AN-ICON
been random, given that the model was produced between
1968 and 1972, or precisely the years of the psychedelic
and hippy culture, as well as the first signs of its impending
crisis.
Anyway, the automobile is the technological
embodiment of the desire of immersion, a new medium for
an old movement and a very ancient desire, as shown to
us by the sinking gaze in the sea described by Philostra-
tus. A 1939 advertisement placed in National Geographic
introduced General Motors’ new Oldsmobile model with
this slogan: “See America from an ‘OBSERVATION BODY!’”
The brief promotional text promised a “VISION as wide as all
outdoors is yours…,” but at the same time a “rhythmic ride”
of a “rolling uterus”22 corresponding to the rhythm of the
all-enveloping medium of the sea in which the body of the
character from Fish Night loses himself in symbiotic fashion.
Immersion means, at one and the same time, travelling “in”
the landscape, being “part of” the environment, and re-
turning “to” the maternal space. As was recently noted by
Ruggero Eugeni,23 the automobile is a medium-prosthesis
which implements a protected, horizontal immersion scaled
to human height, so to speak, and the line of the horizon,
for drivers traversing urban and exurban landscapes in a
personal travelling cave: a feeling of immersion intensified
by the setting up of specific sensorial and perceptive pro-
cesses (both hetero- and proprioceptive).
From this perspective, the regressive desire
of immersivity of Lansdale’s account stands in contrast to
the prosthetic mode of technological immersivity which,
according to McLuhan, is embodied by the automobile,
and to the mythical example of fictional immersion made
possible by the tuna lookout’s perch described by Phi-
lostratus. In Fish Night, the two characters leave the car,
technology’s outpost for providing the senses with pros-
thesis and prophylaxis, and for supplying techniques of the
22 P. Sloterdjik, “Rollender Uterus” (1995), in Selected Exaggerations: Conversations and
Interviews, 1993-2012, trans. K. Margolis (Cambridge: Polity Book, 2016): 24.
23 R. Eugeni, “La sposa algoritmica: L’automobile come medium e la navigazione del
quotidiano,” in F. Cavaletti, F. Fimiani, B. Grespi, A.C. Sabatino, eds., Immersioni quotidiane:
Vita ordinaria, cultura visuale e nuovi media (Milan: Meltemi, 2023): 271-282.
FILIPPO FIMIANI 84 AN-ICON
sensitivity for the body and the gaze. Actually, they leave
the scopic regimen of spectatorship, and the technolog-
ical anti-environment created by the window’s protective
shield, coming into synesthetic contact with the natural
environment’s forms of life.
Another element in Lansdale’s short story il-
lustrates, as a symptom, this detachment from technolo-
gy. Possibly as a paraphrase of one of McLuhan’s topoi,24
Lansdale likens the car to the older man’s false teeth. Both
are “trappings of civilization” which weigh down, serving
as technological prostheses that are mobile and tied to
mobility. They are metaphors: means of transport between
inside and outside, as well as tools for aggression and
conquering space and time.
“This isn’t my world. I’m of that world. I want to float free in the belly
of the sea, away from can openers and cars and -” [...] “I want
to leave here! [...] The teeth! [...] It’s the teeth. Dentist, science, foo!”
He punched a hand into his mouth, plucked the teeth free, tossed
them over his shoulder. Even as the teeth fell the old man rose.
He began to stroke. To swim up and up and up, moving like a pale
pink seal among the fish.
In the light of the moon the young man could see the pooched
jaws of the old man, holding the last of the future’s air. Up went
the old man, up, up, up, swimming strong in the long-lost waters
of a time gone by.
Even before technological and human-focused
media as cars or false teeth, water is therefore the oldest
medium, just as land and air – “The air trembled like a
mass of gelatinous ectoplasm,” begins the Lansdale’s short
story.25 Water is an elemental, environing medium with its
24 M. McLuhan, Understanding Media: 57, 82-83, 152 (on teeth and car).
25 E. Horn, “Air as Medium,” Grey Room, vol. 7 (2008): 6-25; J. Durham Peters, The
Marvelous Clouds: Toward a Philosophy of Elemental Media (Chicago: The University of
Chicago Press, 2015): 53-114, especially 55-59, 90-91.
FILIPPO FIMIANI 85 AN-ICON
own specific materiality, which becomes invisible in its vital
agency as space-binding. Plus, as shown by the media
imaginary26 I have highlighted in my reading of Fish Night
and the Eikones, water can be a “ghostly sea.” It is a very
elemental medium acting as a deep time-binding agent be-
tween nature and culture, between geological and mythical
epochs and historically determined technical cultures, as
an ontological entanglement between forms of life which
are not species-specific.
“Weren’t we once just slimy things, brothers to
the things that swim?” asks the older man in Lansdale’s
short story, borrowing Coleridge’s words27 about a com-
munity not only of humans and of like beings, but of “slimy
things.” In this inter-textual topos between literature, reli-
gion and the natural sciences, fascination and phobia, I read
“sliminess”28 as the epitome of the profound time and of the
materiality of a colloidal intermediality between technolog-
ical media (among other types), living beings and elements.
Obviously, “sliminess” stands in contrast to the prevailing
metaphors or clichés of fluidity and transparency, that are
frequently used with regard to the media and their relation
26 E. Kluitenberg, Book of Imaginary Media: Excavating the Dream of the Ultimate
Communication Medium (Rotterdam: Nai Publishers, 2006); S. Zielinski, Deep Time of the
Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA:
MIT Press, 2006).
27 “The very deep did rot: O Christ! / That ever this should be! / Yea, slimy things did crawl
with legs / Upon the slimy sea” (ll. 125-126), where “a thousand thousand slimy things [with
many dead men] / Lived on; and so did I,” said the mariner (ll. 238-239). S.T. Coleridge, The
Rime of the Ancient Mariner (1798-1834), in The Complete Poetical Works of Samuel Taylor
Coleridge, ed. E. Hartley Coleridge (Oxford: Oxford University Press, 1912): 191, 197. See
J. Livingston Lowes, The Road to Xanadu (Princeton NJ: Princeton University Press, 1986):
41-59; J.B. Ower, “Crantz, Martens and the ‘Slimy Things’ in The Rime of the Ancient Mariner,”
Neophilologus 85, no. 3 (2001): 477-484; S. Estok, “The Environmental Imagination in the
Slime of ‘The Ancient Mariner,’” ANQ: A Quarterly Journal of Short Articles, Notes and Reviews
2, vol. 34 (2021): 135-138.
28 N. Gramlich, “Sticky Media: Encounters with Oil through Imaginary Media Archaeology,”
Communication + 1 7, 1 (2018): n. p. https://scholarworks.umass.edu/cpo/vol7/iss1/3; see F.
Mason, The Viscous: Slime, Stickiness, Fondling, Mixtures (Goleta CA: punctum books, 2020):
200; B. Woodward, Slime Dynamics (Winchester: Zero Books, 2012): 59-64; C. Michlig, File
under: Slime (Los Angeles: Hat & Beard Press, 2023).
FILIPPO FIMIANI 86 AN-ICON
with time and materiality and, in particular, with respect to
immersivity.
Finally, “media are of nature and return to na-
ture:”29 that’s what Fish Night, read as a trans-medial al-
legory combining literature and animation, shows us in a
complex and compelling way, inviting to rethink about the
phenomenological and ontological relationships between
memories, images, bodies, technologies and environments.
A recurring topos and persistent symptom of media history,
imaginaries and narratives, this impossible return is both
the origin and the end of our desire for immersivity and
immersive experience.
29 J. Parikka, “Introduction: The Materiality of Media and Waste,” in J. Parikka, ed.,
Medianatures: The Materiality of Information Technology and Electronic Waste, (Open
Humanities Press, 2011), http://www.livingbooksaboutlife.org/books/Medianatures.
FILIPPO FIMIANI 87 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19910 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19910",
"Description": "Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, in a trans-medial imaginary genealogical perspective, the symptoms of this cultural topos and of the regressive desire for immersion and for transparent immediacy that shapes and drives it, dwelling in particular on the ambivalent phenomenological and ontological relations between living bodies, pictures and media as deep time-bending.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19910",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Filippo Fimiani",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Elemental media",
"Title": "Allegories of Immersion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-06",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Filippo Fimiani",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19910",
"firstpage": null,
"institution": "University of Salerno",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Elemental media",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA: MIT Press, MIT Press, 2006).",
"spatial": null,
"temporal": null,
"title": "Allegories of Immersion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19910/20022",
"volume": "2"
}
] | Allegories
of ImmersiAllegory
on
by Filippo Fimiani
Ekphrastic fear
Media imaginary
Materiality
Elemental media
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Allegories of Immersion
FILIPPO FIMIANI, Università degli Studi di Salerno – https://orcid.org/0000-0002-9689-5480
https://doi.org/10.54103/ai/19910
Abstract Fish Night, an episode of LOVE DEATH + RO-
BOTS (S01E12, 2019) based on a 1982 short story by Joe
R. Lansdale, can be interpreted as an allegory of the im-
possibility of immersive experience: if real, it is deadly, be-
cause the images are no longer such or ghosts but living
beings present in a shared environmental habitat, acting
with but also against the subject, in turn no longer a spec-
tator. Comparing the story and film, and ancient ekphrastic
literature, I discuss, in a trans-medial imaginary genealog-
ical perspective, the symptoms of this cultural topos and
of the regressive desire for immersion and for transparent
immediacy that shapes and drives it, dwelling in particular
on the ambivalent phenomenological and ontological re-
lations between living bodies, pictures and media as deep
time-bending.
Keywords Allegory Ekphrastic fear Media imaginary
Materiality Elemental media
To quote this essay: F. Fimiani, “Allegories of Immersion,” AN-ICON. Studies in Environmental Images
[ISSN 2785-7433] 2, no. 1 (2023): 74-87, https://doi.org/10.54103/ai/19910.
FILIPPO FIMIANI 74 AN-ICON
A premise
Fish Night is the twelfth episode of the first
season of LOVE DEATH + ROBOTS, an animated Netflix
series created by Tim Miller and David Fincher and broad-
cast on 15 March 2019.1 Directed by Damian Nenow, with
Gabriele Pennacchioli as supervising director and Rafał
Wojtunik as art director, it was produced by Platine Image
studio,2 based on 1982 short story by Joe R. Lansdale, in
an adaptation by Philip Gelat and Miller.
I see Fish Night as an allegory of the impossi-
bility of virtual immersion. Obviously, it regards coexistence
and interaction in a shared environment by a subject in
motion, one no longer merely observing moving images
at a remove, and images which are no longer concrete
pictures or simulacrums but, to full effect, real living and
acting beings. Why would such an experience be impos-
sible? In answering, I will focus on elements drawn from
both the literary account and the animated film, seen as
trans-medial symptoms of underlying issues which regard
the nature of bodies, images, technology, of the medium,
and their various interrelations with respect to the fictional
immersion and virtual immersivity. I shall cross-analyse the
animated short film and its narrative hypotext with another
classic literary text which describes what, in many respects,
is a complementary immersion.
This approach allows me to simultaneously ad-
dress: 1) the “quest for immersion” uncovered by Huhta-
mo’s media archaeology as a constant motif in the reprise
and recurrence of narratives and patterns both in media
history and, from my point of view, in the trans-medial story
of Fish Night, which is about ghosts, repetitions and reap-
pearances that ultimately affect the media themselves (the
spectator’s body, the images, the car, the landscape, as we
1 https://lovedeathandrobots.tilda.ws/index, accessed September 1, 2023.
2 https://platige.com/project/feature/fish-night/, accessed September 1, 2023.
FILIPPO FIMIANI 75 AN-ICON
will soon discover);3 2) the “[cultural] desire for transparent
immediacy” through visual representation found in the ge-
nealogy of Bolter and Grusin;4 3) “the moment of resistance
or counterdesire that occurs when we sense that the differ-
ence between the verbal and visual representation might
collapse and the figurative, imaginary desire of ekphrasis
might be realized literally and actually,” diagnosed by W.J.T.
Mitchell as alert for the literary description showing through
words and rhetorical tropes a strongly vivid impression of
a visual stimulus, object or scene, in summa as “ekphrasis
fear;”5 4) Paul de Man’s allegory6 of “potential confusion
between figural and referential statement,” between the
image and the real.
Of course, the four points just evoked should
not to be confused. Quite the contrary, aware of their dif-
ferences in approach, object and aim, I use them as ac-
cess points to the question of immersivity as tropism and
symptom of a desire and anxiety manifested and treated
differently in the literary texts and their media adaptations
that I am about to discuss. In the textual and audio-visual
issues I have chosen, or, as Foucault might say,7 in the
“myriad events through which – thanks to which, against
which –” “the unique aspect” of the cultural idea and topos
of the experience of immersion-immersivity has arisen, I
3 E. Huhtamo, “Encapsulated Bodies in Motion: Simulators and the Quest for Total
Immersion,” in S. Penny, ed., Critical Issues in Electronic Media (New York: State University of
New York Press, 1995): 160-161, and “Dismantling the Fairy Engine. Media Archaeology as
Topos Study,” in E. Huhtamo, J. Parikka, eds., Media Archaeology: Approaches, Applications
and Implications (Berkeley-Los Angeles: University of California Press, 2011): 27-47.
4 J.D. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
1998): 23ff.
5 W.J.T. Mitchell, “Ekphrasis and the Other,” in Id., Picture Theory: Essays on Verbal and
Visual Representation (Chicago: University of Chicago Press, 1994): 154. See R.P., Fletcher,
“Digital Ekphrasis and the Uncanny: Toward a Poetics of Augmented Reality,” Electropoetics 3,
no. 15 (2017) http://digitalcommons.wcupa.edu/eng_facpub/56
6 P. de Man, Allegories of Reading (New Haven-London: Yale University Press, 1979): 113.
7 M. Foucault, “Nietzsche, Genealogy, History” (1971), in Language, Counter-Memory,
Practice: Selected Essays and Interviews, ed. D.F. Bouchard (Ithaca NY: Cornell University
Press, 1977): 147.
FILIPPO FIMIANI 76 AN-ICON
shall detect the symptom of its impossibility and sketch its
singular trans-medial archaeology8 and imaginary.
The topos points to a yearning for fictional im-
mersion, a performative moment in which saying something
brings it into being, making it real in every sense, and fully
adherent to the referent, with language and synesthetic
perception becoming one. Introduced by a terrified alarm,
a seductive invitation or the command of “look!,” the very
essential wish is to make subject, image and thing coin-
cide. The intensive alteration of the corporeal identity and
peripersonal space that results involves not only the char-
acter described, narrated and represented in the act of a
self-denying vision that resists classification as merely an
ocular, remote beholding, but also the reader and specta-
tor drawn into an embodied simulation of the occurrences
and fantasies found in the images, both verbal and visual.
Fish Night, a never-ending trans-medial
story
I shall intertwine a summary and a commentary
of Lansdale’s short story with that of the episode of LD+R.
In this way, I will point out some differences and sources
of their imaginaries, and make some interlinear remarks on
both the literary text and the television adaptation, in order
to highlight the main theme of this defined trans-medial
corpus: the impossibility of immersion-immersiveness.
Two salesmen, one young, the other older, get
stuck in the desert when their car breaks down. The hours
pass and night falls. At first, the older man bemoans how
door-to-door sales are a thing of the past. Then he remem-
bers that twenty years earlier he was in this same deso-
late landscape, travelling an asphalted road amidst power
stanchions and the Rocky Mountains, between Arizona
and New Mexico. “There are memories of mine out here,”
8 T. Elsaesser, “Media Archaeology as Symptom,” New Review of Film and Television Studies
2, no. 14 (2016): 181-215.
FILIPPO FIMIANI 77 AN-ICON
he says, “and they’re visiting me again.”9 In the short story,
this is an unmistakable evocation of Death of a Salesman,
the Arthur Miller play directed by Elia Kazan, winner of the
1949 Pulitzer Prize and adapted on numerous occasions
for film and TV, in which past and present collapse into
the remembrance of the lead character, Willy Lowman, the
disillusioned, exhausted door-to-door salesman who, at
over sixty, struggles with a trauma not just personal, but
historical and collective.10 In Fish Night, the instant replay
of involuntary subjective memory gives way to a re-enact-
ment both psychic and geological, a Nachleben, a survival
and an afterlife of a story that is more than just human. The
desert through which the highway passes will once again
be a “petrified primal landscape,” allegorically manifesting
itself as a “Hippocratic face of history.”11
Lansdale describes the landscape as an im-
mersive – and devouring – space:
It’s fish night, boy. Tonight’s the full moon and this is the right part
of the desert if memory serves me, and the feel is right — I mean,
doesn’t the night feel like it’s made up of some fabric, that it’s dif-
ferent from other nights, that it’s like being inside a big dark bag,
the sides sprinkled with glitter, a spotlight at the top, at the open
mouth, to serve as a moon?
The function of the mouth metaphor in the
Lansdale’s writing is complex, but here it foreshadows the
finale’s explicit immersive embodiment: does one enter an
immersive space or get swallowed up by it? Space, we
can say with Bataille, “can become one fish that swallows
another.”12 Is immersion-immersivity an experience of “by”
9 J.R. Lansdale, Fish Night (1982), in G. Brown, A.J. Spedding, eds., Love Death + Robots:
The Official Anthology: Volume One (Bendigo: Cohesion Press, 2021): 193-200. Pages not
numbered; all citations in the text.
10 J. Schlueter, “Re-membering Willy’s Past: Introducing Postmodern Concerns through
Death of a Salesman,” in M. Roudané, ed., Approaches to Teaching Miller’s Death of a
Salesman (New York: The Modern Language Association of America, 1995): 142-154.
11 W. Benjamin, Ursprung des deutschen Trauerspiels (1928), in Gesammelte Schriften, ed. R.
Tiedmann and H. Schweppenhäuser (Frankfurt am Mein: Suhrkamp, 1991), vol. 1: 343, trans.
H. Eiland (Cambridge MA-London: Harvard University Press, 2019): 174.
12 G. Bataille, “Espace” (1930), Documents, no. 1, anastatic reprint, ed. D. Hollier (Paris:
Jean-Michel Place, 1991): 41.
FILIPPO FIMIANI 78 AN-ICON
or “in”? Is it penetration or impregnation? Transparency
or opacity? Immateriality or the materiality of the environ-
mental medium?
In Lansdale’s short story, evoking the past, the
older man brings up Native Americans, the Navajos and the
Hopi, and Manitou, the Great Living Spirit “still around” in
everything and every being. He read in a science book – he
goes on – that the desert was once a sea filled with fish and
“fantastical creatures,” maybe even man’s birthplace. “The
world’s an old place, and for longtime is nothing but sea,”
he concludes pensively. And – dwelling on the thought –
those beings may haunt this place the way human ghosts
haunt their former homes.
With these musings, the younger and the older
man fall asleep in the Plymouth station wagon. Whether
dreamed or real, lights from outside the car cause the older
man’s eyes to open. Facing him, close to the car window,
is an enormous eye. Octopuses, giant jellyfish, molluscs
and fish from way back in evolution – Coelacanths, Nau-
tilus, Limulus, marine fauna in existence prior to the great
Cambrian extinction, appear in the surrounding environ-
ment, where the men, now outside the car, can magically
breath. Strange beings, “like nothing [they have] ever seen
pictures of or imagined,” are present but almost incorpo-
real, “ghosts of older world,” disincarnate eidola that pass
through the men’s bodies, though they still feel and sense
them. But “what” does a man’s body feel when another
body passes through it? Symptomatic of the ambivalence
and ambiguity of the immersion-immersivity topos, and
its impossibility, Philip Gelat leaves this phrase out of the
adaptation of Lansdale’s short story for LD+R:
“Feel it, boy? Feel the presence of the sea? Doesn’t it feel like the
beating of your own mother’s heart while you float inside the womb?”
FILIPPO FIMIANI 79 AN-ICON
And the younger man had to admit that he felt it, that inner rolling
rhythm that is the tide of life and the pulsating heart of the sea.
Thus the “oceanic sentiment,” the “thalassic
regression” debated by psychoanalysis,13 also character-
istic of the “crisis of presence” in magical experiences dis-
cussed by anthropology,14 are pathic and phenomenological
equivalents of the sea’s “presence” as a primary medium,
a pre-individual fusion and condition for the possibility of
life. In this elemental medium, the bodies of the marine
beings are, first and foremost, traversable and diaphanous,
immaterial media-mediators permitting an equally immate-
rial engagement. They are “spectral,” like “soap bubbles,”
“smoke,” “flashes of light,” flitting and skirting, writes Lans-
dale. There is no mistaking the kinship with intermedial ex-
empla of the metaphorical repertoire of philosophies, both
ancient and modern, of visual perception, Renaissance and
eighteenth-century treatises on painting, plus contempo-
rary theories of optical devices and electric media.
In the LD+R episode, the ecstatic young man
shouts, “I wanna swim!,” as if he were a man-fish of folk
legend brought to life.15 Deaf to the alarmed pleas of the
older man, he joins the school of fish, swimming amongst
them in slow-motion,16 becoming like them. Stripped of his
individuality, he is transfigured, weightlessly transported
upward, only to have his ascension end in death. All the
other creatures flee in fright at the approach of an enormous
red megalodon, which, circling the car, devours the slower,
defenceless swimmer, meaning the human transformed into
13 On this essential topic of the symbolic return to the sea, I can only point to Ferenczi,
Freud, Alexander and Kerény, or Sloterdijk, plus the Mutterleibversenkung of Ėjzenštejn or
slow-motion, in the case of Epstein. See W.B. Parsons, The Enigma of the Oceanic Feeling:
Revisioning the Psychoanalytic Theory of Mysticism (Oxford: Oxford University Press, 1999).
14 E. de Martino, Il mondo magico: Prolegomeni a una storia del magismo (1945) (Turin:
Boringhieri, 1973): 144-145, and Magic: A Theory from the South (1959), trans. D.L. Zinn
(Chicago: Hau Books, 2015): 85-96.
15 B. Croce, Storie e leggende napoletane (1919) (Bari-Rome: Laterza, 1967): 306-313. See
G.B. Bronzini, “Cola Pesce il tuffatore: dalla leggenda moderna al mito antico,” Lares 66, no. 3
(2000): 341-376.
16 Under the slow-motion effect, our bodies look like “smooth muscles moving through a
dense medium in which thick currents always carry and shape this clear descendent of old
marine fauna and maternal waters.” J. Epstein, The Intelligence of a Machine (1946), trans. C.
Wall-Romana (Minneapolis: Univocal Publishing, 2014): 29.
FILIPPO FIMIANI 80 AN-ICON
a marine being. The Otus megalodon, which first lived at
the start of the Miocene period, succumbing to extinction
roughly 2.5 million years ago, has returned to the desert
between Arizona and New Mexico, only to slowly disappear
from view, leaving behind plumes of blood set against the
enormous, white, imperturbable moon. Left by himself, the
older man is stunned by what he has just seen.
From New Mexico to Greece, and back
In Fish Night, the impossibility of immersive ex-
perience, i.e. of the elimination of all substantial differences
between the gaze, the images and the environment, is tied
to the fact that, were it to become real, death would result.
Given the trans-medial imaginary genealogical perspective
indicated in the Premise, I read the lethal outcome of the
way up of the main character of Fish Night as comple-
mentary to the dark plunge down described in a masterful
scene from the Eikones, the influential classic of ekphrastic
literature and ancient rhetoric attributed to Philostratus the
Elder. Reactivating the Ancient Greek, I would then speak
of anabasis (from ana-, “up,” and baínō, “to go”), of a fatal
immersive ascent, for Fish Night, and of catabasis (from
kata-, “down,” and baínō, “to go”), of a descent down in
the underworld, for the Eikones.
Actually, the very protagonist of the episode
from the Eikones is the penetrating gaze of a lookout scan-
ning the sea, who, perched atop a pole on the shore, can
spot tuna in the sea and call out them to fishermen. This
fictional vision is enhanced by the pole, depicted as a sub-
lime lignum in Negri’s sixteenth-century Latin translation,
which acts as a technical mean and as rudimental pros-
thetic medium, allowing for a more powerful and detailed
gaze. Still, the outcome is ultimately catastrophic: for as
the lookout’s gaze gradually immerses itself in the mael-
strom of moving forms and flashing colours, it becomes
less penetrating, feebler, until the fish, barely discernible
as shadows, swallow it up, as in the journey of Ulysses to
Hades painted by Polignoto and described by Pausania.
FILIPPO FIMIANI 81 AN-ICON
In Fish Night as well, the immersive moment in which the
verbal, the visual and the real all become performatively
one, heralded by the ecstatic, ostentatious exhortation to
look,17 winds up being the exact opposite: blindness and
terror. And so it becomes an allegory of its own impossibility.
As Philostratus writes:
Now look at the painting and you will see just this going on. The
look-out gazes at the sea and turns his eyes in one direction and
another to get the number; and in the bright gleam of the sea the
colours of the fish vary, those near the surface seem to be black,
those just below are not so black, those lower still begin to elude
the sense of sight, then they seem shadowy, and finally they look
just like the water; for as the vision penetrates deeper and deeper
its power of discerning objects in the water is blunted. 18
In the story Fish Night, and even more so in the
animated film, what occurs is not simply a metaphorical
inversion of the yearning, for immersion and transparency.
The change that takes place is literally ontological, rather
than phenomenological: the inexorable law of the impene-
trability of bodies in space has been restored, having earlier
been suspended by the diaphanously spectral, almost im-
material state of the environmental medium. This elementa-
ry law of physics once again holds, even in the immersive
environment, where the body of the human being has lost
some of its species-specific characteristics – gravity, use
of the respiratory apparatus and motor skills – while that
of the image, finally possessed of a physical consistency
of its own, has also gained new properties, enabling it to
take actions that truly affect the other entities sharing the
surrounding environment.
17 N. Bryson, “Philostratus and the Imaginary Museum,” in S. Goldhill, R. Osborne, eds., Art
and Text in Ancient Greek Culture (Cambridge MA: Cambridge University Press, 1994): 266-267.
18 Philostratus the Younger, Imagines. Callistratus, Descriptions, trans. A. Fairbanks
(Cambridge MA: Harvard University, 1936): 57 (I.12); Pausanias, Description of Greece, trans.
W.H.S. Jones, H.A. Ormerod (Cambridge MA: Harvard University, 1918): 185 (10.28.1).
FILIPPO FIMIANI 82 AN-ICON
Which medium?
But in the final analysis, what does Fish Night
tell us about the material nature of the immersive medium
and its uniqueness compared to other media and technical
devices?
In Lansdale’s short story, the protagonist of
the deadly immersive experience is the older man, not the
younger one, as in the LD+R episode. Lansdale has in mind
the imagery of Death of a Salesman and Willy Lowman’s
irretrievable historical crisis. Charley, Willy’s well-off neigh-
bour, observes that: “A salesman is got to dream, boy. It
comes with the territory.”19 Thus the American Dream is a
territorialised rendering of the countryside by the moving
automobile, a “hot,” prosthetic medium which is culturally,
socially and aesthetically expansive, as Marshall McLuhan
was to point out soon after, in short an “excrescence of a
kinetic ego” and an agent of the “motorized narcissism.”20
The automobile stands as the technological condition that
makes possible the conquest of the last frontier, as the
material and historical a-priori of the aesthetic experience
of the wilderness, be it rebellious or liberating, ostentatious
or touristic, with the complementary evolution of the car
being its domestication to transport and distribute tangible
and intangible goods. At the turn of the 60’s-70’s,21 road
movies were both reflections and wellsprings of the cultural
and mythopoetic topos of the automobile as a means to
attaining individual freedom or reification, or to crafting the
iconography of the American sublime. Indeed, the choice
of a Plymouth Fury for the LD+R episode may not have
19 A. Miller, Death of a Salesman: Certain Private Conversations in Two Acts and a Requiem
(1949) (London: Penguin, 1998): 111.
20 M. McLuhan, Motorcar: The Mechanical Bride (1951), in Understanding Media: The
Extensions of Man (1964) (Cambridge MA-London: MIT Press, 1994): 217-222. See P.
Sloterdjik, “Die Herrschaft der Kentauren. Philosophische Bemerkungen zur Automobilität”
(1992), trans. K. Ritson, Transfers 1, vol. 1 (2011): 14-24; P. Weibel, “Medien der Mobilität,” in P.
Weibel, ed., CAR CULTURE: Medien der Mobilität (Karlsruhe: ZKM, 2011): 345-400.
21 S. Cohan, I.R. Hark, eds., The Road Movie Book (London-New York: Routledge, 1997); A.
Cross, “Driving the American Landscape,” in P. Wollen, J. Kerr, eds., Autopia: Cars and Culture
(London: Reaktion Books, 2002): 249-258; D. Laderman, Driving Visions: Exploring the Road
Movie (Austin: University of Texas Press, 2002); D. Orgeron, Road Movies: From Muybridge
and Méliès to Lynch and Kiarostami (New York: Palgrave, 2008).
FILIPPO FIMIANI 83 AN-ICON
been random, given that the model was produced between
1968 and 1972, or precisely the years of the psychedelic
and hippy culture, as well as the first signs of its impending
crisis.
Anyway, the automobile is the technological
embodiment of the desire of immersion, a new medium for
an old movement and a very ancient desire, as shown to
us by the sinking gaze in the sea described by Philostra-
tus. A 1939 advertisement placed in National Geographic
introduced General Motors’ new Oldsmobile model with
this slogan: “See America from an ‘OBSERVATION BODY!’”
The brief promotional text promised a “VISION as wide as all
outdoors is yours…,” but at the same time a “rhythmic ride”
of a “rolling uterus”22 corresponding to the rhythm of the
all-enveloping medium of the sea in which the body of the
character from Fish Night loses himself in symbiotic fashion.
Immersion means, at one and the same time, travelling “in”
the landscape, being “part of” the environment, and re-
turning “to” the maternal space. As was recently noted by
Ruggero Eugeni,23 the automobile is a medium-prosthesis
which implements a protected, horizontal immersion scaled
to human height, so to speak, and the line of the horizon,
for drivers traversing urban and exurban landscapes in a
personal travelling cave: a feeling of immersion intensified
by the setting up of specific sensorial and perceptive pro-
cesses (both hetero- and proprioceptive).
From this perspective, the regressive desire
of immersivity of Lansdale’s account stands in contrast to
the prosthetic mode of technological immersivity which,
according to McLuhan, is embodied by the automobile,
and to the mythical example of fictional immersion made
possible by the tuna lookout’s perch described by Phi-
lostratus. In Fish Night, the two characters leave the car,
technology’s outpost for providing the senses with pros-
thesis and prophylaxis, and for supplying techniques of the
22 P. Sloterdjik, “Rollender Uterus” (1995), in Selected Exaggerations: Conversations and
Interviews, 1993-2012, trans. K. Margolis (Cambridge: Polity Book, 2016): 24.
23 R. Eugeni, “La sposa algoritmica: L’automobile come medium e la navigazione del
quotidiano,” in F. Cavaletti, F. Fimiani, B. Grespi, A.C. Sabatino, eds., Immersioni quotidiane:
Vita ordinaria, cultura visuale e nuovi media (Milan: Meltemi, 2023): 271-282.
FILIPPO FIMIANI 84 AN-ICON
sensitivity for the body and the gaze. Actually, they leave
the scopic regimen of spectatorship, and the technolog-
ical anti-environment created by the window’s protective
shield, coming into synesthetic contact with the natural
environment’s forms of life.
Another element in Lansdale’s short story il-
lustrates, as a symptom, this detachment from technolo-
gy. Possibly as a paraphrase of one of McLuhan’s topoi,24
Lansdale likens the car to the older man’s false teeth. Both
are “trappings of civilization” which weigh down, serving
as technological prostheses that are mobile and tied to
mobility. They are metaphors: means of transport between
inside and outside, as well as tools for aggression and
conquering space and time.
“This isn’t my world. I’m of that world. I want to float free in the belly
of the sea, away from can openers and cars and -” [...] “I want
to leave here! [...] The teeth! [...] It’s the teeth. Dentist, science, foo!”
He punched a hand into his mouth, plucked the teeth free, tossed
them over his shoulder. Even as the teeth fell the old man rose.
He began to stroke. To swim up and up and up, moving like a pale
pink seal among the fish.
In the light of the moon the young man could see the pooched
jaws of the old man, holding the last of the future’s air. Up went
the old man, up, up, up, swimming strong in the long-lost waters
of a time gone by.
Even before technological and human-focused
media as cars or false teeth, water is therefore the oldest
medium, just as land and air – “The air trembled like a
mass of gelatinous ectoplasm,” begins the Lansdale’s short
story.25 Water is an elemental, environing medium with its
24 M. McLuhan, Understanding Media: 57, 82-83, 152 (on teeth and car).
25 E. Horn, “Air as Medium,” Grey Room, vol. 7 (2008): 6-25; J. Durham Peters, The
Marvelous Clouds: Toward a Philosophy of Elemental Media (Chicago: The University of
Chicago Press, 2015): 53-114, especially 55-59, 90-91.
FILIPPO FIMIANI 85 AN-ICON
own specific materiality, which becomes invisible in its vital
agency as space-binding. Plus, as shown by the media
imaginary26 I have highlighted in my reading of Fish Night
and the Eikones, water can be a “ghostly sea.” It is a very
elemental medium acting as a deep time-binding agent be-
tween nature and culture, between geological and mythical
epochs and historically determined technical cultures, as
an ontological entanglement between forms of life which
are not species-specific.
“Weren’t we once just slimy things, brothers to
the things that swim?” asks the older man in Lansdale’s
short story, borrowing Coleridge’s words27 about a com-
munity not only of humans and of like beings, but of “slimy
things.” In this inter-textual topos between literature, reli-
gion and the natural sciences, fascination and phobia, I read
“sliminess”28 as the epitome of the profound time and of the
materiality of a colloidal intermediality between technolog-
ical media (among other types), living beings and elements.
Obviously, “sliminess” stands in contrast to the prevailing
metaphors or clichés of fluidity and transparency, that are
frequently used with regard to the media and their relation
26 E. Kluitenberg, Book of Imaginary Media: Excavating the Dream of the Ultimate
Communication Medium (Rotterdam: Nai Publishers, 2006); S. Zielinski, Deep Time of the
Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA:
MIT Press, 2006).
27 “The very deep did rot: O Christ! / That ever this should be! / Yea, slimy things did crawl
with legs / Upon the slimy sea” (ll. 125-126), where “a thousand thousand slimy things [with
many dead men] / Lived on; and so did I,” said the mariner (ll. 238-239). S.T. Coleridge, The
Rime of the Ancient Mariner (1798-1834), in The Complete Poetical Works of Samuel Taylor
Coleridge, ed. E. Hartley Coleridge (Oxford: Oxford University Press, 1912): 191, 197. See
J. Livingston Lowes, The Road to Xanadu (Princeton NJ: Princeton University Press, 1986):
41-59; J.B. Ower, “Crantz, Martens and the ‘Slimy Things’ in The Rime of the Ancient Mariner,”
Neophilologus 85, no. 3 (2001): 477-484; S. Estok, “The Environmental Imagination in the
Slime of ‘The Ancient Mariner,’” ANQ: A Quarterly Journal of Short Articles, Notes and Reviews
2, vol. 34 (2021): 135-138.
28 N. Gramlich, “Sticky Media: Encounters with Oil through Imaginary Media Archaeology,”
Communication + 1 7, 1 (2018): n. p. https://scholarworks.umass.edu/cpo/vol7/iss1/3; see F.
Mason, The Viscous: Slime, Stickiness, Fondling, Mixtures (Goleta CA: punctum books, 2020):
200; B. Woodward, Slime Dynamics (Winchester: Zero Books, 2012): 59-64; C. Michlig, File
under: Slime (Los Angeles: Hat & Beard Press, 2023).
FILIPPO FIMIANI 86 AN-ICON
with time and materiality and, in particular, with respect to
immersivity.
Finally, “media are of nature and return to na-
ture:”29 that’s what Fish Night, read as a trans-medial al-
legory combining literature and animation, shows us in a
complex and compelling way, inviting to rethink about the
phenomenological and ontological relationships between
memories, images, bodies, technologies and environments.
A recurring topos and persistent symptom of media history,
imaginaries and narratives, this impossible return is both
the origin and the end of our desire for immersivity and
immersive experience.
29 J. Parikka, “Introduction: The Materiality of Media and Waste,” in J. Parikka, ed.,
Medianatures: The Materiality of Information Technology and Electronic Waste, (Open
Humanities Press, 2011), http://www.livingbooksaboutlife.org/books/Medianatures.
FILIPPO FIMIANI 87 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19792 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19792",
"Description": "\"I wanted to make a memorial that was alive, not an object or set of objects to make a pilgrimage to; a memorial that would come to you, that would appear in your city, town or shopping centre, intervening in your daily life\". With these words Jeremy Deller introduces us to his We Are Here Because We Are Here, a true monument celebrating the centenary of the Battle of the Somme on 1st July 1916, in which almost twenty thousand British soldiers succumbed. In fact, with the help of Rufus Norris, director of the National Theatre, Deller organised a gigantic mass performance in which about 2000 volunteers worked, disguised as soldiers of the First World War who wandered around the main cities of the United Kingdom without anyone having warned the citizens of their presence.\r\nIn my paper I will try to investigate, through Deller's work (and through the comparison with other artistic experiences), how some contemporary artistic interventions try to exploit the mechanisms of performance in order to reconstruct historical events not only relying on the strategies of re-enactment, but also resorting to an immersive and unexpected relationship able to produce an extreme involvement. We Are Here Because We Are Here thus contributes to the reconstruction of memory not through the description of historical facts, nor even through their celebration, but through a process that solicits the emotional states to which, in the harshest moments of the war, the community is subjected.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19792",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Roberto Pinto",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "We’re here because we’re here",
"Title": "History and Stories through Jeremy Deller’s Performances",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-31",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Roberto Pinto",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19792",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "We’re here because we’re here",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Young, J.E., “The Counter-Monument: Memory against Itself in Germany Today,” Critical Inquiry 18, no. 2 (1992): 267-296.",
"spatial": null,
"temporal": null,
"title": "History and Stories through Jeremy Deller’s Performances",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19792/20023",
"volume": "2"
}
] | History and Stories
through Jeremy
Deller’s Performances
by Roberto Pinto
Jeremy Deller
Public art
Mass performance
14-18 now
We’re here because we’re here
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
History and Stories
through Jeremy Deller’s
Performances
ROBERTO PINTO, Università di Bologna – https://orcid.org/0000-0003-1559-5759
https://doi.org/10.54103/ai/19792
Abstract “I wanted to make a memorial that was alive,
not an object or set of objects to make a pilgrimage to; a
memorial that would come to you, that would appear in your
city, town or shopping centre, intervening in your daily life.”
With these words, Jeremy Deller introduces us to his We’re
Here Because We’re Here, created as part of the events
commemorating the First World War. With the help of Rufus
Norris, director of the National Theatre, Deller organised a
gigantic mass performance in which some 2,000 volunteers
disguised as World War I soldiers wandered around the
main cities of the United Kingdom without anyone having
warned the citizens of their presence. Through this work by
Deller (and by comparing it with other artistic experiences),
the text intends to investigate how some contemporary
artistic interventions seek to exploit the mechanisms of
performance in order to reconstruct historical events not
only by relying on the strategies of re-enactment, but also
by resorting to an immersive relationship linked to the un-
expected capable of producing extreme involvement, a
process that solicits the emotional states to which, in the
harshest moments of war, the community is subjected.
Keywords Jeremy Deller Public art Mass performance
14-18 now We’re here because we’re here
To quote this essay: R. Pinto, “History and Stories through Jeremy Deller’s Performances,” AN-ICON. Studies
in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 88-100, https://doi.org/10.54103/ai/19792.
ROBERTO PINTO 88 AN-ICON
A memorial that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life1
The topic (and issue) of monuments and the
commemoration of historical events has been at the centre
of debate in recent decades. There have been many dis-
cussions – in public, within more academic contexts and
in art institutions – on the question: can statues or, more
generally, artistic events still be – and how – valuable tools
for activating processes of remembrance and re-elabora-
tion of collective mourning or past tragic events?
There have also been many striking and spec-
tacular interventions/performances questioning the value of
these objects inherited from a past often marked by more
than one dark side. We could sum the matter up with these
questions: just because they are part of our tradition, are
they still able to represent us? Do they have the right to con-
tinue to be considered as common symbols to be shared?
Or should they be transformed into artistic artefacts that
need to be historically contextualised and become part
of museum heritage? (On the grounds that museums are
better suited to preserving such artefacts and providing ac-
curate descriptions of the context from which they come.)
Among the many recent episodes, I believe everyone still
has in mind the demolition of the monument to Edward
Colston, “benefactor” and slave trader, on 7 June 2020 in
Bristol, an event that took place in the emotional aftershock
of the killing of George Floyd in the United States and the
Black Lives Matter movement.
In today’s climate, there is no shortage of harsh
criticism of institutions when they struggle to adapt to the
demands of groups and communities who do not feel rep-
resented at all and, arguably, express an expectation that
some of the fundamental rights of all people should be
1 J. Deller, R. Norris, We’re here because we’re here (London: Thames and Hudson, 2017): 61.
ROBERTO PINTO 89 AN-ICON
respected. This is all the more so when dealing with sym-
bols in shared and important places, such as statues and
monuments. In this context, the initiative by British institu-
tions to create a complex and cohesive project to mark the
centenary of the First World War in an attempt to experi-
ment with new ways of sharing seems to me a fascinating
case study. It is clear that, whichever way one reads this
historical event, one cannot ignore the fact that it was, in
every respect, a long and devastating war. The initiative
was a harsh testing ground for artists and institutions, given
the risk of falling into the rhetoric of patriotic ideals and the
celebration of the courage and daring of the participants,
which had until now been indispensable prerequisites for
celebrations of historical events such as this.
The UK Arts Programme was the promoter of
14-18 NOW, a genuinely diverse and cohesive programme
that saw the creation of 107 projects, the involvement of
420 artists2 using different media (theatre, cinema, visual
arts, poetry, music) which, in most cases, were hybrid forms.
It is also worth emphasising the very high level of the artists
involved; they included Gillian Wearing, John Akomfrah,
Raqs Media Collective, Tobias Rehberger, Yinka Shonibare,
Suzanne Lacy, Rachel Whiteread, Mark Wallinger, Ryoji
Ikeda, and William Kentridge.3 Many had already dealt with
contemporary history and the related political problems on
their journey. It should therefore be seen as an act of cour-
age on the part of the promoting body – and of recognising
the issues underlying an anniversary that could lend itself
to controversy and misunderstanding – that they identified
artists sensitive to cultural and political commitment who
were well aware of the nature and extent of the dangers
inherent in a project commemorating a war. One of the
2 According to its official website the project commissioned works from 420 artists, and
engaged 35 million people. “About 14-18 Now,” 14-18 Now, https://www.1418now.org.uk/
about/, accessed December 15, 2022.
3 For the full list see https://www.1418now.org.uk/artists/, accessed December 15, 2022.
ROBERTO PINTO 90 AN-ICON
aims of this event was, therefore, to try to change the nar-
rative that has been made of the history told by European
nations mainly through the arts, which have reconstructed
and told it exclusively from the point of view of their specific
national identities.4
Within this experimentation, I would like to
place as a case study We’re here because we’re here by
Jeremy Deller – created in collaboration with Rufus Norris
– because, perhaps more than any other, it seems to me
symbolic of the ability to put forward attractive solutions
that directly address the role the public takes on in com-
memorations and make the experience as multi-sensorial
and engaging as possible. Elements that are the leitmotif
of Immersed in the Work. From the Environment to Virtual
Reality. In doing so, I would at least like to point out the proj-
ects Across and In-Between by Suzanne Lacy5 and Pages
of the Sea by Danny Boyle,6 which adopt an approach in
many ways similar to the work of the London-based artist.
Throughout his career, Jeremy Deller has often
chosen subjects related to history and politics and has
always used a collaborative and participatory approach
right from the design phase. His artistic practices have
4 In order to clarify the position of the planners, the words of Margaret MacMillan, who, in
the introduction to the volume collecting information on 14-18 Now, explains “Governments
often want to tidy up the past and impose a single unified version of what happened back
then - at Waterloo, say, or the Battle of the Somme. But there can be no one view. Women,
men, diverse ethnic groups, religions or social classes, start from different viewpoints, and
what they see in the past may be guided by that. So marking the 100th anniversary of the
First World War, that vast and destructive struggle from 1914 to 1918, was never going to be
easy. We can agree that it was a catastrophe that destroyed the old confident Europe and
left a strangely and irrevocably altered world. Beyond that there are, and always have been,
profound differences over how we remember and commemorate that war. We still cannot
agree on how it started or why it went on for so long, and we still debate its meaning and
its legacy a century later.” J. Waldman, M. MacMillan, eds., 14-18 Now: Contemporary Arts
Commissions for the First World War Centenary (Profile: London, 2019). See also within the
same volume the essay by David Olusoga. Cfr D. Olusoga, “Art as a lens: Re-Globalising the
First War,” ibid.: 12-13.
5 Suzanne Lacy’s work, made between 18 and 23 October 2018, on the occasion of the
centenary of Ireland’s Declaration of Independence (and the subsequent border that has since
divided Northern Ireland from Éire) aims to investigate borders and the influence they have
had on our lives. See: https://www.1418now.org.uk/commissions/across-and-in-between/,
accessed December 15, 2022.
6 Boyle’s work, Pages of the Sea, took place on 11 November 2018 and was intended to
celebrate the centenary of the Armistice. See “On 11 November 2018,” Pages of The Sea,
https://www.pagesofthesea.org.uk, accessed December 15, 2022.
ROBERTO PINTO 91 AN-ICON
contributed to redefining the boundaries of contemporary
art also because, in creating his works, he has had to try his
hand as an art producer, director, event organiser, archivist
as well as photographer, performer and installation creator,
the latter roles being more standard within contemporary
art.
The project commissioned by the WW1 Cente-
nary Art Commission from Deller was related to celebrating
the Battle of the Somme, one of the bloodiest battles in
military history. Over 141 days, more than a million casu-
alties were recorded. On the first day alone, the British
Army suffered 57,470 casualties. Jeremy Deller’s idea was
to create a mobile and temporary memorial7 that would
dialogue with the present day and attempt to overturn the
need to create a specific place dedicated to the memory
of people and events by conceiving, instead, “a memorial
that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life. [...] It
was as much about today as it was about 1916.”8 To meet
this need, with the help of Rufus Norris – the theatre and
film director who has been Artistic Director of the National
Theatre since 2015 – he staged a massive performance in
which more than 1,400 volunteers, dressed in the uniforms
of World War I soldiers, with no public announcement of
their presence, appeared in more than 40 cities9 on 1 July
2016, making contact with UK citizens going about their
daily business, and moving from one part of a city to an-
other.
Deller had deliberately excluded the actors/
participants from meeting in all those places that had,
7 “I wanted to make a contemporary memorial to mark the centenary of the Battle of the
Somme, one that moved around the UK with an unpredictability in which the participants, by
their actions, took the memorial to the public.”
Deller in https://becausewearehere.co.uk/we-are-here-about/, accessed December 15, 2022.
8 J. Deller, R. Norris, We’re here because we’re here: 61.
9 To access the map of the event see https://becausewearehere.co.uk/we-are-here-map/ ,
accessed December 15, 2022.
ROBERTO PINTO 92 AN-ICON
even remotely, a relation to celebrations and rituals – so
no churches, public buildings, cemeteries, or locations of
historical significance. In their place, train or metro stations,
busy squares and streets, shopping malls or meeting plac-
es.
Often in rather thickly crowded groups, these
anachronistic soldiers had to present themselves in central
areas and busy places to interact with citizens, returning
their gaze and smiling at them, although they were not
expected to engage in conversations or stimulate verbal
exchanges. They had to limit themselves, occasionally and
chorally, to singing a song to the tune of “Auld Lang Syne”
with the words “We’re here because we’re here because
we’re here,” hence the title of the work. British soldiers10
also often used this line as a hymn wishing for the war’s end.
The idea of remaining silent was Norris’s sug-
gestion,11 and, in a way, silence became a real communi-
cative strategy for Deller to construct his sort of re-enact-
ment:12 the silence before the event, which was completely
concealed from the public until the day the performers
appeared in the cities, and the substantial silence of the
participants interrupted by the chants that occasionally
accompanied the soldiers in their wanderings through the
10 Deller explained: “When I read about this song, I realised I not only had an activity for the
men but also a title for the piece. It explains nothing, it’s pointless and repetitive, a little like
the fate of a foot soldier or even the nature of man’s addiction to conflict.” J. Deller, R. Norris,
We’re here because we’re here: 61.
11 C. Higgins, “#Wearehere: Somme tribute revealed as Jeremy Deller work,” The Guardian
(July 1, 2016), https://www.theguardian.com/stage/2016/jul/01/wearehere-battle-somme-
tribute-acted-out-across-britain, accessed December 15, 2022.
12 Although, as we shall see, Deller has constructed genuine re-enactments, on this
occasion this work cannot be properly considered as such, even though, often, this term is
used as a hypernym. On this subject see S. Mudu, “Under the sign of Reenactment,” in C.
Baldacci, S. Franco, eds., On Reenactment: Concepts, Metodologies, Tools (Turin: Accademia
University Press, 2022).
ROBERTO PINTO 93 AN-ICON
cities. During the weeks of training13 in the run-up to 1 July,
Norris and Deller had explicitly requested of all participants
that interaction with the spectators should stop there, at si-
lence, at a simple exchange of glances, and that the possi-
ble explanation/interpretation of the event unfolding before
the mostly astonished eyes of the spectators should be left
to the calling card – a choice dictated by both purely tech-
nical and symbolic issues. The performative action – given
the vastness of the intervention and the mass of people
involved – had to remain as simple as possible so as not
to force the performers to improvise in the face of the in-
calculable variables imposed in an open dialogue with the
casual passer-by. The conversation, therefore, would have
been entirely uncontrollable and (also given that none of
the participants had any professional acting training) the
quality standards would probably have suffered.
In addition, although I am not aware that this
was made explicit, it would also have posed a problem of
a symbolic nature: each participant in the performance was
the apparition or “ghost” of a dead person, and therefore,
silence was the most suitable form to evoke the victims. The
actual interaction with the audience, then, took place only
through a common calling card which established a dia-
logue of glances in the explanation of the work – I represent
someone, a specific person with a name, regiment, or rank,
who died a hundred years ago, even if I am not him – and
which at the same time also became the tombstone, the
13 An interesting insight into the training period for the performers in this project can be
found in a conversation between Deller and Emily Lim. Cfr. E. Lim, J. Deller, “Relaxed, open,
alive, kind, engaged,” in R. Norris, J. Deller, We’re Here Because We’re Here: 104-113. Here,
we also find a document with the “Five Golden Words: Relaxed, open, alive, kind, engaged”
and the “Four Golden Rules: 1. Stay Alive – Keep it natural, be comfortable, don’t ever be a
statue! 2. Seek Eye Contact – be interested in the public but don’t intimidate them, it’s not a
staring competition! 3. Be Kind to the public, don’t ever be rude! 4. Each Card is a Gift – make
eye contact when you give it, watch the public’s reaction to it.” Ibid.: 104.
ROBERTO PINTO 94 AN-ICON
remnant of the monument.14 In a video filmed by the BBC
on this project, Deller said that he owed the idea of making
the soldiers who died in that battle appear as ghosts to
something he had read during the research period before
the work, in which he had found interesting information
about phenomena in Britain during the war - of women mainly -
seeing dead loved ones in the street, just catching a glimpse of
someone on a bus or through a shop window thinking it was their
husband or their brother or their son. It became quite a big thing, all
these sightings, these apparitions of the dead. So it was as if the
project had already happened during the war. People had already
seen the dead in the streets.15
Compared to a monument or a more traditional
re-enactment of a historical event, which asks us to respect
the hero’s sacrifice and celebrate it, Deller shifts the focus
to the individual persons, or rather, to the void they left
behind, filling it through the concretisation of the ghost of
the missing person, thus giving shape to the void created
around each of the people who disappeared in the war.
This shift also reflects the artist’s desire to avoid any senti-
mentality in the representation: “Avoid Sentimentality” was
the instruction written on one of his reproduced sheets of
notes. The artist explicitly speaks of the goal of giving the
audience a “jolt,”16 and a jolt, after all, is at the opposite
extreme of storytelling and words of condolence with which
14 “We also equipped each man with a set of ‘calling cards’ which bore the name, regiment
and rank of a soldier who died on 1 July. He was representing that person, not pretending to
be him. The card was effectively a gravestone, and if a member of the public paid attention to
a soldier in any way he or she was given one,” J. Deller, R. Norris, We’re here because we’re
here: 61.
15 W. Yu (@weiyu970), “Jeremy Deller – We’re Here Because We’re Here,” YouTube video
(November 26, 2016), https://www.youtube.com/watch?v=uXnr3w74TJs&t=158s, accessed
December 15, 2022.
16 J. Deller in J. Deller, R. Norris, We’re here because we’re here: 61.
ROBERTO PINTO 95 AN-ICON
to remember the many qualities of those who have left us –
usual procedures in a commemoration of historical events.
Nevertheless, the heart of this work is absolutely
emotional; in fact, the people who found themselves pass-
ing through the cities engaged with the performance were
sucked into the event, not only because they felt surrounded
by it but, above all, because the absence of rhetoric made
them feel exempt from any pressing request to take sides,
to accept being part of a community, as any ritual (even a
secular one) imposes. The request was only to participate.
And perhaps it is precisely in this form of engagement that
the diversity lies, compared to others, of Deller’s fascinating
offering. It appropriates with this immense “delegated per-
formance”17 the principles of spectacularity; it is the child
of cinema and a digital and social media culture,18 but, at
the same time, does not create artificial distances between
spectator and performer, given that the extreme proximity
of the encounter with the soldiers made the experience
somehow simultaneously unique and intimate.
However, this was not the first time that Deller
had used these modes of immersive engagement to rec-
reate the feeling at least of an episode from the past and
bring back to life a part of history that we have forgotten or
repressed. This had already happened with It Is What It Is:
Conversation about Iraq, from 2009, a collaborative work
with Creative Time and the New Museum in New York, in
which he had taken a car destroyed by explosives found in
Iraq on a tour of 14 US museums to serve as a “backdrop”
17 I refer to the category used by Claire Bishop in C. Bishop, Artificial Hells: Participatory Art
and the Politics of Spectatorship (London: Verso, 2012).
18 See C. Eva, “Reaching the Public” in J. Deller, R. Norris, We’re here because we’re here:
115-116, which begins with the statement: “In many ways We’re here because we’re here is an
artwork for the age of social media.”
ROBERTO PINTO 96 AN-ICON
to a conversation space in which Iraqi citizens and Ameri-
can military personnel, among others, were invited.19
Nevertheless, the work that, in terms of organ-
isational strategy and spectator involvement, serves as the
premise for We’re here because we’re here is undoubtedly
The Battle of Orgreave, from 2001, in which Deller attempted
to recreate live – again, as a gigantic participatory perfor-
mance – the clashes between police and striking miners at
the Orgreave Coking Plant in Yorkshire on 18 June 1984.
This episode, one of the harshest and most divisive for Brit-
ain in the 1980s and the Thatcher era, had affected Deller
as a teenager at the time:
I wanted to find out what exactly happened on that day with a view
to re-enacting or commemorating it in some way. It would not be
an exaggeration to say that the strike, lik e a civil war, had a trau-
matically divisive effect at all levels of life in the UK. Families were
torn apart because of divided loyalties, the union movement was
split on its willingness to support the National Union of Mineworkers,
the print media especially contributed to the polarisation of the
arguments to the point where there appeared to be little space for
a middle ground. So in all but name it became an ideological and
industrial battle between the two sections of British society.20
Commissioned and produced by Artangel, The
Battle of Orgreave was a reconstruction involving about
19 On his website Deller explains: “This project started as the idea to create a mobile
museum of the war in Iraq that would tour the US. Finding material for the museum proved
difficult, until we were offered a car that had been used in previous exhibitions. From this car,
used as a centrepiece, we constructed a room in the museum where the public could meet
and talk to people involved in the conflict in some way. The idea was then taken on the road;
we towed the car from New York to LA, stopping off in 14 towns and cities on the way – a
classic American road trip route – accompanied by an Iraqi citizen and an enlisted American
soldier. It was presented in as neutral a way as possible, which puzzled a lot of people. But
it meant that the public were more likely to talk to us, because they weren’t scared of being
dragged into some sort of political arena. Sometimes these conversations went on for hours.
The car was subsequently donated to the Imperial War Museum in London”
https://www.jeremydeller.org/ItIsWhatItIs/ItIsWhatItIs.php accessed December 15, 2022.
20 J. Deller, The English Civil War / Part II (London: Artangel, 2002): 7.
ROBERTO PINTO 97 AN-ICON
a thousand people21 – around 800 who had taken part in
historical re-enactments, approximately 200 former miners
and an unknown number of people who were part of the
police force at the time. It was also, in parallel, a massive
piece of research with information, photos and videos in
addition to, as already described in We’re here because
we’re here, a long collective preparation work in which
the former miners, above all, also had the role of helping
in the reconstruction of events. And as with The Battle of
Orgreave, one cannot fail to be struck by the enormous
organisational effort that displays all of Deller’s ability to
rely on a network of knowledge and professional expertise,
even with associations involved in battle re-enactments
and costumed historical events.22
Here, too, we find the artist’s interest in the pro-
cesses of collective memory and its loss, but The Battle of
Orgreave was also an attempt to reconstruct the very idea
of society that Thatcher had denied – one of her slogans
was “There is no such thing as Society” – precisely through
the concept of delegation and collaboration with others
to achieve a common interest. As far as possible, Deller
relied on the memories of the miners and police officers
to recreate the battle scene, putting the many newspaper
articles in the background; in essence, allowing the many
personal memories to direct the course of the re-enactment.
It is a reconstruction process not to be consid-
ered definitively concluded since Deller presents it again
in the form of a film (shot by Mike Figgs), an archive (in the
21 Ibid.; See also A. Correia, “Interpreting Jeremy Deller’s The Battle of Orgreave,” Visual
Culture in Britain, no.7 (2006): 93-112.
22 On this subject, numerous articles and volumes have come out on both the artistic and
the more purely theatrical side. In addition to the texts already mentioned, I would add: R.
Schneider, Performing Remains: Art and War in Times of Theatrical Reenactment (Routledge:
London, 2011); M. Franko, ed., The Oxford Handbook of Dance and Reenactment (New
York: Oxford University Press, 2017); V. Agnew., J. Lamb, J. Tomann, eds., The Routledge
Handbook of Reenactment Studies (New York: Routledge, 2020); C. Baldacci, C. Nicastro, A.
Sforzini, eds., Over and Over and Over Again: Reenactment Strategies in Contemporary Arts
and Theory (Berlin: ICI Berlin Press, 2022); C. Baldacci, S. Franco, eds., On Reenactment:
Concepts, Methodologies, Tools (Accademia University Press: Turin, 2022).
ROBERTO PINTO 98 AN-ICON
Tate Modern collection), and a catalogue (The English Civil
War / Part II), and it nevertheless remains present in the
minds of the many participants and spectators (a distinc-
tion whose legitimacy is to be verified) who took part in the
reconstruction of the events on 17 June 2001.
As Amelia Jones explains well,
crucially, The Battle of Orgreave itself is continually changing— and
is never presented as a “final” or fully coherent work or object,
even though it consists of documents, objects, and other mate-
rial traces of prior re-enactments. Notably, too, while many of the
other re-enactments tellingly substitute the re-enactor as new
“author” of a unique and ultimately static (documented) work, Deller
himself does not feature in a noticeable way either as part of the
re-enactment or the public relations materials circulating around
the film, its most visible “documentation”—the work in its infinite
permutations does not tend to devolve back to a singular body,
though it does only have coherence in relation to the author-name
Jeremy Deller.23
Deller is fascinated by history, but instead of
seeking its element of order, repetition, and the possibil-
ity of foreseeing things, he strives to make room for the
complexity that is necessarily chaos and confusion. As art
critic Teresa Macrì points out in her Politics/poetics,24 it is
disorder that fascinates the artist, and often this confusion
is identified with mass movements, collective participation,
and the public dimension of his work.
From a historical point of view, these projects
can be juxtaposed with Jochen Gerz’s Counter-Monument,25
but I believe that Deller’s works are more a continuation
23 A. Jones, “‘The Artist is Present.’ Artistic Re-enactments and the Impossibility of
Presence,” TDR. The Drama Review 55, no. 1 (2021): 16-45, 24.
24 T. Macrì, Politics/Poetics (Milano: Postmedia, 2014).
25 J.E. Young, “The Counter-Monument: Memory against Itself in Germany Today,” Critical
Inquiry 18, no. 2 (1992): 267-296.
ROBERTO PINTO 99 AN-ICON
of the actions of political art collectives in the 1970s and
1980s, and I am thinking above all of Group Material – which
disbanded in 199626 – or the previously mentioned art ac-
tivist Suzanne Lacy. As in their work, in the operations of
the British artist there is no truth to be sought with an
ideological attitude, rather the aim is to try to share ideas
and above all to try to listen to the many dissonant voices
and counter-narratives that have not been given sufficient
space in the dominant discourse. At the same time, he
perhaps distances himself from them precisely because of
the popular/spectacular dimension that his works take on,
because of the attention he dedicates to the spectator – a
role that is always possible and never wholly absent in his
works, which goes hand in hand with that of participant/
performer.
26 “It’s hard not to feel that Group Material broke significant ground but missed the party.
The year they broke up, 1996, coincides with a proliferation of new forms of social practice
lately successful in museum exhibitions and biennials, whether in the work of Francis Alÿs or
Jeremy Deller.” A. Green, “Citizen Artists: Group Material,” Afterall: A Journal of Art, Context
and Enquiry, no. 26 (2011): 17-25.
ROBERTO PINTO 100 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19792 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19792",
"Description": "\"I wanted to make a memorial that was alive, not an object or set of objects to make a pilgrimage to; a memorial that would come to you, that would appear in your city, town or shopping centre, intervening in your daily life\". With these words Jeremy Deller introduces us to his We Are Here Because We Are Here, a true monument celebrating the centenary of the Battle of the Somme on 1st July 1916, in which almost twenty thousand British soldiers succumbed. In fact, with the help of Rufus Norris, director of the National Theatre, Deller organised a gigantic mass performance in which about 2000 volunteers worked, disguised as soldiers of the First World War who wandered around the main cities of the United Kingdom without anyone having warned the citizens of their presence.\r\nIn my paper I will try to investigate, through Deller's work (and through the comparison with other artistic experiences), how some contemporary artistic interventions try to exploit the mechanisms of performance in order to reconstruct historical events not only relying on the strategies of re-enactment, but also resorting to an immersive and unexpected relationship able to produce an extreme involvement. We Are Here Because We Are Here thus contributes to the reconstruction of memory not through the description of historical facts, nor even through their celebration, but through a process that solicits the emotional states to which, in the harshest moments of the war, the community is subjected.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19792",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Roberto Pinto",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "We’re here because we’re here",
"Title": "History and Stories through Jeremy Deller’s Performances",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-31",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Roberto Pinto",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19792",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "We’re here because we’re here",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Young, J.E., “The Counter-Monument: Memory against Itself in Germany Today,” Critical Inquiry 18, no. 2 (1992): 267-296.",
"spatial": null,
"temporal": null,
"title": "History and Stories through Jeremy Deller’s Performances",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19792/20023",
"volume": "2"
}
] | History and Stories
through Jeremy
Deller’s Performances
by Roberto Pinto
Jeremy Deller
Public art
Mass performance
14-18 now
We’re here because we’re here
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
History and Stories
through Jeremy Deller’s
Performances
ROBERTO PINTO, Università di Bologna – https://orcid.org/0000-0003-1559-5759
https://doi.org/10.54103/ai/19792
Abstract “I wanted to make a memorial that was alive,
not an object or set of objects to make a pilgrimage to; a
memorial that would come to you, that would appear in your
city, town or shopping centre, intervening in your daily life.”
With these words, Jeremy Deller introduces us to his We’re
Here Because We’re Here, created as part of the events
commemorating the First World War. With the help of Rufus
Norris, director of the National Theatre, Deller organised a
gigantic mass performance in which some 2,000 volunteers
disguised as World War I soldiers wandered around the
main cities of the United Kingdom without anyone having
warned the citizens of their presence. Through this work by
Deller (and by comparing it with other artistic experiences),
the text intends to investigate how some contemporary
artistic interventions seek to exploit the mechanisms of
performance in order to reconstruct historical events not
only by relying on the strategies of re-enactment, but also
by resorting to an immersive relationship linked to the un-
expected capable of producing extreme involvement, a
process that solicits the emotional states to which, in the
harshest moments of war, the community is subjected.
Keywords Jeremy Deller Public art Mass performance
14-18 now We’re here because we’re here
To quote this essay: R. Pinto, “History and Stories through Jeremy Deller’s Performances,” AN-ICON. Studies
in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 88-100, https://doi.org/10.54103/ai/19792.
ROBERTO PINTO 88 AN-ICON
A memorial that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life1
The topic (and issue) of monuments and the
commemoration of historical events has been at the centre
of debate in recent decades. There have been many dis-
cussions – in public, within more academic contexts and
in art institutions – on the question: can statues or, more
generally, artistic events still be – and how – valuable tools
for activating processes of remembrance and re-elabora-
tion of collective mourning or past tragic events?
There have also been many striking and spec-
tacular interventions/performances questioning the value of
these objects inherited from a past often marked by more
than one dark side. We could sum the matter up with these
questions: just because they are part of our tradition, are
they still able to represent us? Do they have the right to con-
tinue to be considered as common symbols to be shared?
Or should they be transformed into artistic artefacts that
need to be historically contextualised and become part
of museum heritage? (On the grounds that museums are
better suited to preserving such artefacts and providing ac-
curate descriptions of the context from which they come.)
Among the many recent episodes, I believe everyone still
has in mind the demolition of the monument to Edward
Colston, “benefactor” and slave trader, on 7 June 2020 in
Bristol, an event that took place in the emotional aftershock
of the killing of George Floyd in the United States and the
Black Lives Matter movement.
In today’s climate, there is no shortage of harsh
criticism of institutions when they struggle to adapt to the
demands of groups and communities who do not feel rep-
resented at all and, arguably, express an expectation that
some of the fundamental rights of all people should be
1 J. Deller, R. Norris, We’re here because we’re here (London: Thames and Hudson, 2017): 61.
ROBERTO PINTO 89 AN-ICON
respected. This is all the more so when dealing with sym-
bols in shared and important places, such as statues and
monuments. In this context, the initiative by British institu-
tions to create a complex and cohesive project to mark the
centenary of the First World War in an attempt to experi-
ment with new ways of sharing seems to me a fascinating
case study. It is clear that, whichever way one reads this
historical event, one cannot ignore the fact that it was, in
every respect, a long and devastating war. The initiative
was a harsh testing ground for artists and institutions, given
the risk of falling into the rhetoric of patriotic ideals and the
celebration of the courage and daring of the participants,
which had until now been indispensable prerequisites for
celebrations of historical events such as this.
The UK Arts Programme was the promoter of
14-18 NOW, a genuinely diverse and cohesive programme
that saw the creation of 107 projects, the involvement of
420 artists2 using different media (theatre, cinema, visual
arts, poetry, music) which, in most cases, were hybrid forms.
It is also worth emphasising the very high level of the artists
involved; they included Gillian Wearing, John Akomfrah,
Raqs Media Collective, Tobias Rehberger, Yinka Shonibare,
Suzanne Lacy, Rachel Whiteread, Mark Wallinger, Ryoji
Ikeda, and William Kentridge.3 Many had already dealt with
contemporary history and the related political problems on
their journey. It should therefore be seen as an act of cour-
age on the part of the promoting body – and of recognising
the issues underlying an anniversary that could lend itself
to controversy and misunderstanding – that they identified
artists sensitive to cultural and political commitment who
were well aware of the nature and extent of the dangers
inherent in a project commemorating a war. One of the
2 According to its official website the project commissioned works from 420 artists, and
engaged 35 million people. “About 14-18 Now,” 14-18 Now, https://www.1418now.org.uk/
about/, accessed December 15, 2022.
3 For the full list see https://www.1418now.org.uk/artists/, accessed December 15, 2022.
ROBERTO PINTO 90 AN-ICON
aims of this event was, therefore, to try to change the nar-
rative that has been made of the history told by European
nations mainly through the arts, which have reconstructed
and told it exclusively from the point of view of their specific
national identities.4
Within this experimentation, I would like to
place as a case study We’re here because we’re here by
Jeremy Deller – created in collaboration with Rufus Norris
– because, perhaps more than any other, it seems to me
symbolic of the ability to put forward attractive solutions
that directly address the role the public takes on in com-
memorations and make the experience as multi-sensorial
and engaging as possible. Elements that are the leitmotif
of Immersed in the Work. From the Environment to Virtual
Reality. In doing so, I would at least like to point out the proj-
ects Across and In-Between by Suzanne Lacy5 and Pages
of the Sea by Danny Boyle,6 which adopt an approach in
many ways similar to the work of the London-based artist.
Throughout his career, Jeremy Deller has often
chosen subjects related to history and politics and has
always used a collaborative and participatory approach
right from the design phase. His artistic practices have
4 In order to clarify the position of the planners, the words of Margaret MacMillan, who, in
the introduction to the volume collecting information on 14-18 Now, explains “Governments
often want to tidy up the past and impose a single unified version of what happened back
then - at Waterloo, say, or the Battle of the Somme. But there can be no one view. Women,
men, diverse ethnic groups, religions or social classes, start from different viewpoints, and
what they see in the past may be guided by that. So marking the 100th anniversary of the
First World War, that vast and destructive struggle from 1914 to 1918, was never going to be
easy. We can agree that it was a catastrophe that destroyed the old confident Europe and
left a strangely and irrevocably altered world. Beyond that there are, and always have been,
profound differences over how we remember and commemorate that war. We still cannot
agree on how it started or why it went on for so long, and we still debate its meaning and
its legacy a century later.” J. Waldman, M. MacMillan, eds., 14-18 Now: Contemporary Arts
Commissions for the First World War Centenary (Profile: London, 2019). See also within the
same volume the essay by David Olusoga. Cfr D. Olusoga, “Art as a lens: Re-Globalising the
First War,” ibid.: 12-13.
5 Suzanne Lacy’s work, made between 18 and 23 October 2018, on the occasion of the
centenary of Ireland’s Declaration of Independence (and the subsequent border that has since
divided Northern Ireland from Éire) aims to investigate borders and the influence they have
had on our lives. See: https://www.1418now.org.uk/commissions/across-and-in-between/,
accessed December 15, 2022.
6 Boyle’s work, Pages of the Sea, took place on 11 November 2018 and was intended to
celebrate the centenary of the Armistice. See “On 11 November 2018,” Pages of The Sea,
https://www.pagesofthesea.org.uk, accessed December 15, 2022.
ROBERTO PINTO 91 AN-ICON
contributed to redefining the boundaries of contemporary
art also because, in creating his works, he has had to try his
hand as an art producer, director, event organiser, archivist
as well as photographer, performer and installation creator,
the latter roles being more standard within contemporary
art.
The project commissioned by the WW1 Cente-
nary Art Commission from Deller was related to celebrating
the Battle of the Somme, one of the bloodiest battles in
military history. Over 141 days, more than a million casu-
alties were recorded. On the first day alone, the British
Army suffered 57,470 casualties. Jeremy Deller’s idea was
to create a mobile and temporary memorial7 that would
dialogue with the present day and attempt to overturn the
need to create a specific place dedicated to the memory
of people and events by conceiving, instead, “a memorial
that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life. [...] It
was as much about today as it was about 1916.”8 To meet
this need, with the help of Rufus Norris – the theatre and
film director who has been Artistic Director of the National
Theatre since 2015 – he staged a massive performance in
which more than 1,400 volunteers, dressed in the uniforms
of World War I soldiers, with no public announcement of
their presence, appeared in more than 40 cities9 on 1 July
2016, making contact with UK citizens going about their
daily business, and moving from one part of a city to an-
other.
Deller had deliberately excluded the actors/
participants from meeting in all those places that had,
7 “I wanted to make a contemporary memorial to mark the centenary of the Battle of the
Somme, one that moved around the UK with an unpredictability in which the participants, by
their actions, took the memorial to the public.”
Deller in https://becausewearehere.co.uk/we-are-here-about/, accessed December 15, 2022.
8 J. Deller, R. Norris, We’re here because we’re here: 61.
9 To access the map of the event see https://becausewearehere.co.uk/we-are-here-map/ ,
accessed December 15, 2022.
ROBERTO PINTO 92 AN-ICON
even remotely, a relation to celebrations and rituals – so
no churches, public buildings, cemeteries, or locations of
historical significance. In their place, train or metro stations,
busy squares and streets, shopping malls or meeting plac-
es.
Often in rather thickly crowded groups, these
anachronistic soldiers had to present themselves in central
areas and busy places to interact with citizens, returning
their gaze and smiling at them, although they were not
expected to engage in conversations or stimulate verbal
exchanges. They had to limit themselves, occasionally and
chorally, to singing a song to the tune of “Auld Lang Syne”
with the words “We’re here because we’re here because
we’re here,” hence the title of the work. British soldiers10
also often used this line as a hymn wishing for the war’s end.
The idea of remaining silent was Norris’s sug-
gestion,11 and, in a way, silence became a real communi-
cative strategy for Deller to construct his sort of re-enact-
ment:12 the silence before the event, which was completely
concealed from the public until the day the performers
appeared in the cities, and the substantial silence of the
participants interrupted by the chants that occasionally
accompanied the soldiers in their wanderings through the
10 Deller explained: “When I read about this song, I realised I not only had an activity for the
men but also a title for the piece. It explains nothing, it’s pointless and repetitive, a little like
the fate of a foot soldier or even the nature of man’s addiction to conflict.” J. Deller, R. Norris,
We’re here because we’re here: 61.
11 C. Higgins, “#Wearehere: Somme tribute revealed as Jeremy Deller work,” The Guardian
(July 1, 2016), https://www.theguardian.com/stage/2016/jul/01/wearehere-battle-somme-
tribute-acted-out-across-britain, accessed December 15, 2022.
12 Although, as we shall see, Deller has constructed genuine re-enactments, on this
occasion this work cannot be properly considered as such, even though, often, this term is
used as a hypernym. On this subject see S. Mudu, “Under the sign of Reenactment,” in C.
Baldacci, S. Franco, eds., On Reenactment: Concepts, Metodologies, Tools (Turin: Accademia
University Press, 2022).
ROBERTO PINTO 93 AN-ICON
cities. During the weeks of training13 in the run-up to 1 July,
Norris and Deller had explicitly requested of all participants
that interaction with the spectators should stop there, at si-
lence, at a simple exchange of glances, and that the possi-
ble explanation/interpretation of the event unfolding before
the mostly astonished eyes of the spectators should be left
to the calling card – a choice dictated by both purely tech-
nical and symbolic issues. The performative action – given
the vastness of the intervention and the mass of people
involved – had to remain as simple as possible so as not
to force the performers to improvise in the face of the in-
calculable variables imposed in an open dialogue with the
casual passer-by. The conversation, therefore, would have
been entirely uncontrollable and (also given that none of
the participants had any professional acting training) the
quality standards would probably have suffered.
In addition, although I am not aware that this
was made explicit, it would also have posed a problem of
a symbolic nature: each participant in the performance was
the apparition or “ghost” of a dead person, and therefore,
silence was the most suitable form to evoke the victims. The
actual interaction with the audience, then, took place only
through a common calling card which established a dia-
logue of glances in the explanation of the work – I represent
someone, a specific person with a name, regiment, or rank,
who died a hundred years ago, even if I am not him – and
which at the same time also became the tombstone, the
13 An interesting insight into the training period for the performers in this project can be
found in a conversation between Deller and Emily Lim. Cfr. E. Lim, J. Deller, “Relaxed, open,
alive, kind, engaged,” in R. Norris, J. Deller, We’re Here Because We’re Here: 104-113. Here,
we also find a document with the “Five Golden Words: Relaxed, open, alive, kind, engaged”
and the “Four Golden Rules: 1. Stay Alive – Keep it natural, be comfortable, don’t ever be a
statue! 2. Seek Eye Contact – be interested in the public but don’t intimidate them, it’s not a
staring competition! 3. Be Kind to the public, don’t ever be rude! 4. Each Card is a Gift – make
eye contact when you give it, watch the public’s reaction to it.” Ibid.: 104.
ROBERTO PINTO 94 AN-ICON
remnant of the monument.14 In a video filmed by the BBC
on this project, Deller said that he owed the idea of making
the soldiers who died in that battle appear as ghosts to
something he had read during the research period before
the work, in which he had found interesting information
about phenomena in Britain during the war - of women mainly -
seeing dead loved ones in the street, just catching a glimpse of
someone on a bus or through a shop window thinking it was their
husband or their brother or their son. It became quite a big thing, all
these sightings, these apparitions of the dead. So it was as if the
project had already happened during the war. People had already
seen the dead in the streets.15
Compared to a monument or a more traditional
re-enactment of a historical event, which asks us to respect
the hero’s sacrifice and celebrate it, Deller shifts the focus
to the individual persons, or rather, to the void they left
behind, filling it through the concretisation of the ghost of
the missing person, thus giving shape to the void created
around each of the people who disappeared in the war.
This shift also reflects the artist’s desire to avoid any senti-
mentality in the representation: “Avoid Sentimentality” was
the instruction written on one of his reproduced sheets of
notes. The artist explicitly speaks of the goal of giving the
audience a “jolt,”16 and a jolt, after all, is at the opposite
extreme of storytelling and words of condolence with which
14 “We also equipped each man with a set of ‘calling cards’ which bore the name, regiment
and rank of a soldier who died on 1 July. He was representing that person, not pretending to
be him. The card was effectively a gravestone, and if a member of the public paid attention to
a soldier in any way he or she was given one,” J. Deller, R. Norris, We’re here because we’re
here: 61.
15 W. Yu (@weiyu970), “Jeremy Deller – We’re Here Because We’re Here,” YouTube video
(November 26, 2016), https://www.youtube.com/watch?v=uXnr3w74TJs&t=158s, accessed
December 15, 2022.
16 J. Deller in J. Deller, R. Norris, We’re here because we’re here: 61.
ROBERTO PINTO 95 AN-ICON
to remember the many qualities of those who have left us –
usual procedures in a commemoration of historical events.
Nevertheless, the heart of this work is absolutely
emotional; in fact, the people who found themselves pass-
ing through the cities engaged with the performance were
sucked into the event, not only because they felt surrounded
by it but, above all, because the absence of rhetoric made
them feel exempt from any pressing request to take sides,
to accept being part of a community, as any ritual (even a
secular one) imposes. The request was only to participate.
And perhaps it is precisely in this form of engagement that
the diversity lies, compared to others, of Deller’s fascinating
offering. It appropriates with this immense “delegated per-
formance”17 the principles of spectacularity; it is the child
of cinema and a digital and social media culture,18 but, at
the same time, does not create artificial distances between
spectator and performer, given that the extreme proximity
of the encounter with the soldiers made the experience
somehow simultaneously unique and intimate.
However, this was not the first time that Deller
had used these modes of immersive engagement to rec-
reate the feeling at least of an episode from the past and
bring back to life a part of history that we have forgotten or
repressed. This had already happened with It Is What It Is:
Conversation about Iraq, from 2009, a collaborative work
with Creative Time and the New Museum in New York, in
which he had taken a car destroyed by explosives found in
Iraq on a tour of 14 US museums to serve as a “backdrop”
17 I refer to the category used by Claire Bishop in C. Bishop, Artificial Hells: Participatory Art
and the Politics of Spectatorship (London: Verso, 2012).
18 See C. Eva, “Reaching the Public” in J. Deller, R. Norris, We’re here because we’re here:
115-116, which begins with the statement: “In many ways We’re here because we’re here is an
artwork for the age of social media.”
ROBERTO PINTO 96 AN-ICON
to a conversation space in which Iraqi citizens and Ameri-
can military personnel, among others, were invited.19
Nevertheless, the work that, in terms of organ-
isational strategy and spectator involvement, serves as the
premise for We’re here because we’re here is undoubtedly
The Battle of Orgreave, from 2001, in which Deller attempted
to recreate live – again, as a gigantic participatory perfor-
mance – the clashes between police and striking miners at
the Orgreave Coking Plant in Yorkshire on 18 June 1984.
This episode, one of the harshest and most divisive for Brit-
ain in the 1980s and the Thatcher era, had affected Deller
as a teenager at the time:
I wanted to find out what exactly happened on that day with a view
to re-enacting or commemorating it in some way. It would not be
an exaggeration to say that the strike, lik e a civil war, had a trau-
matically divisive effect at all levels of life in the UK. Families were
torn apart because of divided loyalties, the union movement was
split on its willingness to support the National Union of Mineworkers,
the print media especially contributed to the polarisation of the
arguments to the point where there appeared to be little space for
a middle ground. So in all but name it became an ideological and
industrial battle between the two sections of British society.20
Commissioned and produced by Artangel, The
Battle of Orgreave was a reconstruction involving about
19 On his website Deller explains: “This project started as the idea to create a mobile
museum of the war in Iraq that would tour the US. Finding material for the museum proved
difficult, until we were offered a car that had been used in previous exhibitions. From this car,
used as a centrepiece, we constructed a room in the museum where the public could meet
and talk to people involved in the conflict in some way. The idea was then taken on the road;
we towed the car from New York to LA, stopping off in 14 towns and cities on the way – a
classic American road trip route – accompanied by an Iraqi citizen and an enlisted American
soldier. It was presented in as neutral a way as possible, which puzzled a lot of people. But
it meant that the public were more likely to talk to us, because they weren’t scared of being
dragged into some sort of political arena. Sometimes these conversations went on for hours.
The car was subsequently donated to the Imperial War Museum in London”
https://www.jeremydeller.org/ItIsWhatItIs/ItIsWhatItIs.php accessed December 15, 2022.
20 J. Deller, The English Civil War / Part II (London: Artangel, 2002): 7.
ROBERTO PINTO 97 AN-ICON
a thousand people21 – around 800 who had taken part in
historical re-enactments, approximately 200 former miners
and an unknown number of people who were part of the
police force at the time. It was also, in parallel, a massive
piece of research with information, photos and videos in
addition to, as already described in We’re here because
we’re here, a long collective preparation work in which
the former miners, above all, also had the role of helping
in the reconstruction of events. And as with The Battle of
Orgreave, one cannot fail to be struck by the enormous
organisational effort that displays all of Deller’s ability to
rely on a network of knowledge and professional expertise,
even with associations involved in battle re-enactments
and costumed historical events.22
Here, too, we find the artist’s interest in the pro-
cesses of collective memory and its loss, but The Battle of
Orgreave was also an attempt to reconstruct the very idea
of society that Thatcher had denied – one of her slogans
was “There is no such thing as Society” – precisely through
the concept of delegation and collaboration with others
to achieve a common interest. As far as possible, Deller
relied on the memories of the miners and police officers
to recreate the battle scene, putting the many newspaper
articles in the background; in essence, allowing the many
personal memories to direct the course of the re-enactment.
It is a reconstruction process not to be consid-
ered definitively concluded since Deller presents it again
in the form of a film (shot by Mike Figgs), an archive (in the
21 Ibid.; See also A. Correia, “Interpreting Jeremy Deller’s The Battle of Orgreave,” Visual
Culture in Britain, no.7 (2006): 93-112.
22 On this subject, numerous articles and volumes have come out on both the artistic and
the more purely theatrical side. In addition to the texts already mentioned, I would add: R.
Schneider, Performing Remains: Art and War in Times of Theatrical Reenactment (Routledge:
London, 2011); M. Franko, ed., The Oxford Handbook of Dance and Reenactment (New
York: Oxford University Press, 2017); V. Agnew., J. Lamb, J. Tomann, eds., The Routledge
Handbook of Reenactment Studies (New York: Routledge, 2020); C. Baldacci, C. Nicastro, A.
Sforzini, eds., Over and Over and Over Again: Reenactment Strategies in Contemporary Arts
and Theory (Berlin: ICI Berlin Press, 2022); C. Baldacci, S. Franco, eds., On Reenactment:
Concepts, Methodologies, Tools (Accademia University Press: Turin, 2022).
ROBERTO PINTO 98 AN-ICON
Tate Modern collection), and a catalogue (The English Civil
War / Part II), and it nevertheless remains present in the
minds of the many participants and spectators (a distinc-
tion whose legitimacy is to be verified) who took part in the
reconstruction of the events on 17 June 2001.
As Amelia Jones explains well,
crucially, The Battle of Orgreave itself is continually changing— and
is never presented as a “final” or fully coherent work or object,
even though it consists of documents, objects, and other mate-
rial traces of prior re-enactments. Notably, too, while many of the
other re-enactments tellingly substitute the re-enactor as new
“author” of a unique and ultimately static (documented) work, Deller
himself does not feature in a noticeable way either as part of the
re-enactment or the public relations materials circulating around
the film, its most visible “documentation”—the work in its infinite
permutations does not tend to devolve back to a singular body,
though it does only have coherence in relation to the author-name
Jeremy Deller.23
Deller is fascinated by history, but instead of
seeking its element of order, repetition, and the possibil-
ity of foreseeing things, he strives to make room for the
complexity that is necessarily chaos and confusion. As art
critic Teresa Macrì points out in her Politics/poetics,24 it is
disorder that fascinates the artist, and often this confusion
is identified with mass movements, collective participation,
and the public dimension of his work.
From a historical point of view, these projects
can be juxtaposed with Jochen Gerz’s Counter-Monument,25
but I believe that Deller’s works are more a continuation
23 A. Jones, “‘The Artist is Present.’ Artistic Re-enactments and the Impossibility of
Presence,” TDR. The Drama Review 55, no. 1 (2021): 16-45, 24.
24 T. Macrì, Politics/Poetics (Milano: Postmedia, 2014).
25 J.E. Young, “The Counter-Monument: Memory against Itself in Germany Today,” Critical
Inquiry 18, no. 2 (1992): 267-296.
ROBERTO PINTO 99 AN-ICON
of the actions of political art collectives in the 1970s and
1980s, and I am thinking above all of Group Material – which
disbanded in 199626 – or the previously mentioned art ac-
tivist Suzanne Lacy. As in their work, in the operations of
the British artist there is no truth to be sought with an
ideological attitude, rather the aim is to try to share ideas
and above all to try to listen to the many dissonant voices
and counter-narratives that have not been given sufficient
space in the dominant discourse. At the same time, he
perhaps distances himself from them precisely because of
the popular/spectacular dimension that his works take on,
because of the attention he dedicates to the spectator – a
role that is always possible and never wholly absent in his
works, which goes hand in hand with that of participant/
performer.
26 “It’s hard not to feel that Group Material broke significant ground but missed the party.
The year they broke up, 1996, coincides with a proliferation of new forms of social practice
lately successful in museum exhibitions and biennials, whether in the work of Francis Alÿs or
Jeremy Deller.” A. Green, “Citizen Artists: Group Material,” Afterall: A Journal of Art, Context
and Enquiry, no. 26 (2011): 17-25.
ROBERTO PINTO 100 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/20002 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/20002",
"Description": "This contribution will focus on some aspects of the roots of environmental art in Italy, with reference to works created between the 1950s and 1960s by Lucio Fontana, to environments designed by members of Gruppo T and other artists (Giulio Paolini, Luciano Fabro) in the 1960s, and through reflections on the different uses of space that were defined with the exhibition Lo spazio dell’immagine held in Foligno in 1967. The approach is not, however, that of a historical review of well-known events, but of an investigation into the way to understand the relationship between outside and inside, the sense and value of the “passage,” the conception of the modifying factors, starting with light, which have acted on the definition of space as an element to be perceived, rather than a place to be in, emphasising the dynamics that define a dialectical, if not antithetical, relationship with respect to architectural and design qualities in the proper sense, leading to reading the environmental art intervention as an invitation to follow a path.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "20002",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Tedeschi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Lucio Fontana ",
"Title": "From inside to outside (and vice versa) ",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-04-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Tedeschi",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/20002",
"firstpage": null,
"institution": "Catholic University of the Sacred Heart",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Lucio Fontana ",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Tedeschi, F., Luoghi di transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-Morcelliana, 2020).",
"spatial": null,
"temporal": null,
"title": "From inside to outside (and vice versa) ",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/20002/20024",
"volume": "2"
}
] | From Inside
to Outside
(and Vice Versa)
by Francesco Tedeschi
Outside-inside
Light
Grazia Varisco
Gruppo T
Lucio Fontana
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
From Inside to Outsi
1
de
(and Vice Versa)
FRANCESCO TEDESCHI, Università Cattolica del Sacro Cuore di Milano
https://orcid.org/0000-0002-8007-4258 https://doi.org/10.54103/ai/20002
Abstract This contribution will focus on some aspects
of the roots of environmental art in Italy, with reference to
works created between the 1950s and 1960s by Lucio Fon-
tana, to environments designed by members of Gruppo T
and other artists (Giulio Paolini, Luciano Fabro) in the 1960s,
and through reflections on the different uses of space that
were defined with the exhibition Lo spazio dell’immagine
held in Foligno in 1967. The approach is not, however, that
of a historical review of well-known events, but of an inves-
tigation into the way to understand the relationship between
outside and inside, the sense and value of the “passage,”
the conception of the modifying factors, starting with light,
which have acted on the definition of space as an element
to be perceived, rather than a place to be in, emphasising
the dynamics that define a dialectical, if not antithetical, re-
lationship with respect to architectural and design qualities
in the proper sense, leading to reading the environmental
art intervention as an invitation to follow a path.
Keywords Outside-inside Light Grazia Varisco
Gruppo T Lucio Fontana
1 The title of this contribute takes up the one elaborated for my essay in the catalogue of
the exhibition M. Meneguzzo, ed., Grazia Varisco: Percorsi contemporanei 1957-2022 (Milan:
Skira, 2022, exhibition catalogue), having at its end a reflection on a work by the same Grazia
Varisco.
To quote this essay: F. Tedeschi, “From Inside to Outside (and Vice Versa),” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 101-111, https://doi.org/10.54103/ai/20002.
FRANCESCO TEDESCHI 101 AN-ICON
My paper addresses the question of the envi-
ronment, a practice implemented in the art of the 1960s and
1970s, focusing on the relationship between the position of
the “observer” and the structural elements of the artworks,
as well as the role reversal between subject and object in
the work of art and its perceptual process.
A few of the contents I will present are derived
from a course I held recently at Università Cattolica in Milan,
focused on the relationship between the idea and realiza-
tion of a certain type of “sites” in several forms of visual
art that have moved from the representative dimension to
that of an active participation in space, meant as the artic-
ulation of relationship between different fields and subjects.
Sites implying a “passage,” such as the window and, the
door, the threshold, the labyrinth and finally the mirror. All
of these sites could be defined as “transitional.”2 Among
them, one with a peculiar symbolic (as well as practical)
relevance is the “corridor:” an architectural space which
essentially connects different rooms in an apartment and
tends to be perceived merely as a service space, in some
way devoid of a function of its own. In the royal palaces
from past eras, it was often used to measure the distance
from the outside – the realm of common people – to the
inside – the place of power. So, it owns a strongly tempo-
ral dimension, as demonstrated by Aleksandr Sokurov in
the film Russian Ark (2002), along which the author relives
Russian history as a journey through the corridors (and
halls) of the Hermitage Museum in St. Petersburg.
In such sense, the corridor is the form with
which the purpose of a form of art qualified as “environ-
mental” is best identified, through artworks addressing
space as actual matter, and not an inert dimension; more
specifically, the matter of a presentation both objective and
subjective. As critics have consistently pointed out, most of
the projects of this environmental kind tend to be perceived
2 And so I defined them in the book derived by that course: F. Tedeschi, Luoghi di
transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-
Morcelliana, 2020). I would like to thank Andrea Pinotti and Elisabetta Modena, who asked me
to take part in this publication on the basis of the topics I dealt with there.
FRANCESCO TEDESCHI 102 AN-ICON
as “paths” and not as static or stable sites to contemplate.
The corridor, as in the most crucial artistic proposals, is
what lies in the middle, giving substance, sometimes in
an impalpable and invisible way, to a space kept in conti-
nuity between two conditions. It has to be considered – to
borrow a term from the psychology of perception – as an
“in-between.” It’s the “space between,” the subject matter
for a distracted attention; an intermediate nature which can
nonetheless constitute the very reason for its legitimization.
Let me begin with an emblematic image, an
extremely suggestive painting by 17th Century Dutch paint-
er Samuel van Hoogstraten, a follower of Rembrandt. It is
known as View of a corridor (oil on canvas, 1662; Dyrham
Park, Gloucestershire). It could be considered as the junc-
tion between two cultural inheritances, that of perspective
as a system for processing represented space, and that
of the analytical investigation of the interiors of bourgeois
houses in 17th Century Holland. What might catch the eye
of today’s viewer is the sense of emptiness in the cen-
tral part of the painting, immersed in a peculiar light, that
could be considered as the actual subject of the work. Of
course, the “void” is not absolute, given the presence of
many decorative elements, as well as some humans and
animals placed at the margins, qualifying the combination
between anthropic and architectural dimensions. Yet, the
void “fills up” the central part of the painting, infused as
it is with light, reflections, shadows. With all of these ele-
ments taking the viewers on a visual journey through the
represented space, this uncluttered area holds the func-
tion of questioning them, of bringing them inside, into the
silence of an intimate place.3 Of course, this place attracts
and intrigues the viewer precisely because of its domestic
character, starting with the juxtaposition between the dog
and the mop in the foreground. The most important feature
of the painting, here, is that it is based on emptiness as a
3 This painting is considered in several moments of V.I. Stoichita, L’instauration du tableau
(Paris: Méridiens Klincksieck, 1993). See also, for the concept of a space overturned from
outside to inside, G. Bruno, Public Intimacy: Architecture and the Visual Arts (Cambridge MA:
MIT Press, 2007).
FRANCESCO TEDESCHI 103 AN-ICON
way to deny any subject matter: at the same time, it can be
considered as an anecdotical exercise, which goes beyond
any narrative logic. For that, it is a very “modern” painting.
Looking at the opposite end of this elaboration
of the theme of the “void,” we can immediately move to
one of the light installations that reveal the sense of a “cor-
ridor” characterized by light as the medium of the artwork.
An absolute zeroing, if not for the effect produced by the
substance of the light, is the specific object of Dan Flavin’s
attention: for instance, in his project for a wing of the Litta
Menafoglio Panza di Biumo villa in Varese, following the
commission by Giuseppe Panza. The transition through
the different connotations of light coming from the side
rooms – as well as that produced by the lighting of the very
corridor defining the space of the architecture in its depth –
articulates a visual and physical “path” determined by the
variability of its solutions, due to the effect of the design of
the color-lights, generating a truly modern and apparently
claustrophobic perception of space as pure architecture,
measurement, time.
Thinking of a form of art based on space as a
medium, however, we must mention the example of Lucio
Fontana and his environments, possibly the most striking
instance of an artwork progressively dematerialized by its
tangible, material state. With Fontana, we are at the cross-
roads of multiple impulses, such as the tension to overcome
the distinction between different techniques, to imagine
a proposal for an autonomous space, embodied by light
itself and in its relationship with the architectural context.
In these three types of artworks – the van
Hoogstraten’s painting and the environments by Flavin and
Fontana – we encounter three different articulations of an
ongoing journey through space, either literal or delegated
to an imaginary subject, with his or her body and gaze. A
space that is both objective and subjective, meant as it
is to host a projection of the self in the place, and, at the
same time, to constitute a manifestation of its own, a rea-
son for the actions of a simultaneously active “I/you,” as
FRANCESCO TEDESCHI 104 AN-ICON
a kind of relationship between the inside and the outside
that involves the subject in a shared perception.4
In his 1949 Ambiente spaziale a luce nera, Fon-
tana equipped the space of Galleria del Naviglio with a
particular light, which could appear futuristic at the time:
a Wood’s lamp, surrounded by mobile fluorescent shapes
cut out of papier-mâché, almost as if to justify the existence
of an object to look at and perceive in a newly-configured
space. Some of his subsequent structures would be even
more radical, such as the one created in Amsterdam in
1967, consisting of an intersection between five narrow
corridors placed side by side, and completed by a perpen-
dicular one: a T-shaped transit space bathed in red light.
This installation was reenacted, with updated technological
means, in the striking, accurate reconstruction of Lucio
Fontana’s environments at Hangar Bicocca a few years
ago. Even with this installation – one of the least celebrated
among Fontana’s spaces, which explains why it was not
reenacted until the 2017 exhibition, and then again as the
only “environment” displayed in the 2019 retrospective at
the Metropolitan Museum in New York – Fontana appears
to anticipate some of the effects produced by a few Amer-
ican artists, who reduced the investigation of space to a
matter of perception. A practice exemplified by the work of
Bruce Nauman, and particularly by his “corridors” and their
constrictive, delocalizing effects. By shifting the focus from
structure to perception (which is what distinguishes Nau-
man’s works from Flavin’s), we actually question the very
nature of space, at the same time introducing the notion
of a somehow objectified ego. The observer is observed,
and thus turned into a visual object, particularly in installa-
tions featuring TV screens and cameras that reproduce – in
alienated fashion – the actions performed by the viewers
4 In this sense, this concept is close to the use of the definition of “avatarization” by Andrea
Pinotti; see A. Pinotti, “Procuratori del sé. Avatar e avatarizzazione,” in T. Gatti, D. Maini, eds.,
Visual studies: l’avvento di nuovi paradigmi (Milan: Mimesis, 2019): 27-40.
FRANCESCO TEDESCHI 105 AN-ICON
themselves. The screen thus becomes a spying device or
a “magic mirror.”
A center of such investigation of the inside-out-
side relationship could be found in the questions on the
origin of forms outlining space itself. These are extend-
ed, then, to the relationship between internal and external
space in a specific instance, and also to the questions
about the subject and the object of the experience. For this
reason, we shall address how Fontana approaches an im-
portant phase in the development of his Spatial Concepts,
concerned with the practical manifestation of an idea of
space revealed in the apparent two-dimensional nature of
the picture format.
In 1952 several canvases from the more spe-
cifically “cosmogonic” series5 were used by the artist to
demonstrate how they could be conceived as “fragments
of space” or space generators, in the sense that their en-
tity is manifested in a twofold way: as works to be looked
at frontally or to be “pierced” by light, thus creating a new
space modified by the luminous projection of the holes,
and at the same time canceling out the pictorial surface
on which they are actually located. This exploration – pre-
sented through a series of photographs, one of which was
chosen to illustrate the catalogue of the exhibition at Gal-
leria del Naviglio that year – was followed up in the exper-
iments carried out by Fontana with television, in the tests
carried out at the RAI studios in Milan. In this case, as far
as we can see, Fontana was even more focused on the
“hidden” side of his works, foregrounding the light trails
that occupied that “other space” represented by the pro-
jection screen. Conceptually, this exploration can also be
considered one of the roots of the recent elaborations of
“VR” or immersive reality in the creation of virtual spaces,
both from a technological philosophical perspective.
We can certainly trace this evolution from the
light-pierced Spatial Concepts to the actual environment
5 As they were categorized by Enrico Crispolti in his analysis of Fontana’s work. See E.
Crispolti, Fontana: catalogo generale (Milan: Electa, 1986); see also E. Crispolti, Omaggio a
Lucio Fontana (Rome: Carocci, 1971).
FRANCESCO TEDESCHI 106 AN-ICON
in a few works created by the artist in the following years,
such as that for the 1964 Triennale, the one displayed in
Minneapolis in 1966, or the one included in the exhibit
Spazio dell’immagine in Foligno, in 1967. It may be useful to
elaborate briefly on the latter exhibition, due to its historical
relevance, as it established two very different directions in
exploring the relationship with space.
On the one hand, as in Fontana’s works, space
is conceived as the very material of the work, an environ-
ment to inhabit, in which those who pass through or linger
become part of a perceptive condition (of a field).6 On the
other hand, space is seen as the environment for an “im-
age” or an “object,” either complete in itself or combined,
according to specific forms of installation. Such distinction
cannot be too rigid, as the two tendencies were intersected
on several occasions. However, proposals such as that by
Enrico Castellani can be recognized as deriving directly
from Fontana’s example. Castellani’s White environment
applies principles of design and architecture the artist had
already identified in a singular “Albertian” derivation the
previous year, in his room at the Venice Biennale. Again,
Intercamera plastica by Paolo Scheggi, Blu abitabile by
Agostino Bonalumi, Interpretazione speculare by Getulio
Alviani, up to After Sctructures by Gianni Colombo, one of
the environments with the decisive presence of light that
varies the perception, are all to be considered as products
of Fontana’s influence. At the crossroads with the condition
of the object are the instances of a “space within space,”
which can be exemplified by Mario Ceroli’s Gabbia or by
Luciano Fabro’s In-cubo (to Carla Lonzi). On the other hand,
leaving aside works of singular importance, such as the
Pozzi-specchio by Pistoletto or Tubo by Eliseo Mattiac-
ci, one could mention the staging by Tano Festa, Subito
dopo il cielo (dedicated to Francesco Lo Savio), for its po-
etic quality. This brief list serves to illustrate the different
practices showcased in a project that explored both the
6 An important presence in psychological, sociological and planning studies in that time is
the so-called “theory of field,” proposed in Italy by Attilio Marcolli. See A. Marcolli, Teoria del
campo (Florence: Sansoni, 1971).
FRANCESCO TEDESCHI 107 AN-ICON
aforementioned directions, from the tributes to Lucio Fon-
tana and Ettore Colla, which provided the respective points
of departure, and somehow emerged clearly in the various
texts in the exhibition catalogue.7 In some of them, we find
an echo of the ideas put forward, on the occasion of the
earlier exhibition Fuoco Immagine Acqua Terra (L’Attico,
Rome, June 1967), by Maurizio Calvesi and Alberto Boat-
to, and the origin of the definition of “Im-Space” which, a
few months later, would be linked to the first appearance
of “Arte Povera,” in the exhibition Arte Povera – Im Spazio,
curated by Germano Celant at the La Bertesca gallery in
Genoa (September-October 1967).
What I have said so far may provide a useful
background for a work that I perceive as emblematic of an
idea of space as a “path,” but with peculiar attention to
light as substitute of gaze. This environment appears like
a closed room; however, it produces, from the inside, a
sense of passage, an immediate relationship between the
physical eye and the virtual eye of a source of light that
pushes on space as if to open it up. I am referring to the
environment created by Grazia Varisco for the Schwarz
gallery in Milan in October 1969 (Fig.1). The installation
has been recreated on several occasions in recent years
(Fig. 2).8 The room, conceived by the artist as an environ-
ment designed in an extremely articulated way, covers an
overall perimeter significantly larger than its actual size,
expanding the sensation or perception of time, besides
that of space. To make this sensation tangible, the author
darkened the space, a frequent solution among the artists
7 See the catalogue of the exhibition which took place in 1967 at Palazzo Trinci in Foligno: U.
Apollonio, G.C., Argan, P. Bucarelli, eds., Lo spazio dell’immagine (Venice: Alfieri Editori d’Arte,
1967).
8 See the catalogue of the exhibition which took place at Galleria Nazionale d’Arte Moderna
in Rome from December 14, 2005 to May 21, 2006: M. Margozzi, L. Meloni, F. Lardera, eds.,
Gli ambienti del Gruppo T. Le origini dell’arte interattiva (Roma: Silvana, 2006, exhibition
catalogue): 54-55, 32-35. For further information about this and other environments of the
group see L. Meloni, Gli ambienti del Gruppo T (Roma: Silvana, 2004). More recently, Varisco’s
environment has been exhibited in Vertigo: Op Art and a History of Deception 1520-1970,
MUMOK, Wien, 25 May - 26 October, 2019 (the exhibition also travelled to Kunstmuseum,
Stuttgart, November 23, 2019 - April 20, 2020), before the retrospective hosted at Palazzo
Reale in Milan from June 2 to September 16, 2022; see the catalogue: M. Meneguzzo, ed.,
Grazia Varisco: Percorsi Contemporanei 1957-2022 (Milan: Skira, 2022, exhibition catalogue); F.
Tedeschi, “Dall’interno all’esterno (e viceversa). Il concetto di spazio ‘percorribile’ nell’opera di
Grazia Varisco,” ibidem: 26-29.
FRANCESCO TEDESCHI 108 AN-ICON
Fig. 1. G. Varisco, model of the Dilatazione
spaziotemporale di un percorso / Spatiotemporal
dilatation of a path, 1969, reconstruction of the
environment for the solo exhibition at Galleria
Schwarz, Milan, 1969.
Fig. 2. G. Varisco, reconstruction of the
environment Dilatazione spaziotemporale di un
percorso / Spatiotemporal dilatation of a path,
1969, at the exhibition “Gli ambienti del gruppo T,”
Galleria Nazionale d’Arte Moderna, Rome, 2006.
who, following the Fontana’s example, used light as a cre-
ative and descriptive element of space. As a matter of fact,
Varisco placed a “luminous eye” at the center, which, by
means of a mechanical process, rotates progressively, in-
dicating the trajectory of a path that pushed from the inside
outwards, generating a visual and physical sensation at
the same time. The light replaces, rather than following it,
the gaze of the person undertaking the role of “bystander,”
to quote Brandi:9 i.e. a presence experiencing space as a
relationship between being and existing. This, as the artist
observes, increases the complexity of an active participa-
tion, as well as physical relationship, with the site, plunged
as it is into the interiority of darkness: the viewer actually
experiences two alternative spaces, that of the eye-line of
9 See C. Brandi, Struttura e architettura (Turin: Einaudi, 1967) and Teoria generale della critica
(Turin: Einaudi, 1974).
FRANCESCO TEDESCHI 109 AN-ICON
light and that of the eye-physical presence of the viewer’s
own body.
Perhaps, the very essence of the work lies
precisely in its drive to overcome the constraints of the
structure, without actually doing more than absorbing the
enchantment of a suspended, outstretched time. The un-
derlying character of the work is then a condition of “path”
to be completed according to the twofold participation of
an active movement and a virtual one. It should be noted
that, about ten days before the inauguration of her solo
show at the Schwarz gallery – on which occasion this en-
vironment, Dilatazione spaziotemporale di un percorso /
Spatiotemporal dilatation of a path, was proposed – Grazia
Varisco had participated to Campo Urbano, an event pro-
moted by Luciano Caramel in Como. Here, she made an
intervention in a public space, immortalized by the photo-
graphs by Ugo Mulas, who followed and documented the
events of that memorable day. On that occasion, Varisco
had appropriated a street in the town center, involving a
large group of people to help here create a series of walls
arranged in a meander, made up of cardboard boxes. By
cluttering up the road, the work extended the time nec-
essary to walk through it. This operation was also called
Dilatazione spaziotemporale di un percorso / Spatiotempo-
ral dilatation of a path, and in this case the perception of
the “urban field,” experienced alternatively with amusement
or annoyance, resulted in an immediate application of a
principle of modification of reality, due to the presence of
a structure that affects movement and, as a consequence,
the psychological perception of the entire environment. As
the artist writes in the short note later published in the cat-
alogue of the Schwarz gallery exhibition, “I see and feel
longer. The reactions of impatience or satisfaction change
if I try the route again.”10
10 G. Varisco, “Dilatazione spazio temporale di un percorso” in G. Accame, Grazia Varisco
(Bergamo: Maredarte, 2001): 102.
FRANCESCO TEDESCHI 110 AN-ICON
As in other environmental works from a time
imbued with a strong imagination of the future, the laby-
rinth condition produced by these two operations can be
seen as an experiment on a way of thinking and feeling in
relation to objects and space. The echo of this attitude is
evident in a series of works produced by the artist in the
following years, titled Random walks by random numbers.
In these screen-printed compositions, the combination of
chance and design produce a virtual direction into which
the viewers are supposed to get lost, and then rediscover
themselves, as Varisco states: “And I play with imagina-
tion: I imagine moving robotically, in a defined space with
unpredictable steps – or with a pencil on squared paper
– letting myself be guided exclusively by the sequence of
numbers to which I have previously associated a direction.
Chance and design. Not being able to predict my path, I
don’t know if my movements will be contained in the space,
on the sheet.”11
From the virtual space of painting to the real
space of the built environment, from the virtual space of
a projection that includes the viewer as a participant and
an object, to that of a sheet that records movements, ei-
ther made or imagined, the creation of an interior from the
exterior and the reworking of an outside from the inside
are exemplified here through a practice rooted in the drive
to explore space, which has guided, up to this point, the
experiments of several generations of artists.
11 G. Varisco, “Random Walks – 1972,” in G. Accame, Grazia Varisco: 108.
FRANCESCO TEDESCHI 111 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/20002 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/20002",
"Description": "This contribution will focus on some aspects of the roots of environmental art in Italy, with reference to works created between the 1950s and 1960s by Lucio Fontana, to environments designed by members of Gruppo T and other artists (Giulio Paolini, Luciano Fabro) in the 1960s, and through reflections on the different uses of space that were defined with the exhibition Lo spazio dell’immagine held in Foligno in 1967. The approach is not, however, that of a historical review of well-known events, but of an investigation into the way to understand the relationship between outside and inside, the sense and value of the “passage,” the conception of the modifying factors, starting with light, which have acted on the definition of space as an element to be perceived, rather than a place to be in, emphasising the dynamics that define a dialectical, if not antithetical, relationship with respect to architectural and design qualities in the proper sense, leading to reading the environmental art intervention as an invitation to follow a path.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "20002",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Tedeschi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Lucio Fontana ",
"Title": "From inside to outside (and vice versa) ",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-04-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Tedeschi",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/20002",
"firstpage": null,
"institution": "Catholic University of the Sacred Heart",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Lucio Fontana ",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Tedeschi, F., Luoghi di transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-Morcelliana, 2020).",
"spatial": null,
"temporal": null,
"title": "From inside to outside (and vice versa) ",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/20002/20024",
"volume": "2"
}
] | From Inside
to Outside
(and Vice Versa)
by Francesco Tedeschi
Outside-inside
Light
Grazia Varisco
Gruppo T
Lucio Fontana
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
From Inside to Outsi
1
de
(and Vice Versa)
FRANCESCO TEDESCHI, Università Cattolica del Sacro Cuore di Milano
https://orcid.org/0000-0002-8007-4258 https://doi.org/10.54103/ai/20002
Abstract This contribution will focus on some aspects
of the roots of environmental art in Italy, with reference to
works created between the 1950s and 1960s by Lucio Fon-
tana, to environments designed by members of Gruppo T
and other artists (Giulio Paolini, Luciano Fabro) in the 1960s,
and through reflections on the different uses of space that
were defined with the exhibition Lo spazio dell’immagine
held in Foligno in 1967. The approach is not, however, that
of a historical review of well-known events, but of an inves-
tigation into the way to understand the relationship between
outside and inside, the sense and value of the “passage,”
the conception of the modifying factors, starting with light,
which have acted on the definition of space as an element
to be perceived, rather than a place to be in, emphasising
the dynamics that define a dialectical, if not antithetical, re-
lationship with respect to architectural and design qualities
in the proper sense, leading to reading the environmental
art intervention as an invitation to follow a path.
Keywords Outside-inside Light Grazia Varisco
Gruppo T Lucio Fontana
1 The title of this contribute takes up the one elaborated for my essay in the catalogue of
the exhibition M. Meneguzzo, ed., Grazia Varisco: Percorsi contemporanei 1957-2022 (Milan:
Skira, 2022, exhibition catalogue), having at its end a reflection on a work by the same Grazia
Varisco.
To quote this essay: F. Tedeschi, “From Inside to Outside (and Vice Versa),” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 101-111, https://doi.org/10.54103/ai/20002.
FRANCESCO TEDESCHI 101 AN-ICON
My paper addresses the question of the envi-
ronment, a practice implemented in the art of the 1960s and
1970s, focusing on the relationship between the position of
the “observer” and the structural elements of the artworks,
as well as the role reversal between subject and object in
the work of art and its perceptual process.
A few of the contents I will present are derived
from a course I held recently at Università Cattolica in Milan,
focused on the relationship between the idea and realiza-
tion of a certain type of “sites” in several forms of visual
art that have moved from the representative dimension to
that of an active participation in space, meant as the artic-
ulation of relationship between different fields and subjects.
Sites implying a “passage,” such as the window and, the
door, the threshold, the labyrinth and finally the mirror. All
of these sites could be defined as “transitional.”2 Among
them, one with a peculiar symbolic (as well as practical)
relevance is the “corridor:” an architectural space which
essentially connects different rooms in an apartment and
tends to be perceived merely as a service space, in some
way devoid of a function of its own. In the royal palaces
from past eras, it was often used to measure the distance
from the outside – the realm of common people – to the
inside – the place of power. So, it owns a strongly tempo-
ral dimension, as demonstrated by Aleksandr Sokurov in
the film Russian Ark (2002), along which the author relives
Russian history as a journey through the corridors (and
halls) of the Hermitage Museum in St. Petersburg.
In such sense, the corridor is the form with
which the purpose of a form of art qualified as “environ-
mental” is best identified, through artworks addressing
space as actual matter, and not an inert dimension; more
specifically, the matter of a presentation both objective and
subjective. As critics have consistently pointed out, most of
the projects of this environmental kind tend to be perceived
2 And so I defined them in the book derived by that course: F. Tedeschi, Luoghi di
transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-
Morcelliana, 2020). I would like to thank Andrea Pinotti and Elisabetta Modena, who asked me
to take part in this publication on the basis of the topics I dealt with there.
FRANCESCO TEDESCHI 102 AN-ICON
as “paths” and not as static or stable sites to contemplate.
The corridor, as in the most crucial artistic proposals, is
what lies in the middle, giving substance, sometimes in
an impalpable and invisible way, to a space kept in conti-
nuity between two conditions. It has to be considered – to
borrow a term from the psychology of perception – as an
“in-between.” It’s the “space between,” the subject matter
for a distracted attention; an intermediate nature which can
nonetheless constitute the very reason for its legitimization.
Let me begin with an emblematic image, an
extremely suggestive painting by 17th Century Dutch paint-
er Samuel van Hoogstraten, a follower of Rembrandt. It is
known as View of a corridor (oil on canvas, 1662; Dyrham
Park, Gloucestershire). It could be considered as the junc-
tion between two cultural inheritances, that of perspective
as a system for processing represented space, and that
of the analytical investigation of the interiors of bourgeois
houses in 17th Century Holland. What might catch the eye
of today’s viewer is the sense of emptiness in the cen-
tral part of the painting, immersed in a peculiar light, that
could be considered as the actual subject of the work. Of
course, the “void” is not absolute, given the presence of
many decorative elements, as well as some humans and
animals placed at the margins, qualifying the combination
between anthropic and architectural dimensions. Yet, the
void “fills up” the central part of the painting, infused as
it is with light, reflections, shadows. With all of these ele-
ments taking the viewers on a visual journey through the
represented space, this uncluttered area holds the func-
tion of questioning them, of bringing them inside, into the
silence of an intimate place.3 Of course, this place attracts
and intrigues the viewer precisely because of its domestic
character, starting with the juxtaposition between the dog
and the mop in the foreground. The most important feature
of the painting, here, is that it is based on emptiness as a
3 This painting is considered in several moments of V.I. Stoichita, L’instauration du tableau
(Paris: Méridiens Klincksieck, 1993). See also, for the concept of a space overturned from
outside to inside, G. Bruno, Public Intimacy: Architecture and the Visual Arts (Cambridge MA:
MIT Press, 2007).
FRANCESCO TEDESCHI 103 AN-ICON
way to deny any subject matter: at the same time, it can be
considered as an anecdotical exercise, which goes beyond
any narrative logic. For that, it is a very “modern” painting.
Looking at the opposite end of this elaboration
of the theme of the “void,” we can immediately move to
one of the light installations that reveal the sense of a “cor-
ridor” characterized by light as the medium of the artwork.
An absolute zeroing, if not for the effect produced by the
substance of the light, is the specific object of Dan Flavin’s
attention: for instance, in his project for a wing of the Litta
Menafoglio Panza di Biumo villa in Varese, following the
commission by Giuseppe Panza. The transition through
the different connotations of light coming from the side
rooms – as well as that produced by the lighting of the very
corridor defining the space of the architecture in its depth –
articulates a visual and physical “path” determined by the
variability of its solutions, due to the effect of the design of
the color-lights, generating a truly modern and apparently
claustrophobic perception of space as pure architecture,
measurement, time.
Thinking of a form of art based on space as a
medium, however, we must mention the example of Lucio
Fontana and his environments, possibly the most striking
instance of an artwork progressively dematerialized by its
tangible, material state. With Fontana, we are at the cross-
roads of multiple impulses, such as the tension to overcome
the distinction between different techniques, to imagine
a proposal for an autonomous space, embodied by light
itself and in its relationship with the architectural context.
In these three types of artworks – the van
Hoogstraten’s painting and the environments by Flavin and
Fontana – we encounter three different articulations of an
ongoing journey through space, either literal or delegated
to an imaginary subject, with his or her body and gaze. A
space that is both objective and subjective, meant as it
is to host a projection of the self in the place, and, at the
same time, to constitute a manifestation of its own, a rea-
son for the actions of a simultaneously active “I/you,” as
FRANCESCO TEDESCHI 104 AN-ICON
a kind of relationship between the inside and the outside
that involves the subject in a shared perception.4
In his 1949 Ambiente spaziale a luce nera, Fon-
tana equipped the space of Galleria del Naviglio with a
particular light, which could appear futuristic at the time:
a Wood’s lamp, surrounded by mobile fluorescent shapes
cut out of papier-mâché, almost as if to justify the existence
of an object to look at and perceive in a newly-configured
space. Some of his subsequent structures would be even
more radical, such as the one created in Amsterdam in
1967, consisting of an intersection between five narrow
corridors placed side by side, and completed by a perpen-
dicular one: a T-shaped transit space bathed in red light.
This installation was reenacted, with updated technological
means, in the striking, accurate reconstruction of Lucio
Fontana’s environments at Hangar Bicocca a few years
ago. Even with this installation – one of the least celebrated
among Fontana’s spaces, which explains why it was not
reenacted until the 2017 exhibition, and then again as the
only “environment” displayed in the 2019 retrospective at
the Metropolitan Museum in New York – Fontana appears
to anticipate some of the effects produced by a few Amer-
ican artists, who reduced the investigation of space to a
matter of perception. A practice exemplified by the work of
Bruce Nauman, and particularly by his “corridors” and their
constrictive, delocalizing effects. By shifting the focus from
structure to perception (which is what distinguishes Nau-
man’s works from Flavin’s), we actually question the very
nature of space, at the same time introducing the notion
of a somehow objectified ego. The observer is observed,
and thus turned into a visual object, particularly in installa-
tions featuring TV screens and cameras that reproduce – in
alienated fashion – the actions performed by the viewers
4 In this sense, this concept is close to the use of the definition of “avatarization” by Andrea
Pinotti; see A. Pinotti, “Procuratori del sé. Avatar e avatarizzazione,” in T. Gatti, D. Maini, eds.,
Visual studies: l’avvento di nuovi paradigmi (Milan: Mimesis, 2019): 27-40.
FRANCESCO TEDESCHI 105 AN-ICON
themselves. The screen thus becomes a spying device or
a “magic mirror.”
A center of such investigation of the inside-out-
side relationship could be found in the questions on the
origin of forms outlining space itself. These are extend-
ed, then, to the relationship between internal and external
space in a specific instance, and also to the questions
about the subject and the object of the experience. For this
reason, we shall address how Fontana approaches an im-
portant phase in the development of his Spatial Concepts,
concerned with the practical manifestation of an idea of
space revealed in the apparent two-dimensional nature of
the picture format.
In 1952 several canvases from the more spe-
cifically “cosmogonic” series5 were used by the artist to
demonstrate how they could be conceived as “fragments
of space” or space generators, in the sense that their en-
tity is manifested in a twofold way: as works to be looked
at frontally or to be “pierced” by light, thus creating a new
space modified by the luminous projection of the holes,
and at the same time canceling out the pictorial surface
on which they are actually located. This exploration – pre-
sented through a series of photographs, one of which was
chosen to illustrate the catalogue of the exhibition at Gal-
leria del Naviglio that year – was followed up in the exper-
iments carried out by Fontana with television, in the tests
carried out at the RAI studios in Milan. In this case, as far
as we can see, Fontana was even more focused on the
“hidden” side of his works, foregrounding the light trails
that occupied that “other space” represented by the pro-
jection screen. Conceptually, this exploration can also be
considered one of the roots of the recent elaborations of
“VR” or immersive reality in the creation of virtual spaces,
both from a technological philosophical perspective.
We can certainly trace this evolution from the
light-pierced Spatial Concepts to the actual environment
5 As they were categorized by Enrico Crispolti in his analysis of Fontana’s work. See E.
Crispolti, Fontana: catalogo generale (Milan: Electa, 1986); see also E. Crispolti, Omaggio a
Lucio Fontana (Rome: Carocci, 1971).
FRANCESCO TEDESCHI 106 AN-ICON
in a few works created by the artist in the following years,
such as that for the 1964 Triennale, the one displayed in
Minneapolis in 1966, or the one included in the exhibit
Spazio dell’immagine in Foligno, in 1967. It may be useful to
elaborate briefly on the latter exhibition, due to its historical
relevance, as it established two very different directions in
exploring the relationship with space.
On the one hand, as in Fontana’s works, space
is conceived as the very material of the work, an environ-
ment to inhabit, in which those who pass through or linger
become part of a perceptive condition (of a field).6 On the
other hand, space is seen as the environment for an “im-
age” or an “object,” either complete in itself or combined,
according to specific forms of installation. Such distinction
cannot be too rigid, as the two tendencies were intersected
on several occasions. However, proposals such as that by
Enrico Castellani can be recognized as deriving directly
from Fontana’s example. Castellani’s White environment
applies principles of design and architecture the artist had
already identified in a singular “Albertian” derivation the
previous year, in his room at the Venice Biennale. Again,
Intercamera plastica by Paolo Scheggi, Blu abitabile by
Agostino Bonalumi, Interpretazione speculare by Getulio
Alviani, up to After Sctructures by Gianni Colombo, one of
the environments with the decisive presence of light that
varies the perception, are all to be considered as products
of Fontana’s influence. At the crossroads with the condition
of the object are the instances of a “space within space,”
which can be exemplified by Mario Ceroli’s Gabbia or by
Luciano Fabro’s In-cubo (to Carla Lonzi). On the other hand,
leaving aside works of singular importance, such as the
Pozzi-specchio by Pistoletto or Tubo by Eliseo Mattiac-
ci, one could mention the staging by Tano Festa, Subito
dopo il cielo (dedicated to Francesco Lo Savio), for its po-
etic quality. This brief list serves to illustrate the different
practices showcased in a project that explored both the
6 An important presence in psychological, sociological and planning studies in that time is
the so-called “theory of field,” proposed in Italy by Attilio Marcolli. See A. Marcolli, Teoria del
campo (Florence: Sansoni, 1971).
FRANCESCO TEDESCHI 107 AN-ICON
aforementioned directions, from the tributes to Lucio Fon-
tana and Ettore Colla, which provided the respective points
of departure, and somehow emerged clearly in the various
texts in the exhibition catalogue.7 In some of them, we find
an echo of the ideas put forward, on the occasion of the
earlier exhibition Fuoco Immagine Acqua Terra (L’Attico,
Rome, June 1967), by Maurizio Calvesi and Alberto Boat-
to, and the origin of the definition of “Im-Space” which, a
few months later, would be linked to the first appearance
of “Arte Povera,” in the exhibition Arte Povera – Im Spazio,
curated by Germano Celant at the La Bertesca gallery in
Genoa (September-October 1967).
What I have said so far may provide a useful
background for a work that I perceive as emblematic of an
idea of space as a “path,” but with peculiar attention to
light as substitute of gaze. This environment appears like
a closed room; however, it produces, from the inside, a
sense of passage, an immediate relationship between the
physical eye and the virtual eye of a source of light that
pushes on space as if to open it up. I am referring to the
environment created by Grazia Varisco for the Schwarz
gallery in Milan in October 1969 (Fig.1). The installation
has been recreated on several occasions in recent years
(Fig. 2).8 The room, conceived by the artist as an environ-
ment designed in an extremely articulated way, covers an
overall perimeter significantly larger than its actual size,
expanding the sensation or perception of time, besides
that of space. To make this sensation tangible, the author
darkened the space, a frequent solution among the artists
7 See the catalogue of the exhibition which took place in 1967 at Palazzo Trinci in Foligno: U.
Apollonio, G.C., Argan, P. Bucarelli, eds., Lo spazio dell’immagine (Venice: Alfieri Editori d’Arte,
1967).
8 See the catalogue of the exhibition which took place at Galleria Nazionale d’Arte Moderna
in Rome from December 14, 2005 to May 21, 2006: M. Margozzi, L. Meloni, F. Lardera, eds.,
Gli ambienti del Gruppo T. Le origini dell’arte interattiva (Roma: Silvana, 2006, exhibition
catalogue): 54-55, 32-35. For further information about this and other environments of the
group see L. Meloni, Gli ambienti del Gruppo T (Roma: Silvana, 2004). More recently, Varisco’s
environment has been exhibited in Vertigo: Op Art and a History of Deception 1520-1970,
MUMOK, Wien, 25 May - 26 October, 2019 (the exhibition also travelled to Kunstmuseum,
Stuttgart, November 23, 2019 - April 20, 2020), before the retrospective hosted at Palazzo
Reale in Milan from June 2 to September 16, 2022; see the catalogue: M. Meneguzzo, ed.,
Grazia Varisco: Percorsi Contemporanei 1957-2022 (Milan: Skira, 2022, exhibition catalogue); F.
Tedeschi, “Dall’interno all’esterno (e viceversa). Il concetto di spazio ‘percorribile’ nell’opera di
Grazia Varisco,” ibidem: 26-29.
FRANCESCO TEDESCHI 108 AN-ICON
Fig. 1. G. Varisco, model of the Dilatazione
spaziotemporale di un percorso / Spatiotemporal
dilatation of a path, 1969, reconstruction of the
environment for the solo exhibition at Galleria
Schwarz, Milan, 1969.
Fig. 2. G. Varisco, reconstruction of the
environment Dilatazione spaziotemporale di un
percorso / Spatiotemporal dilatation of a path,
1969, at the exhibition “Gli ambienti del gruppo T,”
Galleria Nazionale d’Arte Moderna, Rome, 2006.
who, following the Fontana’s example, used light as a cre-
ative and descriptive element of space. As a matter of fact,
Varisco placed a “luminous eye” at the center, which, by
means of a mechanical process, rotates progressively, in-
dicating the trajectory of a path that pushed from the inside
outwards, generating a visual and physical sensation at
the same time. The light replaces, rather than following it,
the gaze of the person undertaking the role of “bystander,”
to quote Brandi:9 i.e. a presence experiencing space as a
relationship between being and existing. This, as the artist
observes, increases the complexity of an active participa-
tion, as well as physical relationship, with the site, plunged
as it is into the interiority of darkness: the viewer actually
experiences two alternative spaces, that of the eye-line of
9 See C. Brandi, Struttura e architettura (Turin: Einaudi, 1967) and Teoria generale della critica
(Turin: Einaudi, 1974).
FRANCESCO TEDESCHI 109 AN-ICON
light and that of the eye-physical presence of the viewer’s
own body.
Perhaps, the very essence of the work lies
precisely in its drive to overcome the constraints of the
structure, without actually doing more than absorbing the
enchantment of a suspended, outstretched time. The un-
derlying character of the work is then a condition of “path”
to be completed according to the twofold participation of
an active movement and a virtual one. It should be noted
that, about ten days before the inauguration of her solo
show at the Schwarz gallery – on which occasion this en-
vironment, Dilatazione spaziotemporale di un percorso /
Spatiotemporal dilatation of a path, was proposed – Grazia
Varisco had participated to Campo Urbano, an event pro-
moted by Luciano Caramel in Como. Here, she made an
intervention in a public space, immortalized by the photo-
graphs by Ugo Mulas, who followed and documented the
events of that memorable day. On that occasion, Varisco
had appropriated a street in the town center, involving a
large group of people to help here create a series of walls
arranged in a meander, made up of cardboard boxes. By
cluttering up the road, the work extended the time nec-
essary to walk through it. This operation was also called
Dilatazione spaziotemporale di un percorso / Spatiotempo-
ral dilatation of a path, and in this case the perception of
the “urban field,” experienced alternatively with amusement
or annoyance, resulted in an immediate application of a
principle of modification of reality, due to the presence of
a structure that affects movement and, as a consequence,
the psychological perception of the entire environment. As
the artist writes in the short note later published in the cat-
alogue of the Schwarz gallery exhibition, “I see and feel
longer. The reactions of impatience or satisfaction change
if I try the route again.”10
10 G. Varisco, “Dilatazione spazio temporale di un percorso” in G. Accame, Grazia Varisco
(Bergamo: Maredarte, 2001): 102.
FRANCESCO TEDESCHI 110 AN-ICON
As in other environmental works from a time
imbued with a strong imagination of the future, the laby-
rinth condition produced by these two operations can be
seen as an experiment on a way of thinking and feeling in
relation to objects and space. The echo of this attitude is
evident in a series of works produced by the artist in the
following years, titled Random walks by random numbers.
In these screen-printed compositions, the combination of
chance and design produce a virtual direction into which
the viewers are supposed to get lost, and then rediscover
themselves, as Varisco states: “And I play with imagina-
tion: I imagine moving robotically, in a defined space with
unpredictable steps – or with a pencil on squared paper
– letting myself be guided exclusively by the sequence of
numbers to which I have previously associated a direction.
Chance and design. Not being able to predict my path, I
don’t know if my movements will be contained in the space,
on the sheet.”11
From the virtual space of painting to the real
space of the built environment, from the virtual space of
a projection that includes the viewer as a participant and
an object, to that of a sheet that records movements, ei-
ther made or imagined, the creation of an interior from the
exterior and the reworking of an outside from the inside
are exemplified here through a practice rooted in the drive
to explore space, which has guided, up to this point, the
experiments of several generations of artists.
11 G. Varisco, “Random Walks – 1972,” in G. Accame, Grazia Varisco: 108.
FRANCESCO TEDESCHI 111 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19773 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19773",
"Description": "In contemporary understanding, a now normalized immersion continues to be associated with digitality and high-tech apparatuses, but is also seen as diffused into the lifeworld. Against this backdrop, the article focuses on two current artworks that extend the internal environmentality inherent in VR as a spatialized image into physical space by using strategies from installation and site-related art. These examples provide for an equation and nesting of work, environment and exhibition that is interpreted here as a potentiated environmentalization. The artistic VR-environments by no means negate their rootedness in imagery, but rather self-reflexively reveal the transitions between image and three-dimensionality, what gives them a special epistemic valence. It thus seems worthwhile to relate them to considerations of knowledge objects and exhibitions, but also to (queer) phenomenological theories of entanglement and becoming originating from the following of lines. Meanwhile, the epistemic value of their latent objects, disoriented paths, and impossible spaces is only revealed in the interaction with and embodied experience of the virtual space. The article thus participates in debates on how bodily immersion does not exclude, but enables action and reflection within aesthetic experience. With regard to two fundamental paradigms of immersion, it can show how, for this purpose, the artworks turn anew the strategies of de-distancing and de-differentiation.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19773",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Annette Urban",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "De-distancing/de-differentiation",
"Title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-27",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Annette Urban",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19773",
"firstpage": null,
"institution": "Ruhr University Bochum",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "De-distancing/de-differentiation",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Voss, C., “Das Museum als Medium der Kunst” in G.W. Bertram, S. Deines, D. M. Feige, eds. Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp, 2021): 464-483.",
"spatial": null,
"temporal": null,
"title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19773/20025",
"volume": "2"
}
] | Mutual
Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitio
by Annette Urban
VR-art
ns
Environmental immersion
Epistemic
Objects installation art
De-distancing/de-differentiation
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Mutual Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitions
ANNETTE URBAN, Ruhr-Universität Bochum – https://doi.org/10.54103/ai/19773
Abstract In contemporary understanding, a now normal-
ized immersion continues to be associated with digitality
and high-tech apparatuses, but is also seen as diffused into
the lifeworld. Against this backdrop, the article focuses on
two current artworks that extend the internal environmen-
tality inherent in VR as a spatialized image into physical
space by using strategies from installation and site-related
art. These examples provide for an equation and nesting of
work, environment and exhibition that is interpreted here as
a potentiated environmentalization. The artistic VR-environ-
ments by no means negate their rootedness in imagery, but
rather self-reflexively reveal the transitions between image
and three-dimensionality, what gives them a special epis-
temic valence. It thus seems worthwhile to relate them to
considerations of knowledge objects and exhibitions, but
also to (queer) phenomenological theories of entanglement
and becoming originating from the following of lines.
ANNETTE URBAN 112 AN-ICON
Meanwhile, the epistemic value of their latent
objects, disoriented paths, and impossible spaces is only
revealed in the interaction with and embodied experience
of the virtual space. The article thus participates in debates
on how bodily immersion does not exclude, but enables
action and reflection within aesthetic experience. With re-
gard to two fundamental paradigms of immersion, it can
show how, for this purpose, the artworks turn anew the
strategies of de-distancing and de-differentiation.
Keywords VR-art Environmental immersion Epistemic
Objects installation art De-distancing/de-differentiation
To quote this essay: A. Urban, “Mutual Transformations: Unstable Relations between VR-Works, Environments
and Exhibitions,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 112-138,
https://doi.org/10.54103/ai/19773.
ANNETTE URBAN 113 AN-ICON
De-Distancing and De-Differentiation:
Contemporary Aesthetics of Immersion
Immersion is again attracting much attention.
Film and media studies, art history, image sciences and
narratology have all long participated in its theorization.
More recently, theatre, performance and game studies,
architectural theory and the history of knowledge1 have
joined in, taking into account a whole range of everyday
digital technologies and thus deferring questions of image
aesthetics and image technology in favor of investigating
body/media/environment relationships. Whereas some the-
oretical contributions highlight the immersive aspects of a
specific medium, there is also a broad tendency to deal
with immersion as a prime symptom of today’s image cul-
tures and media ecologies what is evidenced by collective
terms such as immersive media,2 environmental images and
iconoscapes. To speak more generally of immersive media
deliberately goes beyond media-technical foundations of
the concept by arguing with transmedial relevant opera-
tions. These are already rooted in narratology, where the
opening up and simultaneous closing of a fictional world
is accomplished cognitively-mentally: Perceptual immer-
sion is therefore seen to be necessarily complemented by
imaginative immersion,3 which only ensures that the sen-
sory stimuli of a medium are translated into a virtual world.4
After the debate has been strongly linked to Virtual Reality
since the 1990s, immersion continues to be considered
under the premises of digital technologies, but at the same
time is also discussed as nowadays’ conditio humana and
condition of daily life. Lars C. Grabbe has proposed a new
1 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: Zu einer Wissensgeschichte der Immersion
(Baden Baden: Nomos, 2019). For Kasprowicz, the immersion concept can be retrieved from
the “maelstrom of negative connotations as illusion and absorption” by being understood as
a “media anthropological practice of de- and re-differentiation of the body [Körper und Leib] in
mediatized environments.” Ibid.: 14.
2 Cfr., among others, the Yearbook of Immersive Media 2011-2017, ed. by Institute for
Immersive Media at Kiel University of Applied Sciences.
3 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 18, with reference to Marie-Laure Ryan.
4 Cfr. T. Hochscherf, H. Kjär, P. Rupert-Kruse, “Phänomene und Medien der Immersion,” in
Jahrbuch immersiver Medien 3 (2011): 9-19, 14, with reference to Matthew Lombard/Theresa
Ditton.
ANNETTE URBAN 114 AN-ICON
cultural-theoretical figure of the homo immergens which he
considers to be the equivalent of a culture of media hybrids:
In succession or better combination of the human capaci-
ties for symbol formation and image production, the homo
immergens has become the creator of its own “multimodal
and simulative environments”5 whereby the distance to
the medial artifact is reduced and a worldly experience is
generated.
Thus, recent insights of immersion research
owe much to theorizing across media, on the basis of me-
dia hybridity, as well as to inputs from other branches of
scholarship. Within these multi-faceted approaches two key
features emerge that I propose to summarize as a reduction
of distance responsible for felt presence and as a reduction
of difference. These two aspects cover both, the particular
attitude of reception, which has been characterized as a
way of submerging, of mental absorption, and bodily-emo-
tional involvement, as well as the various forms of transfor-
mative exchange or even assimilation that occur between
the recipient and the object of contemplation – to put it in
the classical dichotomy of aesthetic experience. Mean-
while, the principles of de-distancing and de-differentiation
unfold in numerous ways. They involve more-than-visual,
bodily modes of experience, that can be interpreted as a
re-centering of the world and the subject, but also as new
forms of empathy and encounter. The latter may culminate
in ideas of matter-flow inspired by Deleuze/Guattari and
of leaving behind all subject-object dichotomies, which
some suppose to be still at work in the quasi-objects of the
philosophy of science.6 Or they remain – as with Grabbe’s
term of representational convergence referring to the con-
vergence of exterior and mental representations7 – closer
to the realm of images whose unframing gives the beholder
5 L. C. Grabbe, “Homo Immergens: Immersion as a Parameter for a Media and Cultural
Theory of Medial Hybridity,” in J. Bracker, A. Hubrich, eds., The Art of Reception (Newcastle:
Cambridge Scholars Publishing, 2021): 400-422, 400.
6 Cfr. T. Ingold, “Drawing Together: Materials, Gestures, Lines,” in T. Otto, N. Bubandt, eds.,
Experiments in Holism: Theory and Practice in Contemporary Anthropology (Chichester: Wiley-
Blackwell, 2010): 299-313, 304-305.
7 Cfr. L. C. Grabbe, “Homo Immergens:” 400.
ANNETTE URBAN 115 AN-ICON
the feeling of being surrounded by them. This perspective
on artificially spatialized images8 invites to focus on the
transitions between images and illusionistic 3D-entities,
and to a closer examination of the environmentalization
inherent in it.
In the widely ramified discourse on environ-
mentality, the art historical point of view still seems under-
represented as far as the obvious link with the so-called
Ausstieg aus dem Bild, with installation and site-related art is
concerned. They equally mark a significant reference point
for spatialization and meanwhile break down the status of
art as distinct, object-like work. Instead, the art historical
interrogation of environmentality has recently been deep-
ened in reference back to screen media and the paradigm
of projection: In her comprehensive study, Giuliana Bruno
has illuminatingly interpreted the spatiality established by
light projection in terms of materially transformative pro-
cesses, transductive conversions of energy and the histo-
ries of energetic environments. But while she emphasizes
the ambulatory “non-linear movement in forms of trans-
duction”9 and explicitly investigates inhabitable spaces of
immersion, with her focus on the act of projection, however,
environmentality remains tied back to a transitive gesture
of transmission and transport.10 In a broader disciplinary
context, its exploration ranges from the new non-visual
environments established by sensor technologies, from
biologically, autopoietically or systems-theoretically con-
ceptualized relations between an organism/a system and
its Umwelt, to the environmental concerns of new material-
ism, anthropology and queer phenomenology, rewriting the
Heideggerian irreducible world reference of the embodied
self. Sara Ahmed’s approach is of particular interest here
because it takes up the “bodily inhabitance of […] space”11
8 Cfr. J. Schröter, “Die Ästhetik der virtuellen Welt: Überlegungen mit Niklas Luhmann und
Jeffrey Shaw,” in M. Bogen, R. Kuck, J. Schröter, eds., Virtuelle Welten als Basistechnologie für
Kunst und Kultur? Eine Bestandsaufnahme (Bielefeld: transcript-Verlag, 2015): 25-36.
9 G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media (Chicago-
London: Chicago University Press, 2021): 109. See also ibid.: 111-112.
10 Ibid.: 2.
11 S. Ahmed, Queer Phenomenology: Orientations, Objects, Others (Durham: Duke University
Press, 2006): 6.
ANNETTE URBAN 116 AN-ICON
as a basic parameter of orientation, but in doing so opens
up Heidegger’s familiarity with the world to other directions
and objects that were not always already at hand. Similarly,
in Tim Ingold’s anthropology, “joining with the togetherings
of life”12 as drawn lines serves a better understanding of the
particular environmentality of the lifeworld. In the following, I
propose to combine art historical thinking about site-related
installation aesthetics with phenomenological and episte-
mological perspectives. They promise an understanding
of bodily extension into space as an orientedness towards
objects as well as towards others and simultaneously take
account of an unstable objecthood. This offers an alterna-
tive way out of problematic dualistic premises that so far
often separate art historical genealogies of immersion and
debates on aesthetic experience from knowledge-historical
considerations that see subject-object dichotomies under-
mined precisely by immersed bodies and their negotiation
of environmental relations.13
As I want to show by analyzing two examples
by Theodoulos Polyviou and Rosa Menkman, the de-differ-
entiation between the work, its spatial surroundings and, by
consequence, the exhibition display, is in particular rene-
gotiated in recent VR-art. Its often closed imaginary worlds
do not only present themselves as spatialized images, but
simultaneously as an assemblage of things in space that
reinforce the connection to installation art and display is-
sues. As Christiane Paul remarked in 2003, VR does not
only allow for the “full […] immers[ion of] its users in a
three-dimensional world generated by a computer” but also
for “an interaction with the virtual objects that comprise
that world.”14 While the immersive environment thus means
the withdrawal of the artwork as a singular (pictorial) object
and counterpart of aesthetic experience, it simultaneously
results in a multiplication of spatially arranged objects to
which the visitor relates in an interactive, cognitive and – we
might add – environmental or even (life) worldly way. This
12 T. Ingold, “Drawing together:” 303. See also ibid.: 301-304.
13 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 22, 24, 30.
14 C. Paul, Digital Art (London: Thames and Hudson, 2003): 125.
ANNETTE URBAN 117 AN-ICON
ultimately leads to a multiplied nesting of work, environ-
ment and exhibition whose institutional and infrastructural
conditions I will briefly consider at the end.
Normalized Immersion and the Epistemics
of Virtual Objects and Spatialities
The recent VR-artworks of Polyviou and Menk-
man have been chosen for this study because, to some
extent, they reinvest in immersive high-tech media arrange-
ments similar to those of the 1990s and early 2000s. Cy-
prus-born artist Theodoulos Polyviou resorts to calculated
3D environments that reproduce existing spaces with ar-
chitectural precision and make them individually explorable
via head-mounted display (HMD) as well as on the desktop.
Dutch artist and theorist Rosa Menkman uses the online
walk-through spaces of the newart.city.org platform to host
a collection of im/possible images in a specially designed
artificial environment. At the same time, the two artists
share the impulse to re-embed the virtual into a physical
environment. Polyviou works with an elaborate recalibration
of the virtual to the physical exhibition space, and Menk-
man reintegrates the interactive experience of the website
into an exhibition design she creates, which in its own
way restructures the physical space. This shared concern
with relocalization hints at a contemporary understanding
of immersion that does not privilege computer-generated
simulated worlds. Doris Kolesch has summarized it as “an
increasingly everyday interaction not only with digital media,
but also and above all, with designed spaces and spaces
of experience.”15 Indeed, this now normal immersive con-
dition is also elaborated in terms of architectural and ur-
ban spaces that are in negotiation with images.16 However,
15 D. Kolesch, “Ästhetik der Immersion,” in G. W. Bertram, S. Deines, D. M. Feige, eds., Die
Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp,
2021): 422-441, 422 [my translation].
16 Cfr. L. Bieger, “Ästhetik der Immersion. Wenn Räume wollen. Immersives Erleben
als Raumerleben,” in G. Lehnert, ed., Raum und Gefühl. Der Spatial Turn und die neue
Emotionsforschung (Bielefeld: transcript-Verlag 2011): 75-95.
ANNETTE URBAN 118 AN-ICON
“immersion as factual state description,”17 may primarily
end in a World without Us, as Inke Arns points out, where
invisibly working smart technologies create non-delimited,
post-visual environments. Does VR still play a significant
part in such a ubiquitous immersion?
While on the one hand the selected artworks
explore the “specific experience and mediality of the
body-environment relationship”18 stressed by Kolesch, on
the other hand, in unfolding a virtually walkable environ-
ment, they do not deny their rootedness in imagery and
even expose their latent objecthood. They engage with
environmental aesthetics by presenting themselves as an
environment withholding any designated artwork or as a
mere framework for other images. With the unstable ref-
erences of their elements, they fully play out the role of
virtual as epistemic objects and combine representation
with operability. This approaches all the more the genre of
knowledge exhibitions, as they invest in VR’s capacities of
getting the user “immersed in reflection,”19 to quote Katja
Kwastek’s term for reconciling the (inter)action-based mode
of digital art with the traditionally contemplative aesthetic
experience. Early installation art such as Lucio Fontana’s
Ambiente spaziale already shows how physical spaces with
the help of mirroring and lightning effects combine immer-
sion with ontological speculation. Within VR-art, the latter
is stimulated by oscillations between image and three-di-
mensionality. And it is intensified by virtual spatialities that
similarily become a theoretical object of epistemic value,
not only because of the heightened disorientation in spaces
freed from physical regularity, but also as a result of more
or less pure calculation. This affinity to abstraction mostly
escapes the attention to hyperrealistic 3D-design and in-
stead sometimes refers back to the sublime in art where
natural phenomena fluidly transition into intangible abstract
17 I. Arns, “Qualityland, oder: Der Immersion begegnen,” Jahrbuch für Kulturpolitik, 2017/18:
Welt. Kultur. Politik - Kulturpolitik in Zeiten der Globalisierung: 211-220, 212 [my translation].
18 D. Kolesch, “Ästhetik der Immersion:” 422.
19 K. Kwastek, “Immersed in Reflection? The Aesthetic Experience of Interactive Media Art,”
in B. Dogramaci, F. Liptay, eds., Immersion in the Visual Arts and Media (Leiden, Boston: Brill
Rodopi, 2016): 66-85.
ANNETTE URBAN 119 AN-ICON
emptiness. In 3D-environments, straight lines serve as ge-
neric framework of spaces, which, through texturing and
mapping, also directly emerge from images.
Of particular interest is whether this linear ab-
stractness is at the same time getting practicable in the
course of the (manual) navigation through Polyviou’s and
Menkman’s synthetic environments, enabled by the HMD
with its tracking systems and hand-held controllers and
by the maneuvers on the keyboard in the desktop-based
versions. This passing through as the prevalent mode of
VR-experience20 can be further clarified by (queer-)phenom-
enological concepts of inhabiting space by taking directions
and following lines, especially non-geometric entangled
lines, giving high value to disorientation and turning toward
objects as Sara Ahmed states.21 Insofar that this includes
“lining ourselves up with the features of the grounds we in-
habit, the sky that surrounds us, or the imaginary lines that
cut through maps,”22 it already assumes a connection be-
tween physical, expressly natural and virtual spaces which
extends up to technically-based environments. In a similar
vein, Tim Ingold explicitly considers lines as basic element
of immersion responsible for an embedding into the life-
world. For him, coming to life results from being “immersed
in those generative currents”23 such as wind, for example,
which also alters the state of man-made tools and techni-
cal objects transcending a purely transitive use. Thereby
Ingold’s concept of lines gains a potential for change and
implies passages between the actual and the virtual.24 With
their help, he problematizes objects understood as “dis-
crete, finished entities” which he judges as a mere obstacle
for drawing and “designing environmental relations.”25 Lines,
20 I use the terms VR-experience, VR-environments and VR-works as broad concepts also
including desktop-based virtual environments which have an immersive character on their
own.
21 S. Ahmed, Queer Phenomenology: 1-2.
22 Ibid.: 6.
23 T. Ingold, “Drawing Together:” 305.
24 Ingold’s repeated recourse to Deleuze/Guattari’s concept of the line of flight (ligne de fuite)
remains beyond the scope of this article, but is worth following in M. De Landa, Intensive
Science and Virtual Philosophy (London: Bloomsbury Academic, 2005).
25 T. Ingold, M. Anusas, “Designing Environmental Relations: From Opacity to Textility,”
Design Issues 29, no. 4 (2013): 58-69, 58.
ANNETTE URBAN 120 AN-ICON
in contrast, as exemplified by the inseparable correlation of
a river and its banks, are emblematic of correspondences
and engender a different kind of thinking: “to correspond
with [the waters] is to join this awareness with the flow.”26
They privilege an intransitive mode of “joining with” rather
than “joining of.”
Putting VR-Art on Exhibition
When contemporary art today is testing the
potentials of VR as an artistic medium, its borrowings
from installation art are not exclusively motivated by the
pragmatics of exhibiting in art museums. Many artists use
this necessity for initiating ontological speculations on the
continuum between virtual reality and the shared here and
now in the museum. They intertwine the setting up of the
interior pictorial world with the installative anchoring of the
VR-experience in the exhibition space, thus producing their
own form of potentiated environmentality connected to
quite different strands of installative and site-related art.
Here, only a brief comparison can point to how, in Banz &
Bowinkel’s work Mercury (2017) (Fig. 1) for example, the
filigree pavilion architecture that creates a second artificial
habitat high above Planet Earth in the VR, extends into a
metallic display for the processor and the second screen
in the exhibition. And to another German VR-artist, Flori-
an Meisenberg who chooses an illusionistic backdrop, as
known from photo and film studios, to illusionistically em-
bed the gesticulating wearer of the HMD into the abstract
grid landscape of Superstudio’s 70s planetary architectural
utopia. In both examples, the environments also serve to
house other artworks. But instead of activating the institu-
tional or archival concerns of installation art, they extend
the artificially generated, often fictionalized world within
the VR into the exhibition context which is more in line
with the staging of illusionistic worlds by means of props in
26 T. Ingold, Knowing from the Inside: Correspondences, (Aberdeen: University of Aberdeen,
2017): 41.
ANNETTE URBAN 121 AN-ICON
cinema and cinematographic installation art. The VR-works
by Polyviou and Menkman persue the reverse path and
thus tend to the originally anti-immersive institution-reflex-
ive branch: Their freely designable VR-worlds conversely
borrow from physical exhibition spaces and their conven-
tions of presenting items of cultural value which is worth
questioning as another symptom of immersive normality
and life worldly virtuality.27
Fig. 1a Fig. 1b
Fig. 1a and 1b. Banz & Bowinkel, Mercury, 2016. VR installation,
screen capture and installation shot, DAM Gallery, Berlin, 2017. Courtesy of the artists.
Theodoulos Polyviou: Drifting, Browsing,
Cruising (2021)
Besides the issues of art presentation in the
pandemic, that influenced both selected artworks, I ask
more generally about the role of environmental virtuality in
Polyviou’s and Menkman’s action-based and visual-spatial
strategies28 of getting the recipient immersed in their work
and thereupon re-perspectivize the question of institutional
embedding. The first striking feature of Drifting, Browsing,
Cruising created by Theodoulos Polyviou together with Eleni
Diana Elia at the Centre for Art and Media, ZKM at Karls-
ruhe/Germany, is certainly the ground plan true modeling of
a computer-generated world based on a specific location
27 Cfr. S. Rieger, A. Schäfer, A. Tuschling, eds., Virtuelle Lebenswelten: Körper - Räume -
Affekte (Berlin-Boston: De Gruyter, 2021).
28 Kwastek stresses that the action-based experience not necessarily needs visual-spatial
illusion (Cfr. “Immersed in Reflection?:” 69), but both aspects are closely united here.
ANNETTE URBAN 122 AN-ICON
within the museum. In summer 2021, visitors wearing HMD
moved in situ through this doubled environment (Fig. 2-3).
Since then, the work can be visited as only desktop-based
VR on the online exhibition site fantastic confabulations, that
reuses the digital replica of the space for further exhibitions.
Contrary to enabling “spatiotemporal transpo-
sition,” Polyviou uses VR for evoking a “hyper-awareness of
the viewer as to where they are, and what they are doing.”29
That’s why he is re-situating VR-technology by establishing
site-related connections to architecturally and historical-
ly distinct places. But how is this intended sense of pres-
ence, which implies situatedness and agency, created in the
site-specific VR-installation at the ZKM? In contrast to many
other of his works,30 any direct citation of a third auratic place
and its cultural heritage is missing here. Polyviou obviously
aims at the recognizability of the original museum space in
3D – the alignment of pillars typical of the former industrial
building, the balustrade and the staircase leading to the open
atrium as well as the glass partitions to the adjacent spaces
are all faithfully reproduced. This makes the absence of the
expected distinct artworks all the more noticeable. What one
encounters inside, first of all appears as extensions of the
serving architecture. The replicated pillars with spotlights
are complemented by semicircular, half-height partitions as
known from exhibition design. While these virtual supple-
ments turn the clear cubic exhibition space into a cluttered
and mysterious site, their freely curving floor plan lines re-
appear as vinyl stripes on the ground of the physical space.
29 Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity - An Interview with Theodoulos Polyviou and Jazmina Figueroa,” in L. Nolasco-
Rózsás, ed., Beyond Matter, Within Space: Curatorial and Art Mediation Techniques on the
Verge of Virtual Reality (Berlin: Hatje Cantz Verlag, 2023): 429-443, 432.
30 See for example the installation Transmundane Economies (2022) at Künstlerhaus
Bethanien in Berlin, with references to the ruins of the Bellapais monastery in the north of
Cyprus.
ANNETTE URBAN 123 AN-ICON
Fig. 2a Fig. 2c
Fig. 2b Fig. 2d
Fig. 2a, 2b, 2c and 2d T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation,
in cooperation with Eleni Diana Elia, installations shots and VR captures (details), ZKM, Karlsruhe
2021. Courtesy of the artists. © Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media
Karlsruhe (ZKM), photo by Tanja Meissner. Produced in the framework of the Beyond Matter Residency
Program at ZKM | Karlsruhe.
This interplay between paradoxical emptiness
and spatial density not only subverts the usual aesthetic
experience in art museums with its orientation towards
a singled-out art object. The directionality of the space
image as an action image, theorized by Stephan Günzel
in the context of gaming, where only objects centered in
the field of vision can become the object of action,31 also
remains unexploited. Instead, the environment privileges
spatial exploration and confronts with the paradox phys-
icality of its virtual architecture that, like the impermeable
built world, diverts the users’ bodies. Without any avatarial
31 Cfr. S. Günzel, “Vor dem Affekt: die Aktion - Emotion und Raumbild,” in G. Lehnert, ed.,
Raum und Gefühl: Der Spatial Turn und die neue Emotionsforschung (Bielefeld: transcript-
Verlag, 2014): 63-74, 67-68.
ANNETTE URBAN 124 AN-ICON
representation, their self-perception entirely depends on
bodily correlations with the labyrinthine environment, that
additionally applies sensory stimuli and atmospheric im-
mersion32 including artificial billowing fog on the floor, a
sound backdrop and hall lights converted into dramatic
illuminations. Thus, the functional architecture that sublim-
inally remains perceptible through its calibration with the
virtual space, shifts to a fictionalized, suspenseful backdrop
that awaits its narration. Priority has the increased intensi-
ty of experience typical for spatial-immersive installations
and one-sided de-distancing. But the artificial environment
here also requires an action- and reflection-based attitude
thanks to the latency of its speculative and operable ob-
jects and thus enacts a highly sensuous, performative form
of site-related institutional critique. This comes into action
when the foggy atmosphere transforms the built-in walls
into jagged rock formations, thereby unifying different mate-
rialities in one unstable image-object, or when the flashing
spotlights and the variable angle of view instantly turn a
black surface into a three-dimensional hide-away (Fig. 3).
In addition, the windows that in fact only sepa-
rate the next exhibition space, virtually open onto an equally
artificial purple exterior, imitating a dramatic skylight. Its
emptiness suspends the virtual exhibition space with its
balustrades and staircase in an indefinite void, so that the
emphasized inside-outside difference gives this VR-topos
of floatation an institution-critical side. While Polyviou’s en-
vironment is housed/hosted by the museum, it also nests
there as an invisible counter-place that virtually undermines
the physicality of the institution.33 And by penetrating the
interior of the virtual environment, the shadows of the grid
windows cite the linear structure of computed space. But
this space loses the evenness secured by optical projec-
tion when the grid lines synthesize the floor with the pillars
to one continuous surface. It thus foreshadows a virtual
32 Cfr. also R. Eugeni, G. Raciti, eds., “Atmosfere mediali,” VCS Visual Culture Studies. Rivista
semestrale di cultura visuale, no. 1 (November 2020).
33 Cfr. Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity:” 430.
ANNETTE URBAN 125 AN-ICON
Fig. 3a Fig. 3c
Fig. 3b
Fig. 3a, 3b and 3c T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation, in
cooperation with Eleni Diana Elia, VR captures (details), ZKM, Karlsruhe 2021. Courtesy of the artists. ©
Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media Karlsruhe (ZKM), Produced in the
framework of the Beyond Matter Residency Programat ZKM | Karlsruhe.
substantiality beyond the clear differentiation of distinct
things and deprived of the stability of usual grounds.
This exacerbates the insecurity of the orienta-
tion-seeking users who navigate their invisible body through
the confusing narrowness of fixtures, pseudo-functional
handrails and hall lights. However, this staged reduction of
distance is not simply overwhelming. The ambiguous virtual
objects also ensure that, by “gather[ing] on the ground,” –
as Sara Ahmed has noted – “they create a ground upon
which we can gather.”34 Indeed, the mixed environment
unites online as well as HMD users whose actions in the
physical terrain marked with stripes are simultaneously
observed by the museum visitors. Even without direct
references to sacred architecture, Polyviou thus links the
34 S. Ahmed, Queer Phenomenology: 1.
ANNETTE URBAN 126 AN-ICON
VR-typical passing through with a quasi-ritualized use of
space. Alison Griffith has already tied back a counter-his-
tory of immersive spectatorship in the museum not only to
the panorama, science museum, and planetarium, but also
to the cathedral.35 In Drifting, Browsing, Cruising, mnemonic
mental images ensure the combination of action-based with
cognitive immersion, because the disoriented wandering
takes place through the comparison of constantly shifting,
remembered spaces. When Polyviou decisively theorizes
this ritualization as base for a “queer togetherness,”36 this
reconnects to the lines printed on the floor. Through their
interference with the dense environment inside the VR, they
emancipate themselves from the clear legibility as object
contour and ground plan. They thus contribute to the cru-
cial entanglement that, according to Ingold, gets the “living
being […] as a bundle of [the] lines” 37 of its movement im-
mersed in its lifeworld. Polyviou therefore stimulates bodily
practices of losing oneself in artificially induced passions.
The choreographed searching movements inside give the
museum space an improvisational openness, while the
calibration with the physical pillars and ground makes the
VR-experience literally tangible. Environmental immersion
here goes hand in hand with a reduction of difference that
de-differentiates virtual and physical spaces, bodies and
objects.
Rosa Menkman: The BLOB of Im/Possible
Images (2021)
Rosa Menkman’s VR-experience also brings the
categories of artwork and exhibition nearly into congruence.
But, instead of eliminating distinct artworks, Menkman, for
this purpose, departs from a veritable collection assembled
under the title of Im/Possible Images (Fig. 4). She stores
35 Cfr. A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View
(New York: Columbia University Press, 2008).
36 “Drifting, Browsing, Cruising,” Fantastic Confabulations,
https://fantastic-confabulations.beyondmatter.eu/drifting-browsing-cruising/index.html,
accessed December 29, 2022.
37 T. Ingold, “Drawing Together:” 300.
ANNETTE URBAN 127 AN-ICON
Fig. 4
Fig. 4. R. Menkman, The BLOB of Im/possible Images, 2021. Desktop-based virtual environment,
accessible on the platform New Art City. Courtesy of the artist.
this collection on the widely used VR-art platform New Art
City where she designed a complex desktop-based virtual
environment that shows an enclosed grayish scenery with
a staircase, a huge resolution-chart, a humanoid figure and
a second free-floating structure pierced by diagonals. Ini-
tially hidden from view, the collected images are sheltered
inside this amorphous cloud, revealing themselves when
one navigates through the permeable sheathing. The nest-
ed structure alludes to the titular BLOB with its polysemy of
digital blob architecture, the single-celled, ‘intelligent’ su-
per-organism and Binary Large Objects as a technical term
for databased image processing. And the exhibits that visi-
tors have to deal with in this environment are mainly objects
of knowledge accessible only through representation, so
a reference to their theorizations by Hans-Jörg Rheinberg-
er and Susan Leigh Star/John Griesemer is suggested.38
Menkman thus borrows from the realm of scientific images,
which has been a central field of debate and self-defini-
tion for digital art from the very beginning. She delegates
the act of imagining and selecting them by realizing a sur-
vey during her Arts at Cern/Collide Barcelona-Residency,
asking the researchers what image of a relevant object or
38 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft (Bielefeld: transcript-Verlag, 2015): 19-58.
ANNETTE URBAN 128 AN-ICON
phenomenon they would capture if “limits of spatial, tem-
poral, energy, signal/noise or cost resolutions”39 were irrel-
evant. In other words, this variability of resolution results
in products of imagineering and touches on phenomena
that are decoupled from humans’ experience, escaping
their commonly perceived environmentalities. But these
phenomena can be mediated by virtual body-environment
relations, which conversely force a changed understanding
of (aesthetic) experience, as discussed by Roberto Diodato
with reference to John Dewey.40 The choice of the nuclear
physicists as experts in im/possible images endow the
virtual as epistemic objects with a specific latency and
scientificity. The referents of their proposed images mostly
elude the objecthood familiar to mankind and have nothing
in common with the medium-sized “things of the earth’s
surface” as characterized by the Gestalt psychologist Fritz
Heider.41
Two important aspects shared with Polyviou’s
example promise additional insights into the workings of
environmental immersion. Firstly, this concerns the embed-
ding into abstractness, which goes along with a space that
loses its conventional categories and thus favors immersion
through the withdrawal of the usual parameters of orienta-
tion. This not only stems from the arbitrary laws of physical-
ity in VR, but also from a different kind of world reference in
‘virtual bodies environments’, which Diodato emphasizes:
“In this intermediary world space itself is the result of inter-
activity.”42 In Menkman’s case, the intensified experience
is generated not so much by a condensed, labyrinthine
spatiality as by the enhanced self-reflexivity of navigation
itself. Both, the VR-environment The BLOB of Im/Possible
Images and the related video-work Whiteout showing a
tour in Harz mountains in heavy snow, deal with the ex-
perience in a markerless space tending to exceed human
39 R. Menkman, “The BLOB of Im/possible Images”
https://newart.city/show/menkman-blob-of-im-possibilities, accessed December 30, 2022.
40 Cfr. R. Diodato, Image, Art and Virtuality: Towards an Aesthetics of Relations (Cham:
Springer, 2021): 56.
41 Cited after G. Roßler, Der Anteil der Dinge an der Gesellschaft: 38.
42 R. Diodato, Image, Art and Virtuality: 61.
ANNETTE URBAN 129 AN-ICON
senses and erase most thingness. Second, the comparison
with Drifting, Browsing, Cruising is based on the re-phys-
icalization of the VR-works in the exhibition format. Rosa
Menkman conceived a carefully designed exhibition display
for a 2021 group show at Munich where she reconnected
the VR-experience to the physical space with the help of
lines. While in Polyviou’s example the plotting of isomorphic
virtual and physical elements onto a planimetric floor plan
retains a relative object character, Menkman starts from
abstract lines as axes of graphs and coordinate systems.
They guide the exploration of the virtual world inside and
also mark the thresholds of iconic representation. Touching
on signal spectra, digital states and im/material energetic
flows, they bring forth what Ingold sees otherwise negated
by the regime of solidified things.
Within the VR, the resolution chart erected
next to the figurine is particularly telling of how Menkman
translates resolution into space, taking advantage of the
orthogonality of digital as “rasterized […] images” based
on a “grid of picture elements or pixels,”43 that, according
to Francesco Casetti and Antonio Somaini, also possess
a specific plasticity. By mapping the gray structure of the
internal blob with the diagonals and its one black anchor
point, the resolution chart pretends to guide the VR-user
searching to enter this enclosure. Yet, despite the lines
piercing the amorphous volume, the chart does not reveal
any information about the interior. The charted scales and
frequency ranges unmistakably mark this second blob as
an image-object of the same digital fabric as the abstractly
textured body of the figurine besides, Menkman’s Angelus
Novus emblematic for the reversal of gaze regimes. This
co-presence of image-objects and -subjects made of dis-
torted black-white stripes strongly signals the de-differ-
entiation of most diverse entities. The appearance of the
things is flexibilized to such a degree that their self-identity
43 F. Casetti, A. Somaini, “Resolution: Digital Materialities, Thresholds of Visibility,” NECSUS.
European Journal of Media Studies 7, no. 1 (2018): 87-103.
ANNETTE URBAN 130 AN-ICON
is disposable and their recognition depends on the user’s
bodily action (Fig. 5).
Fig. 5a
Fig. 5b
Fig. 5a and Fig. 5b .R. Menkman, The BLOB of Im/possible Images, 2021, Desktop-based virtual
environment, accessible on the platform New Art City, screenshots by the author. Courtesy of the artist.
ANNETTE URBAN 131 AN-ICON
As soon as the user has traversed the opaque
but permeable grayish membrane of the blob, the envi-
ronment transforms into a dark sphere with mystic sound
where the im/possible images are scattered in an unmea-
surable distance. When the wandering user is attracted by
small luminous dots that, up close, turn out to represent
the Pale Blue Dot aka Planet Earth, taken by Voyager 1 in
1990 for example, or a Quantum Vacuum, quarks inside of
a proton, a shadow of a black hole and a body scan of the
interior of a wrist, she/he is once again less guided by the
affordances of gaming. To remind Günzel, its “fixed-par-
anoid perspective” turns objects into action carriers by
shifting them to the center of the image; but here, only the
paranoid dimension of permanent searching seems to en-
dure “through which the objects in the virtual off must be
transferred into actualization.”44 As Roberto Diodato notes
with reference to Bernard Stiegler and Richard Grusin, in
view of the prevailing premediation techniques and an al-
ready thoroughly hypermediated world, it is necessary for
the techno-artistic creation of virtual spacetime environ-
ments to break the merely adaptive behavior pattern of
supposedly active cognitive agents.45 Beyond the gaming
attitude running into the void, it is the habits of museum
spectators that help surprisingly well – right down to the
work texts that pop up on approach. But, of course, the
concept of the mimetic image is challenged here by the
assembled nuclear- and astrophysical phenomena at the
limits of what can still be captured by light or other wave-
lengths. Menkman succeeds in staging the uncertain status
of such objects of knowledge, which only move into the
rank of the existent through new technologies of detection,
by making use of the peculiarities of virtual objecthood. This
starts with the all-round perspectivability and resulting form
variance of the virtual exhibits already known from sculp-
ture, joined here by their free scalability and permeability
44 S. Günzel, “Vor dem Affekt:” 68.
45 Cfr. R. Diodato, Image, Art and Virtuality: 64-65.
ANNETTE URBAN 132 AN-ICON
in direct interaction with the user navigating their invisible
bodies through space. The skinned wrist, for example, hits
the viewer in powerful plasticity or just hangs in space as
flatware, depending on the point of entry into the enclosure
of the im/possible images, the viewing angle and proximity
to the item. This form of distance reduction self-reflexively
combines seeing and (inter-)acting. The less complete im-
mersion of desktop-based VR is compensated for by the
tactility of maneuvering with arrow keys or touchpad, which
transfers its sensation of handling to the virtual objects.
Menkman experiments here with re-introducing into art the
more immersive displays of the natural history museum,46
whose never-broken connection to science is recalled by
Christiane Voss’ reflections on the medium of exhibition,47
and appropriates the knowledge exhibition format. In this
setting, barely tangible phenomena such as black holes,
dark matter and other galaxies become manageable as in
a laboratory that, in terms of Hans-Jörg Rheinberger, only
brings epistemic things into existence.48
The nested spatial structure of the BLOB in-
creases this epistemic valence because it invites for re-
peating those transformative immersive crossings from one
internal sphere to the next. Outside the encapsulated image
collection, the latency of objects is provided by the poly-
gon meshes patterned with black/whites lines reminiscent
of military dazzle camouflage49 that acts as de-distancing
tool precisely by preventing its correct estimation. Instead
of simulating natural light conditions, as it often serves to
catalyze the atmospheric immersion of a perfected VR, the
moiré reveals another form of apparitional fluidity. Con-
stantly changing with the user’s movement, the texture
shows a pulsating im/materiality that already withdraws
at the surface. It seems close to Ingold’s and Ansusas’s
notion of infrastice that includes “all manner of electrical,
46 Cfr. A. Griffiths, Shivers Down Your Spine.
47 Cfr. C. Voss, “Das Museum als Medium der Kunst,” in G. W. Bertram, S. Deines, D. M.
Feige, eds., Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart
(Berlin: Suhrkamp, 2021): 464-483, 474.
48 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 35.
49 My thanks go to Manuel van der Veen for this reference and the exchange about the text.
ANNETTE URBAN 133 AN-ICON
Fig. 6 R. Menkman, The Im/possible BLOB, 2021. Installed at Temporal Stack: the Deep Sensor
in Guizhou, China, curated by Iris Long und HE Zike, 2021. Courtesy of the Artist.
chemical, and mechanical workings […], energies, gases,
and fluids”50 and resists the useability of surfaces solely
understood as interfaces.
Finally, the artist also uses these textures, as
well as the abstract lines of graphs as vehicle for transfer-
ring the virtual into physical space. For a presentation of
The BLOB at Gizhou/China (Fig. 6), the dynamic black/white
pattern has been transformed into a wallpaper. This exhi-
bition design attaches more to the cinematically inspired
strategy of extending the fictional-scenic image space in-
side the VR into an overall immersive installation. But there,
without the operability of latent virtual objects, it tends to
unrealize the museum with its psychotic pattern. In con-
trast, for a group exhibition in Munich that combined the
VR-experience and the video Whiteout with works by Memo
Akten, Susan Schuppli and others, Menkman materialized
the abstract lines from inside the BLOB (Fig. 7). They es-
tablished a 3D-framework in physical space whose white,
green, red, yellow and blue diagonals traversed the floor
and walls of the exhibition hall,51 thus slightly removing it
from orthogonality. As these lines are imagined to shift the
50 T. Ingold, M. Anusas, “Designing Environmental Relations:” 58.
51 Cfr. L. Gross, R. Menkman, L 13: Reader NR 4 im/possible images (München:
Lothringer 13 Halle, 2022) https://beyondresolution.nyc3.digitaloceanspaces.com/
Catalogues%2Fimpossible_L13_READER.pdf, accessed April 25, 2023.
ANNETTE URBAN 134 AN-ICON
Fig. 7d
Fig. 7b
Fig. 7c
Fig. 7a
Fig. 7 a-d. Views of the Exhibition Im/possible Images, at the Lothringer 13 Halle, Munich, 2021,
curated by Rosa Menkman. Photo by Dominik Gigler. Courtesy of the artist and of Lothringer 13 Halle.
ANNETTE URBAN 135 AN-ICON
spectra of resolution – a borderline to “low fidelity images”
was inscribed on the floor –, the artist transformed the built
into a “latent image space.”52 Similar to the VR, I would
add, the solidity of its objects becomes doubtful, when
variable parameters of the perceptible and representable
always help other visualities and entities to emerge. With
this kind of environmentalization, Menkman de-hierarchizes
an ever-higher resolution, that regulates access to more
and more details and therefore, according to Casetti and
Somaini, raises the power question of control.53 In the Mu-
nich exhibition, some of the im/possible images from the
BLOB (re-)materialized as exhibits, among them a photo
of the skinned hand scan or a newspaper clipping with an
x-rayed hand from 1896. But, by placing them along the
resolution lines, theses factual images remain suspended
in an abstract space of potentialities. In sum, the exhibition
display was activated as an integral component not princi-
pally distinguished from what is constitutive for the ‘work.’
Potentiated Environmentalization
As shown so far, the multiplication of environ-
ments inherent in VR-art results from its genuine blurring of
the differences between work and environment. This gen-
erative logic of further nesting necessarily brings the whole
institutional and curatorial ecosystem of VR-art into view.
And the extension of the internal installation aesthetics not
only counteracts its technically-based encapsulation. It is
also essential for not missing the togetherness54 – to cite
Mieke Bal – of an exhibition which, according to Christiane
Voss, is the medium that establishes the works’ mode of
existence as art in the first place.55
The Blob of Im/Possible Images, commissioned
by the HeK Basel, was produced with the infrastructure of
newart.city.org that provides a “virtual exhibition toolkit”
52 Cfr. R. Menkman, “Im/possible Images@Lothringer 13, Munich”
https://beyondresolution.info/im-possible-images-1, accessed December 29, 2022.
53 Cfr. F. Casetti, A. Somaini, “Resolution:” 89.
54 Cfr. M. Bal, Exhibition-ism: Temporal Togetherness (Berlin: Sternberg Press, 2020).
55 Cfr. Voss, “Das Museum als Medium der Kunst:” 464.
ANNETTE URBAN 136 AN-ICON
with “built-in tools to manage artworks and space layouts.”56
Menkman takes up its claims for a non-hierarchical co-cre-
ation and invites the submission of further non-expert im/
possible images. Later on, the work has been embedded
into a virtual, but spatial exhibition curated by Lívia No-
lasco-Rózsás and Giulia Bini for the ZKM in 2021, which
pushes the tendencies towards nesting and de-differen-
tiation even further: Spatial Affairs. Worlding is inhabited
by artworks, an exhibition display and visitors sharing the
same organic-abstract shape. One can only distinguish
the non-humanoid avatars of other visitors from exhibits
through distance-reduction and the object-related action of
a mouse click. The latter then turn into pink and, via an info
window and links, lead the web-user to the works stored on
artists’ website or platforms. By interpreting environmental-
ization in terms of worlding, the curators participate in the
posthumanist renewal of the phenomenological critique of
the world as sum of objects. The multi-user online world
with its identical, modular entities first hides the exhibition
behind the supposed affordances of gaming and chats.
However, the transitions between the environmental exhi-
bition and environmental works are designed less immer-
sively – like portals in gaming or falling down the rabbit-hole
known from literature – than through paratextual framings
operated by non-natural manual interfaces.
The online exhibition site fantastic confabu-
lations that hosts Drifting, Browsing, Cruising was also
conceived by Polyviou together with Jasmina Figueora as
artists in residence of the same research project Beyond
Matter. Instead of nesting spaces, it deals with the gener-
ic, serial tendency of self-continuation by inviting to reuse
the initial 3D-reconstruction of the ZKM balcony for sub-
sequent projects such as realized by Figueroa who mod-
eled her spoken words and sound scores by the visitors’
movements through the virtual site. Following Ahmed, this
56 Cfr. “About New Art City,” https://info.newart.city/about, accessed December 28, 2022.
ANNETTE URBAN 137 AN-ICON
implies not only a model for self-determined curation, but
also a form of environmental co-habitation.
Lívia Nolasco-Rózsás argues for the museum
in the virtual condition as a “cognitive system”57 including
non-human actors, thereby reaccentuating the pioneering
thought exhibitions [Gedankenausstellungen] initiated by
Peter Weibel and Bruno Latour. Polyviou’s example gets by
without its strong archival underpinning. In the functional
architecture, his staging of an atmospherically condensed
counterworld aims at releasing a different bodily knowledge
of possible encounters and envisions a counter-physicality
for transcending the otherwise hard-to-move institution.
The curved lines on the ground echoing the paths inside
the VR offer their own transformative knowledge of entan-
glement that is experienced and produced environmentally.
In comparison, Menkman directly invests into the potential
of virtual as epistemic and aesthetic objects. Their robust-
ness and simultaneously plasticity reminds the capability of
Star’s and Griesemer’s boundary objects to make agents of
different groupings,58 in this case those of art and science,
meet. What Doris Kolesch has in mind with a normalized
immersion in not only technologically-enclosed but every-
day spaces, can also be true for VR-based environmental-
ization. De-differentiation and de-distancing are then not
contradictions to but catalysts of immersive reflection.
57 L. Nolasco-Rózsás, Y. Hofmann, “The Museum as a Cognitive System of Human and Non-
Human Actors,” The Garage Journal: Studies in Art, Museums & Culture, no. 3 (2021): 1-15.
58 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 33-34.
ANNETTE URBAN 138 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19773 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19773",
"Description": "In contemporary understanding, a now normalized immersion continues to be associated with digitality and high-tech apparatuses, but is also seen as diffused into the lifeworld. Against this backdrop, the article focuses on two current artworks that extend the internal environmentality inherent in VR as a spatialized image into physical space by using strategies from installation and site-related art. These examples provide for an equation and nesting of work, environment and exhibition that is interpreted here as a potentiated environmentalization. The artistic VR-environments by no means negate their rootedness in imagery, but rather self-reflexively reveal the transitions between image and three-dimensionality, what gives them a special epistemic valence. It thus seems worthwhile to relate them to considerations of knowledge objects and exhibitions, but also to (queer) phenomenological theories of entanglement and becoming originating from the following of lines. Meanwhile, the epistemic value of their latent objects, disoriented paths, and impossible spaces is only revealed in the interaction with and embodied experience of the virtual space. The article thus participates in debates on how bodily immersion does not exclude, but enables action and reflection within aesthetic experience. With regard to two fundamental paradigms of immersion, it can show how, for this purpose, the artworks turn anew the strategies of de-distancing and de-differentiation.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19773",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Annette Urban",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "De-distancing/de-differentiation",
"Title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-27",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Annette Urban",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19773",
"firstpage": null,
"institution": "Ruhr University Bochum",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "De-distancing/de-differentiation",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Voss, C., “Das Museum als Medium der Kunst” in G.W. Bertram, S. Deines, D. M. Feige, eds. Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp, 2021): 464-483.",
"spatial": null,
"temporal": null,
"title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19773/20025",
"volume": "2"
}
] | Mutual
Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitio
by Annette Urban
VR-art
ns
Environmental immersion
Epistemic
Objects installation art
De-distancing/de-differentiation
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Mutual Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitions
ANNETTE URBAN, Ruhr-Universität Bochum – https://doi.org/10.54103/ai/19773
Abstract In contemporary understanding, a now normal-
ized immersion continues to be associated with digitality
and high-tech apparatuses, but is also seen as diffused into
the lifeworld. Against this backdrop, the article focuses on
two current artworks that extend the internal environmen-
tality inherent in VR as a spatialized image into physical
space by using strategies from installation and site-related
art. These examples provide for an equation and nesting of
work, environment and exhibition that is interpreted here as
a potentiated environmentalization. The artistic VR-environ-
ments by no means negate their rootedness in imagery, but
rather self-reflexively reveal the transitions between image
and three-dimensionality, what gives them a special epis-
temic valence. It thus seems worthwhile to relate them to
considerations of knowledge objects and exhibitions, but
also to (queer) phenomenological theories of entanglement
and becoming originating from the following of lines.
ANNETTE URBAN 112 AN-ICON
Meanwhile, the epistemic value of their latent
objects, disoriented paths, and impossible spaces is only
revealed in the interaction with and embodied experience
of the virtual space. The article thus participates in debates
on how bodily immersion does not exclude, but enables
action and reflection within aesthetic experience. With re-
gard to two fundamental paradigms of immersion, it can
show how, for this purpose, the artworks turn anew the
strategies of de-distancing and de-differentiation.
Keywords VR-art Environmental immersion Epistemic
Objects installation art De-distancing/de-differentiation
To quote this essay: A. Urban, “Mutual Transformations: Unstable Relations between VR-Works, Environments
and Exhibitions,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 112-138,
https://doi.org/10.54103/ai/19773.
ANNETTE URBAN 113 AN-ICON
De-Distancing and De-Differentiation:
Contemporary Aesthetics of Immersion
Immersion is again attracting much attention.
Film and media studies, art history, image sciences and
narratology have all long participated in its theorization.
More recently, theatre, performance and game studies,
architectural theory and the history of knowledge1 have
joined in, taking into account a whole range of everyday
digital technologies and thus deferring questions of image
aesthetics and image technology in favor of investigating
body/media/environment relationships. Whereas some the-
oretical contributions highlight the immersive aspects of a
specific medium, there is also a broad tendency to deal
with immersion as a prime symptom of today’s image cul-
tures and media ecologies what is evidenced by collective
terms such as immersive media,2 environmental images and
iconoscapes. To speak more generally of immersive media
deliberately goes beyond media-technical foundations of
the concept by arguing with transmedial relevant opera-
tions. These are already rooted in narratology, where the
opening up and simultaneous closing of a fictional world
is accomplished cognitively-mentally: Perceptual immer-
sion is therefore seen to be necessarily complemented by
imaginative immersion,3 which only ensures that the sen-
sory stimuli of a medium are translated into a virtual world.4
After the debate has been strongly linked to Virtual Reality
since the 1990s, immersion continues to be considered
under the premises of digital technologies, but at the same
time is also discussed as nowadays’ conditio humana and
condition of daily life. Lars C. Grabbe has proposed a new
1 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: Zu einer Wissensgeschichte der Immersion
(Baden Baden: Nomos, 2019). For Kasprowicz, the immersion concept can be retrieved from
the “maelstrom of negative connotations as illusion and absorption” by being understood as
a “media anthropological practice of de- and re-differentiation of the body [Körper und Leib] in
mediatized environments.” Ibid.: 14.
2 Cfr., among others, the Yearbook of Immersive Media 2011-2017, ed. by Institute for
Immersive Media at Kiel University of Applied Sciences.
3 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 18, with reference to Marie-Laure Ryan.
4 Cfr. T. Hochscherf, H. Kjär, P. Rupert-Kruse, “Phänomene und Medien der Immersion,” in
Jahrbuch immersiver Medien 3 (2011): 9-19, 14, with reference to Matthew Lombard/Theresa
Ditton.
ANNETTE URBAN 114 AN-ICON
cultural-theoretical figure of the homo immergens which he
considers to be the equivalent of a culture of media hybrids:
In succession or better combination of the human capaci-
ties for symbol formation and image production, the homo
immergens has become the creator of its own “multimodal
and simulative environments”5 whereby the distance to
the medial artifact is reduced and a worldly experience is
generated.
Thus, recent insights of immersion research
owe much to theorizing across media, on the basis of me-
dia hybridity, as well as to inputs from other branches of
scholarship. Within these multi-faceted approaches two key
features emerge that I propose to summarize as a reduction
of distance responsible for felt presence and as a reduction
of difference. These two aspects cover both, the particular
attitude of reception, which has been characterized as a
way of submerging, of mental absorption, and bodily-emo-
tional involvement, as well as the various forms of transfor-
mative exchange or even assimilation that occur between
the recipient and the object of contemplation – to put it in
the classical dichotomy of aesthetic experience. Mean-
while, the principles of de-distancing and de-differentiation
unfold in numerous ways. They involve more-than-visual,
bodily modes of experience, that can be interpreted as a
re-centering of the world and the subject, but also as new
forms of empathy and encounter. The latter may culminate
in ideas of matter-flow inspired by Deleuze/Guattari and
of leaving behind all subject-object dichotomies, which
some suppose to be still at work in the quasi-objects of the
philosophy of science.6 Or they remain – as with Grabbe’s
term of representational convergence referring to the con-
vergence of exterior and mental representations7 – closer
to the realm of images whose unframing gives the beholder
5 L. C. Grabbe, “Homo Immergens: Immersion as a Parameter for a Media and Cultural
Theory of Medial Hybridity,” in J. Bracker, A. Hubrich, eds., The Art of Reception (Newcastle:
Cambridge Scholars Publishing, 2021): 400-422, 400.
6 Cfr. T. Ingold, “Drawing Together: Materials, Gestures, Lines,” in T. Otto, N. Bubandt, eds.,
Experiments in Holism: Theory and Practice in Contemporary Anthropology (Chichester: Wiley-
Blackwell, 2010): 299-313, 304-305.
7 Cfr. L. C. Grabbe, “Homo Immergens:” 400.
ANNETTE URBAN 115 AN-ICON
the feeling of being surrounded by them. This perspective
on artificially spatialized images8 invites to focus on the
transitions between images and illusionistic 3D-entities,
and to a closer examination of the environmentalization
inherent in it.
In the widely ramified discourse on environ-
mentality, the art historical point of view still seems under-
represented as far as the obvious link with the so-called
Ausstieg aus dem Bild, with installation and site-related art is
concerned. They equally mark a significant reference point
for spatialization and meanwhile break down the status of
art as distinct, object-like work. Instead, the art historical
interrogation of environmentality has recently been deep-
ened in reference back to screen media and the paradigm
of projection: In her comprehensive study, Giuliana Bruno
has illuminatingly interpreted the spatiality established by
light projection in terms of materially transformative pro-
cesses, transductive conversions of energy and the histo-
ries of energetic environments. But while she emphasizes
the ambulatory “non-linear movement in forms of trans-
duction”9 and explicitly investigates inhabitable spaces of
immersion, with her focus on the act of projection, however,
environmentality remains tied back to a transitive gesture
of transmission and transport.10 In a broader disciplinary
context, its exploration ranges from the new non-visual
environments established by sensor technologies, from
biologically, autopoietically or systems-theoretically con-
ceptualized relations between an organism/a system and
its Umwelt, to the environmental concerns of new material-
ism, anthropology and queer phenomenology, rewriting the
Heideggerian irreducible world reference of the embodied
self. Sara Ahmed’s approach is of particular interest here
because it takes up the “bodily inhabitance of […] space”11
8 Cfr. J. Schröter, “Die Ästhetik der virtuellen Welt: Überlegungen mit Niklas Luhmann und
Jeffrey Shaw,” in M. Bogen, R. Kuck, J. Schröter, eds., Virtuelle Welten als Basistechnologie für
Kunst und Kultur? Eine Bestandsaufnahme (Bielefeld: transcript-Verlag, 2015): 25-36.
9 G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media (Chicago-
London: Chicago University Press, 2021): 109. See also ibid.: 111-112.
10 Ibid.: 2.
11 S. Ahmed, Queer Phenomenology: Orientations, Objects, Others (Durham: Duke University
Press, 2006): 6.
ANNETTE URBAN 116 AN-ICON
as a basic parameter of orientation, but in doing so opens
up Heidegger’s familiarity with the world to other directions
and objects that were not always already at hand. Similarly,
in Tim Ingold’s anthropology, “joining with the togetherings
of life”12 as drawn lines serves a better understanding of the
particular environmentality of the lifeworld. In the following, I
propose to combine art historical thinking about site-related
installation aesthetics with phenomenological and episte-
mological perspectives. They promise an understanding
of bodily extension into space as an orientedness towards
objects as well as towards others and simultaneously take
account of an unstable objecthood. This offers an alterna-
tive way out of problematic dualistic premises that so far
often separate art historical genealogies of immersion and
debates on aesthetic experience from knowledge-historical
considerations that see subject-object dichotomies under-
mined precisely by immersed bodies and their negotiation
of environmental relations.13
As I want to show by analyzing two examples
by Theodoulos Polyviou and Rosa Menkman, the de-differ-
entiation between the work, its spatial surroundings and, by
consequence, the exhibition display, is in particular rene-
gotiated in recent VR-art. Its often closed imaginary worlds
do not only present themselves as spatialized images, but
simultaneously as an assemblage of things in space that
reinforce the connection to installation art and display is-
sues. As Christiane Paul remarked in 2003, VR does not
only allow for the “full […] immers[ion of] its users in a
three-dimensional world generated by a computer” but also
for “an interaction with the virtual objects that comprise
that world.”14 While the immersive environment thus means
the withdrawal of the artwork as a singular (pictorial) object
and counterpart of aesthetic experience, it simultaneously
results in a multiplication of spatially arranged objects to
which the visitor relates in an interactive, cognitive and – we
might add – environmental or even (life) worldly way. This
12 T. Ingold, “Drawing together:” 303. See also ibid.: 301-304.
13 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 22, 24, 30.
14 C. Paul, Digital Art (London: Thames and Hudson, 2003): 125.
ANNETTE URBAN 117 AN-ICON
ultimately leads to a multiplied nesting of work, environ-
ment and exhibition whose institutional and infrastructural
conditions I will briefly consider at the end.
Normalized Immersion and the Epistemics
of Virtual Objects and Spatialities
The recent VR-artworks of Polyviou and Menk-
man have been chosen for this study because, to some
extent, they reinvest in immersive high-tech media arrange-
ments similar to those of the 1990s and early 2000s. Cy-
prus-born artist Theodoulos Polyviou resorts to calculated
3D environments that reproduce existing spaces with ar-
chitectural precision and make them individually explorable
via head-mounted display (HMD) as well as on the desktop.
Dutch artist and theorist Rosa Menkman uses the online
walk-through spaces of the newart.city.org platform to host
a collection of im/possible images in a specially designed
artificial environment. At the same time, the two artists
share the impulse to re-embed the virtual into a physical
environment. Polyviou works with an elaborate recalibration
of the virtual to the physical exhibition space, and Menk-
man reintegrates the interactive experience of the website
into an exhibition design she creates, which in its own
way restructures the physical space. This shared concern
with relocalization hints at a contemporary understanding
of immersion that does not privilege computer-generated
simulated worlds. Doris Kolesch has summarized it as “an
increasingly everyday interaction not only with digital media,
but also and above all, with designed spaces and spaces
of experience.”15 Indeed, this now normal immersive con-
dition is also elaborated in terms of architectural and ur-
ban spaces that are in negotiation with images.16 However,
15 D. Kolesch, “Ästhetik der Immersion,” in G. W. Bertram, S. Deines, D. M. Feige, eds., Die
Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp,
2021): 422-441, 422 [my translation].
16 Cfr. L. Bieger, “Ästhetik der Immersion. Wenn Räume wollen. Immersives Erleben
als Raumerleben,” in G. Lehnert, ed., Raum und Gefühl. Der Spatial Turn und die neue
Emotionsforschung (Bielefeld: transcript-Verlag 2011): 75-95.
ANNETTE URBAN 118 AN-ICON
“immersion as factual state description,”17 may primarily
end in a World without Us, as Inke Arns points out, where
invisibly working smart technologies create non-delimited,
post-visual environments. Does VR still play a significant
part in such a ubiquitous immersion?
While on the one hand the selected artworks
explore the “specific experience and mediality of the
body-environment relationship”18 stressed by Kolesch, on
the other hand, in unfolding a virtually walkable environ-
ment, they do not deny their rootedness in imagery and
even expose their latent objecthood. They engage with
environmental aesthetics by presenting themselves as an
environment withholding any designated artwork or as a
mere framework for other images. With the unstable ref-
erences of their elements, they fully play out the role of
virtual as epistemic objects and combine representation
with operability. This approaches all the more the genre of
knowledge exhibitions, as they invest in VR’s capacities of
getting the user “immersed in reflection,”19 to quote Katja
Kwastek’s term for reconciling the (inter)action-based mode
of digital art with the traditionally contemplative aesthetic
experience. Early installation art such as Lucio Fontana’s
Ambiente spaziale already shows how physical spaces with
the help of mirroring and lightning effects combine immer-
sion with ontological speculation. Within VR-art, the latter
is stimulated by oscillations between image and three-di-
mensionality. And it is intensified by virtual spatialities that
similarily become a theoretical object of epistemic value,
not only because of the heightened disorientation in spaces
freed from physical regularity, but also as a result of more
or less pure calculation. This affinity to abstraction mostly
escapes the attention to hyperrealistic 3D-design and in-
stead sometimes refers back to the sublime in art where
natural phenomena fluidly transition into intangible abstract
17 I. Arns, “Qualityland, oder: Der Immersion begegnen,” Jahrbuch für Kulturpolitik, 2017/18:
Welt. Kultur. Politik - Kulturpolitik in Zeiten der Globalisierung: 211-220, 212 [my translation].
18 D. Kolesch, “Ästhetik der Immersion:” 422.
19 K. Kwastek, “Immersed in Reflection? The Aesthetic Experience of Interactive Media Art,”
in B. Dogramaci, F. Liptay, eds., Immersion in the Visual Arts and Media (Leiden, Boston: Brill
Rodopi, 2016): 66-85.
ANNETTE URBAN 119 AN-ICON
emptiness. In 3D-environments, straight lines serve as ge-
neric framework of spaces, which, through texturing and
mapping, also directly emerge from images.
Of particular interest is whether this linear ab-
stractness is at the same time getting practicable in the
course of the (manual) navigation through Polyviou’s and
Menkman’s synthetic environments, enabled by the HMD
with its tracking systems and hand-held controllers and
by the maneuvers on the keyboard in the desktop-based
versions. This passing through as the prevalent mode of
VR-experience20 can be further clarified by (queer-)phenom-
enological concepts of inhabiting space by taking directions
and following lines, especially non-geometric entangled
lines, giving high value to disorientation and turning toward
objects as Sara Ahmed states.21 Insofar that this includes
“lining ourselves up with the features of the grounds we in-
habit, the sky that surrounds us, or the imaginary lines that
cut through maps,”22 it already assumes a connection be-
tween physical, expressly natural and virtual spaces which
extends up to technically-based environments. In a similar
vein, Tim Ingold explicitly considers lines as basic element
of immersion responsible for an embedding into the life-
world. For him, coming to life results from being “immersed
in those generative currents”23 such as wind, for example,
which also alters the state of man-made tools and techni-
cal objects transcending a purely transitive use. Thereby
Ingold’s concept of lines gains a potential for change and
implies passages between the actual and the virtual.24 With
their help, he problematizes objects understood as “dis-
crete, finished entities” which he judges as a mere obstacle
for drawing and “designing environmental relations.”25 Lines,
20 I use the terms VR-experience, VR-environments and VR-works as broad concepts also
including desktop-based virtual environments which have an immersive character on their
own.
21 S. Ahmed, Queer Phenomenology: 1-2.
22 Ibid.: 6.
23 T. Ingold, “Drawing Together:” 305.
24 Ingold’s repeated recourse to Deleuze/Guattari’s concept of the line of flight (ligne de fuite)
remains beyond the scope of this article, but is worth following in M. De Landa, Intensive
Science and Virtual Philosophy (London: Bloomsbury Academic, 2005).
25 T. Ingold, M. Anusas, “Designing Environmental Relations: From Opacity to Textility,”
Design Issues 29, no. 4 (2013): 58-69, 58.
ANNETTE URBAN 120 AN-ICON
in contrast, as exemplified by the inseparable correlation of
a river and its banks, are emblematic of correspondences
and engender a different kind of thinking: “to correspond
with [the waters] is to join this awareness with the flow.”26
They privilege an intransitive mode of “joining with” rather
than “joining of.”
Putting VR-Art on Exhibition
When contemporary art today is testing the
potentials of VR as an artistic medium, its borrowings
from installation art are not exclusively motivated by the
pragmatics of exhibiting in art museums. Many artists use
this necessity for initiating ontological speculations on the
continuum between virtual reality and the shared here and
now in the museum. They intertwine the setting up of the
interior pictorial world with the installative anchoring of the
VR-experience in the exhibition space, thus producing their
own form of potentiated environmentality connected to
quite different strands of installative and site-related art.
Here, only a brief comparison can point to how, in Banz &
Bowinkel’s work Mercury (2017) (Fig. 1) for example, the
filigree pavilion architecture that creates a second artificial
habitat high above Planet Earth in the VR, extends into a
metallic display for the processor and the second screen
in the exhibition. And to another German VR-artist, Flori-
an Meisenberg who chooses an illusionistic backdrop, as
known from photo and film studios, to illusionistically em-
bed the gesticulating wearer of the HMD into the abstract
grid landscape of Superstudio’s 70s planetary architectural
utopia. In both examples, the environments also serve to
house other artworks. But instead of activating the institu-
tional or archival concerns of installation art, they extend
the artificially generated, often fictionalized world within
the VR into the exhibition context which is more in line
with the staging of illusionistic worlds by means of props in
26 T. Ingold, Knowing from the Inside: Correspondences, (Aberdeen: University of Aberdeen,
2017): 41.
ANNETTE URBAN 121 AN-ICON
cinema and cinematographic installation art. The VR-works
by Polyviou and Menkman persue the reverse path and
thus tend to the originally anti-immersive institution-reflex-
ive branch: Their freely designable VR-worlds conversely
borrow from physical exhibition spaces and their conven-
tions of presenting items of cultural value which is worth
questioning as another symptom of immersive normality
and life worldly virtuality.27
Fig. 1a Fig. 1b
Fig. 1a and 1b. Banz & Bowinkel, Mercury, 2016. VR installation,
screen capture and installation shot, DAM Gallery, Berlin, 2017. Courtesy of the artists.
Theodoulos Polyviou: Drifting, Browsing,
Cruising (2021)
Besides the issues of art presentation in the
pandemic, that influenced both selected artworks, I ask
more generally about the role of environmental virtuality in
Polyviou’s and Menkman’s action-based and visual-spatial
strategies28 of getting the recipient immersed in their work
and thereupon re-perspectivize the question of institutional
embedding. The first striking feature of Drifting, Browsing,
Cruising created by Theodoulos Polyviou together with Eleni
Diana Elia at the Centre for Art and Media, ZKM at Karls-
ruhe/Germany, is certainly the ground plan true modeling of
a computer-generated world based on a specific location
27 Cfr. S. Rieger, A. Schäfer, A. Tuschling, eds., Virtuelle Lebenswelten: Körper - Räume -
Affekte (Berlin-Boston: De Gruyter, 2021).
28 Kwastek stresses that the action-based experience not necessarily needs visual-spatial
illusion (Cfr. “Immersed in Reflection?:” 69), but both aspects are closely united here.
ANNETTE URBAN 122 AN-ICON
within the museum. In summer 2021, visitors wearing HMD
moved in situ through this doubled environment (Fig. 2-3).
Since then, the work can be visited as only desktop-based
VR on the online exhibition site fantastic confabulations, that
reuses the digital replica of the space for further exhibitions.
Contrary to enabling “spatiotemporal transpo-
sition,” Polyviou uses VR for evoking a “hyper-awareness of
the viewer as to where they are, and what they are doing.”29
That’s why he is re-situating VR-technology by establishing
site-related connections to architecturally and historical-
ly distinct places. But how is this intended sense of pres-
ence, which implies situatedness and agency, created in the
site-specific VR-installation at the ZKM? In contrast to many
other of his works,30 any direct citation of a third auratic place
and its cultural heritage is missing here. Polyviou obviously
aims at the recognizability of the original museum space in
3D – the alignment of pillars typical of the former industrial
building, the balustrade and the staircase leading to the open
atrium as well as the glass partitions to the adjacent spaces
are all faithfully reproduced. This makes the absence of the
expected distinct artworks all the more noticeable. What one
encounters inside, first of all appears as extensions of the
serving architecture. The replicated pillars with spotlights
are complemented by semicircular, half-height partitions as
known from exhibition design. While these virtual supple-
ments turn the clear cubic exhibition space into a cluttered
and mysterious site, their freely curving floor plan lines re-
appear as vinyl stripes on the ground of the physical space.
29 Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity - An Interview with Theodoulos Polyviou and Jazmina Figueroa,” in L. Nolasco-
Rózsás, ed., Beyond Matter, Within Space: Curatorial and Art Mediation Techniques on the
Verge of Virtual Reality (Berlin: Hatje Cantz Verlag, 2023): 429-443, 432.
30 See for example the installation Transmundane Economies (2022) at Künstlerhaus
Bethanien in Berlin, with references to the ruins of the Bellapais monastery in the north of
Cyprus.
ANNETTE URBAN 123 AN-ICON
Fig. 2a Fig. 2c
Fig. 2b Fig. 2d
Fig. 2a, 2b, 2c and 2d T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation,
in cooperation with Eleni Diana Elia, installations shots and VR captures (details), ZKM, Karlsruhe
2021. Courtesy of the artists. © Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media
Karlsruhe (ZKM), photo by Tanja Meissner. Produced in the framework of the Beyond Matter Residency
Program at ZKM | Karlsruhe.
This interplay between paradoxical emptiness
and spatial density not only subverts the usual aesthetic
experience in art museums with its orientation towards
a singled-out art object. The directionality of the space
image as an action image, theorized by Stephan Günzel
in the context of gaming, where only objects centered in
the field of vision can become the object of action,31 also
remains unexploited. Instead, the environment privileges
spatial exploration and confronts with the paradox phys-
icality of its virtual architecture that, like the impermeable
built world, diverts the users’ bodies. Without any avatarial
31 Cfr. S. Günzel, “Vor dem Affekt: die Aktion - Emotion und Raumbild,” in G. Lehnert, ed.,
Raum und Gefühl: Der Spatial Turn und die neue Emotionsforschung (Bielefeld: transcript-
Verlag, 2014): 63-74, 67-68.
ANNETTE URBAN 124 AN-ICON
representation, their self-perception entirely depends on
bodily correlations with the labyrinthine environment, that
additionally applies sensory stimuli and atmospheric im-
mersion32 including artificial billowing fog on the floor, a
sound backdrop and hall lights converted into dramatic
illuminations. Thus, the functional architecture that sublim-
inally remains perceptible through its calibration with the
virtual space, shifts to a fictionalized, suspenseful backdrop
that awaits its narration. Priority has the increased intensi-
ty of experience typical for spatial-immersive installations
and one-sided de-distancing. But the artificial environment
here also requires an action- and reflection-based attitude
thanks to the latency of its speculative and operable ob-
jects and thus enacts a highly sensuous, performative form
of site-related institutional critique. This comes into action
when the foggy atmosphere transforms the built-in walls
into jagged rock formations, thereby unifying different mate-
rialities in one unstable image-object, or when the flashing
spotlights and the variable angle of view instantly turn a
black surface into a three-dimensional hide-away (Fig. 3).
In addition, the windows that in fact only sepa-
rate the next exhibition space, virtually open onto an equally
artificial purple exterior, imitating a dramatic skylight. Its
emptiness suspends the virtual exhibition space with its
balustrades and staircase in an indefinite void, so that the
emphasized inside-outside difference gives this VR-topos
of floatation an institution-critical side. While Polyviou’s en-
vironment is housed/hosted by the museum, it also nests
there as an invisible counter-place that virtually undermines
the physicality of the institution.33 And by penetrating the
interior of the virtual environment, the shadows of the grid
windows cite the linear structure of computed space. But
this space loses the evenness secured by optical projec-
tion when the grid lines synthesize the floor with the pillars
to one continuous surface. It thus foreshadows a virtual
32 Cfr. also R. Eugeni, G. Raciti, eds., “Atmosfere mediali,” VCS Visual Culture Studies. Rivista
semestrale di cultura visuale, no. 1 (November 2020).
33 Cfr. Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity:” 430.
ANNETTE URBAN 125 AN-ICON
Fig. 3a Fig. 3c
Fig. 3b
Fig. 3a, 3b and 3c T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation, in
cooperation with Eleni Diana Elia, VR captures (details), ZKM, Karlsruhe 2021. Courtesy of the artists. ©
Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media Karlsruhe (ZKM), Produced in the
framework of the Beyond Matter Residency Programat ZKM | Karlsruhe.
substantiality beyond the clear differentiation of distinct
things and deprived of the stability of usual grounds.
This exacerbates the insecurity of the orienta-
tion-seeking users who navigate their invisible body through
the confusing narrowness of fixtures, pseudo-functional
handrails and hall lights. However, this staged reduction of
distance is not simply overwhelming. The ambiguous virtual
objects also ensure that, by “gather[ing] on the ground,” –
as Sara Ahmed has noted – “they create a ground upon
which we can gather.”34 Indeed, the mixed environment
unites online as well as HMD users whose actions in the
physical terrain marked with stripes are simultaneously
observed by the museum visitors. Even without direct
references to sacred architecture, Polyviou thus links the
34 S. Ahmed, Queer Phenomenology: 1.
ANNETTE URBAN 126 AN-ICON
VR-typical passing through with a quasi-ritualized use of
space. Alison Griffith has already tied back a counter-his-
tory of immersive spectatorship in the museum not only to
the panorama, science museum, and planetarium, but also
to the cathedral.35 In Drifting, Browsing, Cruising, mnemonic
mental images ensure the combination of action-based with
cognitive immersion, because the disoriented wandering
takes place through the comparison of constantly shifting,
remembered spaces. When Polyviou decisively theorizes
this ritualization as base for a “queer togetherness,”36 this
reconnects to the lines printed on the floor. Through their
interference with the dense environment inside the VR, they
emancipate themselves from the clear legibility as object
contour and ground plan. They thus contribute to the cru-
cial entanglement that, according to Ingold, gets the “living
being […] as a bundle of [the] lines” 37 of its movement im-
mersed in its lifeworld. Polyviou therefore stimulates bodily
practices of losing oneself in artificially induced passions.
The choreographed searching movements inside give the
museum space an improvisational openness, while the
calibration with the physical pillars and ground makes the
VR-experience literally tangible. Environmental immersion
here goes hand in hand with a reduction of difference that
de-differentiates virtual and physical spaces, bodies and
objects.
Rosa Menkman: The BLOB of Im/Possible
Images (2021)
Rosa Menkman’s VR-experience also brings the
categories of artwork and exhibition nearly into congruence.
But, instead of eliminating distinct artworks, Menkman, for
this purpose, departs from a veritable collection assembled
under the title of Im/Possible Images (Fig. 4). She stores
35 Cfr. A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View
(New York: Columbia University Press, 2008).
36 “Drifting, Browsing, Cruising,” Fantastic Confabulations,
https://fantastic-confabulations.beyondmatter.eu/drifting-browsing-cruising/index.html,
accessed December 29, 2022.
37 T. Ingold, “Drawing Together:” 300.
ANNETTE URBAN 127 AN-ICON
Fig. 4
Fig. 4. R. Menkman, The BLOB of Im/possible Images, 2021. Desktop-based virtual environment,
accessible on the platform New Art City. Courtesy of the artist.
this collection on the widely used VR-art platform New Art
City where she designed a complex desktop-based virtual
environment that shows an enclosed grayish scenery with
a staircase, a huge resolution-chart, a humanoid figure and
a second free-floating structure pierced by diagonals. Ini-
tially hidden from view, the collected images are sheltered
inside this amorphous cloud, revealing themselves when
one navigates through the permeable sheathing. The nest-
ed structure alludes to the titular BLOB with its polysemy of
digital blob architecture, the single-celled, ‘intelligent’ su-
per-organism and Binary Large Objects as a technical term
for databased image processing. And the exhibits that visi-
tors have to deal with in this environment are mainly objects
of knowledge accessible only through representation, so
a reference to their theorizations by Hans-Jörg Rheinberg-
er and Susan Leigh Star/John Griesemer is suggested.38
Menkman thus borrows from the realm of scientific images,
which has been a central field of debate and self-defini-
tion for digital art from the very beginning. She delegates
the act of imagining and selecting them by realizing a sur-
vey during her Arts at Cern/Collide Barcelona-Residency,
asking the researchers what image of a relevant object or
38 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft (Bielefeld: transcript-Verlag, 2015): 19-58.
ANNETTE URBAN 128 AN-ICON
phenomenon they would capture if “limits of spatial, tem-
poral, energy, signal/noise or cost resolutions”39 were irrel-
evant. In other words, this variability of resolution results
in products of imagineering and touches on phenomena
that are decoupled from humans’ experience, escaping
their commonly perceived environmentalities. But these
phenomena can be mediated by virtual body-environment
relations, which conversely force a changed understanding
of (aesthetic) experience, as discussed by Roberto Diodato
with reference to John Dewey.40 The choice of the nuclear
physicists as experts in im/possible images endow the
virtual as epistemic objects with a specific latency and
scientificity. The referents of their proposed images mostly
elude the objecthood familiar to mankind and have nothing
in common with the medium-sized “things of the earth’s
surface” as characterized by the Gestalt psychologist Fritz
Heider.41
Two important aspects shared with Polyviou’s
example promise additional insights into the workings of
environmental immersion. Firstly, this concerns the embed-
ding into abstractness, which goes along with a space that
loses its conventional categories and thus favors immersion
through the withdrawal of the usual parameters of orienta-
tion. This not only stems from the arbitrary laws of physical-
ity in VR, but also from a different kind of world reference in
‘virtual bodies environments’, which Diodato emphasizes:
“In this intermediary world space itself is the result of inter-
activity.”42 In Menkman’s case, the intensified experience
is generated not so much by a condensed, labyrinthine
spatiality as by the enhanced self-reflexivity of navigation
itself. Both, the VR-environment The BLOB of Im/Possible
Images and the related video-work Whiteout showing a
tour in Harz mountains in heavy snow, deal with the ex-
perience in a markerless space tending to exceed human
39 R. Menkman, “The BLOB of Im/possible Images”
https://newart.city/show/menkman-blob-of-im-possibilities, accessed December 30, 2022.
40 Cfr. R. Diodato, Image, Art and Virtuality: Towards an Aesthetics of Relations (Cham:
Springer, 2021): 56.
41 Cited after G. Roßler, Der Anteil der Dinge an der Gesellschaft: 38.
42 R. Diodato, Image, Art and Virtuality: 61.
ANNETTE URBAN 129 AN-ICON
senses and erase most thingness. Second, the comparison
with Drifting, Browsing, Cruising is based on the re-phys-
icalization of the VR-works in the exhibition format. Rosa
Menkman conceived a carefully designed exhibition display
for a 2021 group show at Munich where she reconnected
the VR-experience to the physical space with the help of
lines. While in Polyviou’s example the plotting of isomorphic
virtual and physical elements onto a planimetric floor plan
retains a relative object character, Menkman starts from
abstract lines as axes of graphs and coordinate systems.
They guide the exploration of the virtual world inside and
also mark the thresholds of iconic representation. Touching
on signal spectra, digital states and im/material energetic
flows, they bring forth what Ingold sees otherwise negated
by the regime of solidified things.
Within the VR, the resolution chart erected
next to the figurine is particularly telling of how Menkman
translates resolution into space, taking advantage of the
orthogonality of digital as “rasterized […] images” based
on a “grid of picture elements or pixels,”43 that, according
to Francesco Casetti and Antonio Somaini, also possess
a specific plasticity. By mapping the gray structure of the
internal blob with the diagonals and its one black anchor
point, the resolution chart pretends to guide the VR-user
searching to enter this enclosure. Yet, despite the lines
piercing the amorphous volume, the chart does not reveal
any information about the interior. The charted scales and
frequency ranges unmistakably mark this second blob as
an image-object of the same digital fabric as the abstractly
textured body of the figurine besides, Menkman’s Angelus
Novus emblematic for the reversal of gaze regimes. This
co-presence of image-objects and -subjects made of dis-
torted black-white stripes strongly signals the de-differ-
entiation of most diverse entities. The appearance of the
things is flexibilized to such a degree that their self-identity
43 F. Casetti, A. Somaini, “Resolution: Digital Materialities, Thresholds of Visibility,” NECSUS.
European Journal of Media Studies 7, no. 1 (2018): 87-103.
ANNETTE URBAN 130 AN-ICON
is disposable and their recognition depends on the user’s
bodily action (Fig. 5).
Fig. 5a
Fig. 5b
Fig. 5a and Fig. 5b .R. Menkman, The BLOB of Im/possible Images, 2021, Desktop-based virtual
environment, accessible on the platform New Art City, screenshots by the author. Courtesy of the artist.
ANNETTE URBAN 131 AN-ICON
As soon as the user has traversed the opaque
but permeable grayish membrane of the blob, the envi-
ronment transforms into a dark sphere with mystic sound
where the im/possible images are scattered in an unmea-
surable distance. When the wandering user is attracted by
small luminous dots that, up close, turn out to represent
the Pale Blue Dot aka Planet Earth, taken by Voyager 1 in
1990 for example, or a Quantum Vacuum, quarks inside of
a proton, a shadow of a black hole and a body scan of the
interior of a wrist, she/he is once again less guided by the
affordances of gaming. To remind Günzel, its “fixed-par-
anoid perspective” turns objects into action carriers by
shifting them to the center of the image; but here, only the
paranoid dimension of permanent searching seems to en-
dure “through which the objects in the virtual off must be
transferred into actualization.”44 As Roberto Diodato notes
with reference to Bernard Stiegler and Richard Grusin, in
view of the prevailing premediation techniques and an al-
ready thoroughly hypermediated world, it is necessary for
the techno-artistic creation of virtual spacetime environ-
ments to break the merely adaptive behavior pattern of
supposedly active cognitive agents.45 Beyond the gaming
attitude running into the void, it is the habits of museum
spectators that help surprisingly well – right down to the
work texts that pop up on approach. But, of course, the
concept of the mimetic image is challenged here by the
assembled nuclear- and astrophysical phenomena at the
limits of what can still be captured by light or other wave-
lengths. Menkman succeeds in staging the uncertain status
of such objects of knowledge, which only move into the
rank of the existent through new technologies of detection,
by making use of the peculiarities of virtual objecthood. This
starts with the all-round perspectivability and resulting form
variance of the virtual exhibits already known from sculp-
ture, joined here by their free scalability and permeability
44 S. Günzel, “Vor dem Affekt:” 68.
45 Cfr. R. Diodato, Image, Art and Virtuality: 64-65.
ANNETTE URBAN 132 AN-ICON
in direct interaction with the user navigating their invisible
bodies through space. The skinned wrist, for example, hits
the viewer in powerful plasticity or just hangs in space as
flatware, depending on the point of entry into the enclosure
of the im/possible images, the viewing angle and proximity
to the item. This form of distance reduction self-reflexively
combines seeing and (inter-)acting. The less complete im-
mersion of desktop-based VR is compensated for by the
tactility of maneuvering with arrow keys or touchpad, which
transfers its sensation of handling to the virtual objects.
Menkman experiments here with re-introducing into art the
more immersive displays of the natural history museum,46
whose never-broken connection to science is recalled by
Christiane Voss’ reflections on the medium of exhibition,47
and appropriates the knowledge exhibition format. In this
setting, barely tangible phenomena such as black holes,
dark matter and other galaxies become manageable as in
a laboratory that, in terms of Hans-Jörg Rheinberger, only
brings epistemic things into existence.48
The nested spatial structure of the BLOB in-
creases this epistemic valence because it invites for re-
peating those transformative immersive crossings from one
internal sphere to the next. Outside the encapsulated image
collection, the latency of objects is provided by the poly-
gon meshes patterned with black/whites lines reminiscent
of military dazzle camouflage49 that acts as de-distancing
tool precisely by preventing its correct estimation. Instead
of simulating natural light conditions, as it often serves to
catalyze the atmospheric immersion of a perfected VR, the
moiré reveals another form of apparitional fluidity. Con-
stantly changing with the user’s movement, the texture
shows a pulsating im/materiality that already withdraws
at the surface. It seems close to Ingold’s and Ansusas’s
notion of infrastice that includes “all manner of electrical,
46 Cfr. A. Griffiths, Shivers Down Your Spine.
47 Cfr. C. Voss, “Das Museum als Medium der Kunst,” in G. W. Bertram, S. Deines, D. M.
Feige, eds., Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart
(Berlin: Suhrkamp, 2021): 464-483, 474.
48 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 35.
49 My thanks go to Manuel van der Veen for this reference and the exchange about the text.
ANNETTE URBAN 133 AN-ICON
Fig. 6 R. Menkman, The Im/possible BLOB, 2021. Installed at Temporal Stack: the Deep Sensor
in Guizhou, China, curated by Iris Long und HE Zike, 2021. Courtesy of the Artist.
chemical, and mechanical workings […], energies, gases,
and fluids”50 and resists the useability of surfaces solely
understood as interfaces.
Finally, the artist also uses these textures, as
well as the abstract lines of graphs as vehicle for transfer-
ring the virtual into physical space. For a presentation of
The BLOB at Gizhou/China (Fig. 6), the dynamic black/white
pattern has been transformed into a wallpaper. This exhi-
bition design attaches more to the cinematically inspired
strategy of extending the fictional-scenic image space in-
side the VR into an overall immersive installation. But there,
without the operability of latent virtual objects, it tends to
unrealize the museum with its psychotic pattern. In con-
trast, for a group exhibition in Munich that combined the
VR-experience and the video Whiteout with works by Memo
Akten, Susan Schuppli and others, Menkman materialized
the abstract lines from inside the BLOB (Fig. 7). They es-
tablished a 3D-framework in physical space whose white,
green, red, yellow and blue diagonals traversed the floor
and walls of the exhibition hall,51 thus slightly removing it
from orthogonality. As these lines are imagined to shift the
50 T. Ingold, M. Anusas, “Designing Environmental Relations:” 58.
51 Cfr. L. Gross, R. Menkman, L 13: Reader NR 4 im/possible images (München:
Lothringer 13 Halle, 2022) https://beyondresolution.nyc3.digitaloceanspaces.com/
Catalogues%2Fimpossible_L13_READER.pdf, accessed April 25, 2023.
ANNETTE URBAN 134 AN-ICON
Fig. 7d
Fig. 7b
Fig. 7c
Fig. 7a
Fig. 7 a-d. Views of the Exhibition Im/possible Images, at the Lothringer 13 Halle, Munich, 2021,
curated by Rosa Menkman. Photo by Dominik Gigler. Courtesy of the artist and of Lothringer 13 Halle.
ANNETTE URBAN 135 AN-ICON
spectra of resolution – a borderline to “low fidelity images”
was inscribed on the floor –, the artist transformed the built
into a “latent image space.”52 Similar to the VR, I would
add, the solidity of its objects becomes doubtful, when
variable parameters of the perceptible and representable
always help other visualities and entities to emerge. With
this kind of environmentalization, Menkman de-hierarchizes
an ever-higher resolution, that regulates access to more
and more details and therefore, according to Casetti and
Somaini, raises the power question of control.53 In the Mu-
nich exhibition, some of the im/possible images from the
BLOB (re-)materialized as exhibits, among them a photo
of the skinned hand scan or a newspaper clipping with an
x-rayed hand from 1896. But, by placing them along the
resolution lines, theses factual images remain suspended
in an abstract space of potentialities. In sum, the exhibition
display was activated as an integral component not princi-
pally distinguished from what is constitutive for the ‘work.’
Potentiated Environmentalization
As shown so far, the multiplication of environ-
ments inherent in VR-art results from its genuine blurring of
the differences between work and environment. This gen-
erative logic of further nesting necessarily brings the whole
institutional and curatorial ecosystem of VR-art into view.
And the extension of the internal installation aesthetics not
only counteracts its technically-based encapsulation. It is
also essential for not missing the togetherness54 – to cite
Mieke Bal – of an exhibition which, according to Christiane
Voss, is the medium that establishes the works’ mode of
existence as art in the first place.55
The Blob of Im/Possible Images, commissioned
by the HeK Basel, was produced with the infrastructure of
newart.city.org that provides a “virtual exhibition toolkit”
52 Cfr. R. Menkman, “Im/possible Images@Lothringer 13, Munich”
https://beyondresolution.info/im-possible-images-1, accessed December 29, 2022.
53 Cfr. F. Casetti, A. Somaini, “Resolution:” 89.
54 Cfr. M. Bal, Exhibition-ism: Temporal Togetherness (Berlin: Sternberg Press, 2020).
55 Cfr. Voss, “Das Museum als Medium der Kunst:” 464.
ANNETTE URBAN 136 AN-ICON
with “built-in tools to manage artworks and space layouts.”56
Menkman takes up its claims for a non-hierarchical co-cre-
ation and invites the submission of further non-expert im/
possible images. Later on, the work has been embedded
into a virtual, but spatial exhibition curated by Lívia No-
lasco-Rózsás and Giulia Bini for the ZKM in 2021, which
pushes the tendencies towards nesting and de-differen-
tiation even further: Spatial Affairs. Worlding is inhabited
by artworks, an exhibition display and visitors sharing the
same organic-abstract shape. One can only distinguish
the non-humanoid avatars of other visitors from exhibits
through distance-reduction and the object-related action of
a mouse click. The latter then turn into pink and, via an info
window and links, lead the web-user to the works stored on
artists’ website or platforms. By interpreting environmental-
ization in terms of worlding, the curators participate in the
posthumanist renewal of the phenomenological critique of
the world as sum of objects. The multi-user online world
with its identical, modular entities first hides the exhibition
behind the supposed affordances of gaming and chats.
However, the transitions between the environmental exhi-
bition and environmental works are designed less immer-
sively – like portals in gaming or falling down the rabbit-hole
known from literature – than through paratextual framings
operated by non-natural manual interfaces.
The online exhibition site fantastic confabu-
lations that hosts Drifting, Browsing, Cruising was also
conceived by Polyviou together with Jasmina Figueora as
artists in residence of the same research project Beyond
Matter. Instead of nesting spaces, it deals with the gener-
ic, serial tendency of self-continuation by inviting to reuse
the initial 3D-reconstruction of the ZKM balcony for sub-
sequent projects such as realized by Figueroa who mod-
eled her spoken words and sound scores by the visitors’
movements through the virtual site. Following Ahmed, this
56 Cfr. “About New Art City,” https://info.newart.city/about, accessed December 28, 2022.
ANNETTE URBAN 137 AN-ICON
implies not only a model for self-determined curation, but
also a form of environmental co-habitation.
Lívia Nolasco-Rózsás argues for the museum
in the virtual condition as a “cognitive system”57 including
non-human actors, thereby reaccentuating the pioneering
thought exhibitions [Gedankenausstellungen] initiated by
Peter Weibel and Bruno Latour. Polyviou’s example gets by
without its strong archival underpinning. In the functional
architecture, his staging of an atmospherically condensed
counterworld aims at releasing a different bodily knowledge
of possible encounters and envisions a counter-physicality
for transcending the otherwise hard-to-move institution.
The curved lines on the ground echoing the paths inside
the VR offer their own transformative knowledge of entan-
glement that is experienced and produced environmentally.
In comparison, Menkman directly invests into the potential
of virtual as epistemic and aesthetic objects. Their robust-
ness and simultaneously plasticity reminds the capability of
Star’s and Griesemer’s boundary objects to make agents of
different groupings,58 in this case those of art and science,
meet. What Doris Kolesch has in mind with a normalized
immersion in not only technologically-enclosed but every-
day spaces, can also be true for VR-based environmental-
ization. De-differentiation and de-distancing are then not
contradictions to but catalysts of immersive reflection.
57 L. Nolasco-Rózsás, Y. Hofmann, “The Museum as a Cognitive System of Human and Non-
Human Actors,” The Garage Journal: Studies in Art, Museums & Culture, no. 3 (2021): 1-15.
58 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 33-34.
ANNETTE URBAN 138 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19726 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19726",
"Description": "The title of this project, “An-icon,” refers to “images that deny themselves.” Virtual reality may be viewed as a typical, though not exclusive, case able to illustrate this kind of image: we know we have crossed the threshold of an environment that consists of images (ontologically), but we experience it (phenomenologically) as if it were a real environment. Something similar can be said about immersivity, but reversing the perspective: we are (ontologically) immersed in reality (virtual or non-virtual), but (phenomenologically) we know and say we are, and for this very reason we reject the idea that we are simply immersed in an environment. This applies first and foremost to our experience in general, regardless of the status of the experiences we gain through virtual reality (VR), augmented reality (AR) or mixed reality (MR).And yet, within this very general condition, human beings have over time created environments and works that carve out zones of “special immersivity,” so to speak, dedicated to immersion. What are we looking for in VR immersivity? Are new immersive technologies merely refinements of older techniques, or can they affect our relationship with ourselves, reality, and others in novel ways? What are artistic practices called on to do when faced with such new technological practices?",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19726",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Stefano Velotti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Uncontrollability",
"Title": "Immersivity as An-immersivity",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-19",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Stefano Velotti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19726",
"firstpage": null,
"institution": "Sapienza University of Rome",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Uncontrollability",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zerubavel, E., Hidden in Plain Sight: The Social Structure of Irrelevance (New York: Oxford University Press, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersivity as An-immersivity",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19726/20026",
"volume": "2"
}
] | Immersivity
as An-immersivity
by Stefano Velotti
Ordinary and immersive experience
Virtual reality and art
Experience economy
Control
Uncontrollability
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Immersivity as
An-immersivity
STEFANO VELOTTI, Sapienza. Università di Roma – https://orcid.org/0000-0002-9421-0257
https://doi.org/10.54103/ai/19726
Abstract The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of an
environment that consists of images (ontologically), but we
experience it (phenomenologically) as if it were a real environ-
ment. Something similar can be said about immersivity, but
reversing the perspective: we are (ontologically) immersed
in reality (virtual or non-virtual), but (phenomenologically) we
know and say we are, and for this very reason we reject the
idea that we are simply immersed in an environment.
This applies first and foremost to our experience
in general, regardless of the status of the experiences we
gain through virtual reality (VR), augmented reality (AR) or
mixed reality (MR).
And yet, within this very general condition, human
beings have over time created environments and works that
carve out zones of “special immersivity,” so to speak, dedicated
to immersion. What are we looking for in VR immersivity? Are
new immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves, reality,
and others in novel ways? What are artistic practices called on
to do when faced with such new technological practices?
Keywords Ordinary and immersive experience Virtual reality and art
Experience economy Control Uncontrollability
To quote this essay: S. Velotti, “Immersivity as An-immersivity,” AN-ICON. Studies in Environmental
Images [ISSN 2785-7433] 2, no. 1 (2023): 139-157, https://doi.org/10.54103/ai/19726.
STEFANO VELOTTI 139 AN-ICON
An-Immersivity
The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of
an environment that consists of images (ontologically), but
we experience it (phenomenologically) as if it were a real
environment. Something similar can be said about immer-
sivity, but reversing the perspective: we are (ontologically)
immersed in reality (virtual or non-virtual), but (phenomeno-
logically) we know and say we are, and for this very reason
we reject the idea that we are simply immersed in an envi-
ronment. If we were, we would have no way of becoming
aware of this. In fact, to speak of immersivity, we must find
our balance on an unstable boundary, which allows us to
recognize the encompassing and intrascendible character
of immersive experience while at the same time belying
its closure, piercing it from within. To speak of immersivity
therefore implies recognizing that one is in a condition of
“an-immersivity,” where the hyphen separating and joining
the privative prefix “an” to “immersivity” is the sign of a
paradox. It could also be said that the hyphen evokes the
figure of an unstable threshold, referring to the co-presence
of inside and outside.1 This applies first and foremost to
our experience in general, regardless of the status of the
experiences we gain through virtual reality (VR), augmented
reality (AR) or mixed reality (MR).
“Special immersivity”
Before even considering the complexities and
opportunities of virtual immersivity, it should be noted that
1 In this I am comforted by the title of A. Pinotti’s fine book, Alla soglia dell’immagine: Da
Narciso alla realtà virtuale (Turin: Einaudi, 2021).
STEFANO VELOTTI 140 AN-ICON
immersivity presents itself first and foremost as a feature
of our being in the world: we are always already immersed
in experience, in a given situation part of an indeterminate
totality. Where else could we be? And yet, within this very
general condition, human beings have over time created
environments and works that carve out zones of “special
immersivity,” so to speak, dedicated to immersion, with
different modalities, complexities, techniques, functions,
and meanings, many of which – the earliest – tend to be
beyond our understanding and perhaps always will.
Is it possible that the insistent recourse to
“(special) immersivity” arises especially at times of deep
crisis, when the very foundations of a civilization are felt
to be uncertain, invested with a high rate of contingency?2
To simplify: since forms of life do not allow us to feel at
home in this world, which seems to have become foreign,
indecipherable and threatening, one is drawn to limited and
controlled spaces in which to immerse oneself, to feel more
alive and safe, at least for a while. I think this perspective is
plausible, though it is partial and, indeed, a simplification.
What else are we looking for in VR immersivity? Are new
immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves,
reality, and others in novel ways? What are artistic practices
2 O. Grau, From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA: MIT Press,
2003) offers a historical survey of artworks aimed at providing immersive experiences. In
recent decades, however, interest in Paleolithic and “cave art” has been rekindled outside the
circle of specialists as well, both as such – see, e.g., G. Rigal, Le temps sacré des cavernes
(Paris: Corti, 2016) – and in relation to contemporary art, to this regard see again Pinotti, Alla
soglia dell’immagine (especially the section on “Avatāra” in ch. V). Cfr. also M. Stavrinaki,
Saisis par la préhistoire: Enquête sur l’art et le temps des modernes (Paris: Les presses du réel,
2019) and in particular the pages devoted to Frederick Kiessler’s Endless House and Giuseppe
Pinot Gallizio’s Caverna dell’antimateria. Both of these works, created in the late 1950s, reflect
the anguish connected to the atomic bomb, at that time perceived as a looming threat, later
forgotten but always resurgent. The short-circuit between contemporary art and the Paleolithic
seems to be related to the perception of a profound change in a civilization, if not its end, and
thus to a need to revisit its origins, as if one had to start over. In this regard, in addition to a
number of works of visual art that explicitly harken back to the Paleolithic, see also Richard
Powers’ symptomatic novel Plowing the Dark (2000), which I have analyzed in S. Velotti, “Art in
the time of Pandemic: Three Terms,” Paradigmi 39, no. 1 (2021): 127-140.
STEFANO VELOTTI 141 AN-ICON
called on to do when faced with such new technological
practices?
Nowadays the adjective “immersive” is used
obsessively in the presentation of theme parks and other
sensational “adventures” or “experiences” that promise
to take us “inside” paintings and frescoes or into physi-
cally inaccessible places. The word invariably appears in
the press releases of museums, exhibitions, performances,
installations, but also in advertisements for apartments for
sale or wine and food itineraries.3 One way to understand
the meaning of the word is “proof of the opposite:” what,
for example, would a “non-immersive” visit to an apartment
look like? Hard to answer, unless we specify restrictive
conditions for what is meant by immersivity. Used loosely,
however, “immersive” risks being meaningless since its
negation does not seem to change anything. And yet it is
precisely for this reason that it is an enigmatic adjective,
hovering like an obscure object of desire in our social imag-
ination.
Are we therefore to conclude that the attribution
of immersivity is in vain since it neither adds nor detracts
from the characterization of experience? I don’t think so.
However, we must first clarify in what sense each of our ex-
periences is both immersive and non-immersive, or, indeed,
“an-immersive.” On this basis it will be easier to ask what
peculiar traits are offered by the different uses of “special
immersivity,” by this form of reality that is VR, particularly
in relation to art, which, if it is anything, is a way of under-
standing how we place ourselves in the world.
3 A real estate agency in Rome advertises its luxurious apartments in the Parioli district with
the following words, “Enjoy an immersive experience! Come visit your new home.” The real
estate company is called Pitagora because it is located near Piazza Pitagora, not because it is
referencing the Greek philosopher; however, the agency’s slogan is “Pitagora – the philosophy
of living.” Which, supposedly, explains its “unique and iconic character.” As for food and
wine itineraries, one can visit, for example, “The Temple of Brunello” in Montalcino (Tuscany),
which actually offers “a station with VR viewers called InVolo” that “allows visitors to immerse
themselves in the villas, castles, vineyards and hamlets that dot the municipality’s vast and
diversified area,” https://www.orodimontalcino.it/tempio-del-brunello/, accessed December 24,
2022.
STEFANO VELOTTI 142 AN-ICON
Fish and amphibians
At first glance, one would be tempted to say
that we human animals are like fish immersed in water – to
quote a famous apologue by David Foster Wallace about
the difficulty of grasping the medium in which we are im-
mersed: an old fish asks two young fish, “Morning, boys.
How’s the water?” and they in turn ask themselves, “What
the hell is water?”4 The element in which we are immersed
is in this sense a medium that cannot be iconized or repre-
sented. In one respect, it is undeniable that we are always
already situated, immersed in a concrete environment that
resists iconic reduction. On the other hand, one must ask
whether asserting this undeniable condition of immersion
does not imply a partial denial of it.
The simplest critiques of a representational
model of the mind often target a naive idea of representa-
tion, one that can be imagined as a frame or filter interposed
between us and things, constituted by the spatio-temporal
forms of intuition or by a priori categories, universal or cul-
turally determined conceptual schemes. Access to reality
“in itself” is therefore denied to us, because according to this
account reality is always filtered through (inter)subjective
lenses. On the complementary plane of our actions and
productions we have mental representations enclosed in
our head that we then try to externalize, technically, artis-
tically or in other ways.
Various versions of enactivism oppose this view
of the representational mind, rightly insisting that percep-
tion is an active way of exploring the material and social
environment in which we are immersed, of experiencing
affordances and building skills, not a way of corresponding
4 D. Foster Wallace, This is Water, 2005. Commencement speech to the graduating class at
Kenyon College, https://fs.blog/david-foster-wallace-this-is-water/, accessed December 28, 2022.
STEFANO VELOTTI 143 AN-ICON
more or less correctly to an already organized world.5 Not
least because, in order to see whether our representations
“correspond” to the world, we would need to be able to
have unfiltered access to reality. On another front, anti-rep-
resentationalism is also endorsed by those who replace
representations with immanent flows and forces, or who
propose that we think of ourselves as “things among things,”
according to a “flat ontology” devoid of anthropocentric hi-
erarchies, where all entities are equally agents and patients,
from stones to plants, from artifacts to animals.
Yet, both the idea of a representational filter
and the various versions of absolute immersivity run into
the same problem: if we think these ideas and formulate
them linguistically, as in fact we do, then they are self-con-
tradictory. If they are true, then they are false.6 For if we
experienced the world through a filter, we would have to
see the world, ourselves and the filter with a view from
nowhere. And if on the other hand it were true, as in some
ways it is true, that we are always immersed in a translucent
medium like fish in water, we could not communicate this.
We would just be immersed. The fact is that we discover
ourselves immersed and emerged at the same time, more
amphibian than fish. We realize that we see and do not see
a frame, that we remain on this side of a threshold knowing
that we cannot cross it and therefore crossing it.7 Toward
where? Toward an infinitely expandable context, the inde-
terminable totality of every possible experience in which
5 Cfr. J. Stewart, O. Gapenne, E. A. Di Paolo, Enaction: Toward a New Paradigm for Cognitive
Science (Cambridge, MA: MIT Press, 2010). For a recent survey of enactivism in relation to
cultural contexts see C. Durt, T. Fuchs, C. Tewes, eds., Embodiment, Enaction, and Culture
(Cambridge MA: MIT Press, 2017).
6 Here I broadly trace the exposition of the paradoxes of experience articulated by E. Garroni,
Estetica: Uno sguardo-attraverso (Milan: Garzanti, 1992).
7 Christian Stiegler acknowledges the liminality of the “liquid spaces” in which we are
immersed, but then seems to unilaterally emphasize the disappearance of all frames: “Liquid
spaces are moments of uncertainty, instability, and fluidity in mediated experiences. They
emerge as thresholds between the physical and the mediated. These spaces create the
feeling of immersion even beyond the mediation by eliminating critical distance and dissolving
the frames of media.” C. Stiegler, The 360° Gaze: Immersions in Media, Society, and Culture
(London: MIT Press, 2021): 61.
STEFANO VELOTTI 144 AN-ICON
we are already included, on whose horizon this determinate
experience stands, which is such precisely insofar as it is
“cut out” from that indeterminate and uncontrollable horizon
of possibility.
What McLuhan says about medial awareness
– summarized in the famous “rearview-mirror” metaphor
recalled by Pinotti – is therefore not entirely true:
As long as s/he is immersed in a medium, the human being is as
little aware of it as the fish of the water in which he swims. Only
the moment that medium is overtaken by a later medium can it be
retrospectively focused on and grasped precisely as the medium
in which the experience had been organized: “we are always one
step behind in our view of the world.”8
We do not need the appearance of another me-
dium to know that we are not like fish in water: the possibil-
ity of saying that we are is enough for us to prove ourselves
wrong. Some philosophers, such as Thomas Nagel, have
claimed that this condition of ours expresses “the absurd”
of the human condition, which should be accepted with
a little irony and without taking ourselves too seriously. In
fact, unlike other animals that lack self-awareness and lan-
guage, we cannot simply remain immersed and absorbed
in our occupations, nor can we, however, install ourselves
in a permanent emersion, in a transcendent dimension, be-
cause even the mind of the mystic is still playing one of the
possible games situated in the concreteness of experience,
not an out-of-this-world “super game.” Because of this we
are forced to accept this irreconcilable oscillation between
immersion and emergence, adherence and detachment,
8 A. Pinotti, Alla soglia dell’immagine: 17 [my translation].
STEFANO VELOTTI 145 AN-ICON
involvement in the ordinary tasks of life and the distance of
a gaze that relativizes the latter or nullifies their importance.9
But is this really the case? What if, on the other
hand, it were sometimes possible to make such indetermi-
nate totality transit – analogically, symbolically – in concrete,
determinate experience? What if things, practices, concrete
experiences were given that exemplified the indeterminable
and uncontrollable dimension against which they stand out?
What if this were not only a source of disquiet (due to the
feeling of being in touch with the uncontrollable), but also
a sensible pleasure, deriving from the fact that our vitality,
the feeling of being alive, is increased by the simultaneous
co-presence of immersion and emergence? Perhaps this
is one of the ways of approaching some particularly sensi-
ble experiences, for example, those in which we recognize
something as art: a set of practices, events or “things” that
allow us to “see” (feel, experience, understand) the complex
texture of our forms of life, our being in the world between
immersion and emersion.
Before trying to articulate these still vague
statements, and precisely in relation to what we have called
forms of “special immersivity,”10 it is necessary to go back
to their homology with the an-immersivity of ordinary ex-
perience, also from the point of view of its limitations.
9 T. Nagel, “The Absurd,” in Mortal Questions (London: Canto, 1979): 11-23.
10 It should be made clear from the outset that what I have called “special immersivity” is
obtained with diverse and heterogeneous forms that can be sorted into categories. For an
excellent survey of immersive forms of storytelling, see E. Modena, Nelle storie: Arte, cinema
e media immersivi (Rome: Carocci, 2022). Ultimately, however, as far as artistic practices are
concerned, it is the singularity of the work that must be taken into account.
STEFANO VELOTTI 146 AN-ICON
Limits of immersivity
Let us see the extent to which the experience of
virtual immersivity, in its “special” meaning, can be equated
with that of ordinary immersivity.
The three characteristics of immersive VR, sum-
marized by Pinotti, are (1) the saturation of the 360° gaze
(“unframedeness”); (2) the feeling of presence, of “being
there,” which can be further articulated as telepresence,
selfpresence and social presence (“presentness”);11 (3) the
experience of immediacy, due paradoxically to the great
complexity of technological mediations that produce VR,
making the medium as transparent as possible (“immedi-
ateness”).12
It is easy to see that we could characterize our
experience of the ordinary world using the same properties:
nothing I see is potentially limited by a frame, I have the
perception of “being here,” of presence, and my experience
seems immediate, that is, unmediated by a medium that
interferes with reality. But, one might say, if by hypothesis
VR fulfills these promises to the point of pushing itself to
(illusory) indistinguishability from reality, then – from a phe-
nomenological, though not an ontological, point of view –
we would be thrown back into the reality we already know,
and – except for the advantageous uses of it, related to
various forms of telepresence and simulation – the experi-
ence we derive from it would be nothing new. Conversely,
one can highlight the limits of these claims and emphasize
the aspects that prevent illusion. Both perspectives, how-
ever, are simplistic. VR is not equivalent to ordinary reality,
nor are the limitations of VR absent in ordinary reality:
11 E. Pett, Experiencing Cinema: Participatory Film Cultures, Immersive Media and the
Experience Economy (New York-London: Bloomsbury, 2021).
12 A. Pinotti, “Prologo,” in Alla soglia dell’immagine: xi-xviii.
STEFANO VELOTTI 147 AN-ICON
■- It is true that in VR the frame has disappeared, but in a
sense it persists: I am wearing a headset and in the future I will
perhaps wear a headband, or be fitted with an implant connected
to my neurons. On the other hand, even here, now, in non-virtual
reality, I am partially framed by the actions that brought me to a
given place and situation (I am aware that I occupy a limited or
“framed” portion of reality), by attention variously focused on the
scenario in front of me or the task I set myself, but also by the
“frames” studied by Erving Goffman and those we do not pay
attention to because they are “hidden in plain sight.”13
■- Presence, being here, cannot be doubted. I am not else-
where, or at least no more than I am elsewhere when I am im-
mersed in a virtual environment.
■- Finally, the apparent immediacy produced by innumerable
technological mediations also characterizes my real experience:
we know all too well that what is felt as natural,spontaneous, ob-
vious is intertwined with acquired habits and artificial construc-
tions and prosthetic extensions: the normative, the perceptual,
proxemics, social mediations, and all the ways of acting of a
certain form of life.
So, those characteristics that serve to phenom-
enologically distinguish the experience of a non-immersive
image from an “an-iconic” immersive experience are not
sufficient to distinguish the experience of immersive VR
from that of ordinary reality. However, from here we cannot
conclude that between “ordinary” immersivity and what we
have called “special immersivity” there is no difference, not
only on the ontological level, but also on the phenomeno-
logical one.
There are countless features of VR that distin-
guish it from ordinary reality. The most obvious, related first
and foremost to the dimension of space, is the possibility of
13 E. Goffman, Frame Analysis: An Essay on the Organization of Experience (1974) (Boston:
Northeastern University Press, 1986); E. Zerubavel, Hidden in Plain Sight: The Social Structure
of Irrelevance (New York: Oxford University Press, 2015).
STEFANO VELOTTI 148 AN-ICON
becoming immersed in scenarios that cannot be found in
ordinary reality or that would be impossible to experience
because of scale or distance: entering an animal’s blood-
stream or its brain, acting at a distance, traveling through
a body. Also, there is the cognitive conflict between pro-
prioception in the real world and that in the virtual world –
walking on water or plunging into an abyss while remaining
firmly on the ground but feeling a sense of vertigo and fear
(or, vice versa, I am immersed in the “magic circle” of VR
and have an accident in the ordinary world).
I do not intend to try to list all the differences
and perhaps imagine how some of them will be eliminat-
ed or reduced by technological progress, integrating our
other senses,14 nor do I intend to address all the possible
ways of using VR, which is likely to become even more
useful and indispensable in the future than it already is now
for many of our practices, medical, architectural, forensic,
social, professional, educational, recreational, and so on.
Rather, here I intend to focus on what immersive VR can
tell us about the human experience in general, drawing on
the experience we sometimes have in our relationship with
what we call artistic works or practices.
“Experience economy”
In the 1990s the idea gained ground – with
anticipations already in the previous decades – that the
economy most suited to our times – at least in the wealth-
iest societies – is not so much based on the production of
goods, or even on services, but on experience. In those
years, expressions such as “Erlebnisgesellschaft,” “Erleb-
nismarkt,” and “Dream Society” began to circulate, until
James Gilmore and Joseph Pine II became the proudest
14 Cfr. R. DeSalle, Our Senses: An Immersive Experience (New Haven-London: Yale University
Press, 2018).
STEFANO VELOTTI 149 AN-ICON
proponents of the “Experience Economy” with a book that
would have a certain fortune, followed by other volumes
on related issues.15 The key to their thinking is stated in the
preface to the 2011 updated edition of their The Experience
Economy:
So let us here be most clear: goods and services are no longer
enough to foster economic growth, create new jobs, and maintain
economic prosperity. To realize revenue growth and increased em-
ployment, the staging of experiences must be pursued as a distinct
form of economic output. Indeed, in a world saturated with largely
undifferentiated goods and services the greatest opportunity for
value creation resides in staging experiences.16
The market for goods is saturated, and produc-
ers must offer products that promise to stage experiences.
For this reason the watchwords are “mass customize,” i.e.
transform every service into a unique (mass) experience;
“work is theater,” i.e. “stage experiences” and train sellers
in specific performance practices; and finally, ensure that
the experience offered generates in the consumer (“pro-
sumer” or “experiencer”) an actual change, which must be
properly paid for: “these transformations should themselves
command a fee in the form of explicitly charging for the
demonstrated outcomes that result from the underlying
experiences. [...] We especially challenge enterprises in
three industries: those that focus on making people healthy,
wealthy, and wise.”17
It would be all too easy to reiterate once again
how the neoliberal creed attempts to infiltrate every aspect
15 G. Schulze, Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart (Frankfurt am Main-
New York: Campus-Verlag, 1993); R. Jensen, “Dream Society,” The Futurist 30, no. 3 (1996):
9-13; J. Gilmore and B.J. Pine II, The Experience Economy (1999) (Boston: Harvard Business
School Press, 2011); J. Gilmore and B.J. Pine II, Authenticity. What Consumers Really Want
(Boston: Harvard Business School Press, 2007).
16 J. Gilmore and B.J. Pine II, “Preview to the Updated Edition: Beyond Goods and Services,”
in The Experience Economy: ix-xxii, ix [emphasis mine].
17 Ibid.
STEFANO VELOTTI 150 AN-ICON
of human life, putting a price tag on it. Instead, I have men-
tioned these marketing strategies to make some distinc-
tions concerning the notion of experience. It is interesting
to see how Gilmore and Pine respond to the obvious ob-
jection that an experience purchased from a catalog is a
fake experience. Their line of defense comes in the central
chapter of their next book, Authenticity, in which they draw
on some philosophical references to arrive at the following
conclusion:
there is no such thing as an inauthentic experience because ex-
periences happen inside us. Therefore, we remain free to judge
our experiences with any economic offering as authentic or not.
Businesses that offer them therefore can, whether intentionally or
by happenstance, gain the perception of authenticity. [...] Business-
es can render their inauthentic offerings as authentic. Doing so
requires embracing this essential paradox: all human enterprise is
ontologically fake - that is, in its very being it is inauthentic - and
yet, output from that enterprise can be phenomenologically real -
that is, it is perceived as authentic by the individuals who buy it.18
The distinction between an ontological and a
phenomenological point of view returns here in a particu-
larly insidious way. For on the one hand, it is true that there
is no class of “fake” immersive experiences ontologically
distinct from a class of “authentic” immersive experiences.
And the experience one has cannot be anything other than
the experience of a subject, and in this sense it is obvious-
ly subjective (which, however, does not necessarily mean
that it is only “inside us”). Kant himself, who entrusted to
the principle of the judgment of taste even the possibility
of making sense of experience in general and building a
18 J. Gilmore, B. J. Pine II, “The Authenticity Paradox,” in Authenticity: 89-90, 89 [emphasis
mine].
STEFANO VELOTTI 151 AN-ICON
system of nature, reiterated that I can judge anything aes-
thetically, material or immaterial, and that my judgment
depends on what “I make of this representation in my-
self.”19 As is well known, however, Kant ascribed to such
judgment a claim to “subjective universality” and “exem-
plary necessity,” springing from a “free play” of imagination
and understanding. In the perspective of the “experience
economy,” what we witness is a caricature of these claims:
the freedom-spontaneity of the free play of the faculties
becomes the consumer’s “freedom of choice,” a psycho-
logical choice expressed as a preference (however moti-
vated or induced, as long as it has the desired effect). The
impossibility of establishing ontologically distinct classes
for what is “beautiful-sensible” and what is not is reduced to
what the consumer “buys or doesn’t buy” (in both senses of
the word). Since nothing escapes human intervention and
thus technique and money, the Las Vegas hotel “The Vene-
tian” and the city of Venice possess the same ontological
status, that of both being “fakes.” The authenticity of an
experience cannot therefore depend on “what” we experi-
ence (everything is equally ontologically “fake”), but only on
something that “happens inside us,” and can therefore be
“phenomenologically real.” The singularity of experience is
completely annulled, and every object, practice, situation
is identical to any other, as long as it produces the same
effect: a novel or a pill, a bump on the head or a movie,
a concert or a wedding.20 There is no longer any trace of
19 “It is readily seen that to say that it is beautiful and to prove that I have taste what matters
is what I make of this representation in myself, not how I depend on the existence of the
object.” I. Kant, Critique of the Power of Judgment (1790), trans. P. Guyer and E. Matthews
(Cambridge-New York: Cambridge University Press, 2000): 5; 205.
20 Cfr. Wittgenstein’s objection to the idea of aesthetic experience conceived as an effect:
“There is a tendency to talk about the ‘effect of a work of art’– feelings, images, etc. Then
it is natural to ask: ‘Why do you hear this minuet?,’ and there is a tendency to answer: ‘To
get this, and that effect.’ And doesn’t the minuet itself matter? – hearing this: would another
have done as well? You could play a minuet once, and get a lot out of it, and play the same
minuet another time and get nothing out of it. But it doesn’t follow that what you get out of it
is then independent of the minuet.” L. Wittgenstein, Lectures and Conversations on Aesthetics,
Psychology, and Religious Belief (Berkeley-Los Angeles: University of California Press, 1967):
29.
STEFANO VELOTTI 152 AN-ICON
recourse to an elaboration by the subject, to the exercise
of a “reflective faculty of judgment” (as distinct from the
objectifying exercise of “determining judgment”), to show
the impossibility of constructing classes of “beautiful” or
meaningful things or experiences. Instead, once again, it
is the “invisible hand” of the market that knows best how
to allocate the “resource” of authenticity.
The perspective of control
On a photography information site, I find a re-
view of Richard Avedon’s recent exhibition, Relationships
(Palazzo Reale, Milan, September 22, 2022-January 29,
2023). The reviewer informs us right away that it is “an en-
joyable immersive experience in the artist’s photographic
universe.”21 What is of interest here, however, is not the
indiscriminate use of the adjective, but one of the most
famous quotes attributed to Avedon, which stands out in
one of the rooms: “I think all art is about control – the en-
counter between control and the uncontrollable.” Referred
to photography, or to a certain way of doing photography,
the statement easily lends itself to multiple interpretations.22
I believe, however, that Avedon was right: every art form is
characterized by this encounter and, indeed, it could be
argued that every experience worthy of the name is.
This “encounter,” however, takes place less and
less often in everyday life: control and self-control, exacer-
bated also by digital technologies (surveillance, quantified
self, digital self, etc.) seem to run more and more in parallel
with an increasing loss of control (sense of powerlessness,
21 E. Dal Verme, “Richard Avedon: Relationships,” Fotografia.it (September 22, 2022),
https://www.fotografia.it/articoli/opinioni/richard-avedon-relationships/, accessed January 5,
2023 [emphasis mine].
22 Cfr., e.g., R. Kelsey, Photography and the Art of Chance (Cambridge MA-London: Harvard
University Press, 2015) and some observations in S. Velotti, The Present of Photography
and the Dialectics of Control, in M. Delogu, A. Dandini de Sylva, eds., Fotografia: Il presente
(Macerata: Quodlibet, 2015): 21-29.
STEFANO VELOTTI 153 AN-ICON
acting out, addictions, panic attacks, conspiracy theories
etc.), without the two dimensions ever converging. Although
often untied in our impoverished everyday life, the knot that
ties control to uncontrollability is very complex and can-
not be reduced to the “society of control” preconized by
Deleuze.23 The problem is complex, but here, in conclusion,
I would like to put forward only a few questions about con-
trol in relation to “special immersivity,” or, more specifically,
immersive art practices. On the one hand, the most mun-
dane experiences of “special” immersivity are meant to be
forms of sensational entertainment (Caravaggio experience
and the like), or reassuring bubbles where all contact with
what is uncontrollable and indeterminate is preemptively
sterilized. On the other, they promise they will allow us to
“get lost” in immersion. (Of course, there may also be a more
subtle pleasure in “letting go,” relying on someone else’s
control, as artist Janet Cardiff argues when speaking of her
extraordinary AR “walks”24). However, this is an unresolved
problem for the “experience economy,” which on the one
hand wants the prosumer/experiencer to feel that he or she
is in control of his or her own choices (with reference to the
alternatives offered) to ensure their authenticity, and on the
other hand knows that the provider must remain in control
of this offer, if only to justify the fee the prosumer/experi-
encer has to pay for it. There is nothing wrong with buying
an “organized immersive adventure”– which may be fun,
exciting, unusual – but the doubt remains: either it is not an
adventure, or it is not organized. Even in valuable academic
contributions, the question of control appears repeatedly,
23 Cfr. S. Velotti, Dialettica del controllo: Limiti della sorveglianza e pratiche artistiche (Roma:
Castelvecchi, 2017); H. Rosa, The Uncontrollability of the World (2018), trans. J.C. Wagner
(Cambridge: Polity Press, 2020).
24 C. Christov-Bakargiev, Janet Cardiff: A Survey of Works Including Collaborations with
George Bures Miller (New York: P.S.1 Contemporary Art Center, 2003): 35.
STEFANO VELOTTI 154 AN-ICON
yet without being thematized – it remains opaque, ambig-
uous, if not contradictory.25
What if, instead, the “special” immersivity of VR
were employed to reveal, by exemplifying it, the paradoxical
an-immersivity of ordinary experience, usually overlooked
or misunderstood? What if certain uses of “special” im-
mersivity were able to bring out from within not the illusory
simulation of ordinary reality “as it is,” perhaps displaced
into fantastic scenarios, nor sensational and amazing expe-
riences, but the most ordinary experience, making it visible
and understandable as an “encounter” of controllability and
uncontrollability? Then we would not only have a bubble, a
vacation from ordinary space, an interruption in the web of
a life lived obtusely, but also the concrete exemplification
of the antinomian forces that render us alive: on the one
hand, the need and satisfaction of exercising some control
over ourselves, the world, and others – of being agents
endowed with “efficacy,” not powerless and systematically
frustrated agents. On the other, the equally essential need
not to remain entrenched in such control, which can only
become animated in the “encounter” with what is and re-
mains uncontrollable: the indeterminate totality of experi-
ence, the unpredictability of our multiple relationships, the
infinitely rich grain of reality.
Possible examples of such successful “en-
counters” abound in contemporary art practices. Here I
would like to cite just one, which I think is particularly signif-
icant because of its apparent incongruity and which would
25 See for example C. Stiegler, The 360° Gaze: “If all the frames, stages, and technologies
dissolve now, we are about to confuse different concepts of realities […] They emphasize
the dissolution of boundaries and control”; but, at the same time, he writes that in the use
of avatars “Nonhuman characters can activate the same emotional alignment and level of
acceptance as human characters. Elena Kokkinara and Rachel McDonnell confirm that even
though photorealistic imagery supports acceptance and engagement, authenticity depends
much more ‘on the levels of perceived ownership and sense of control (agency) we feel
towards this virtual character.’” Stiegler, The 360° Gaze: 92 [emphasis mine].
STEFANO VELOTTI 155 AN-ICON
deserve a much deeper analysis:26 about 50 years ago, an
Australian theology professor, John M. Hull, noticed that
he was going blind, and decided to tape-record a diary of
this dramatic progression. In 1990, these recordings be-
came an extraordinary book, Touching the Rock. An Ex-
perience of Blindness. In the preface, Oliver Sacks wrote,
quite rightly, that if Wittgenstein had gone blind, he would
probably have written a similar book. A short film, a feature
film and finally (in 2016) a virtual reality application, Notes
on Blindness: Into Darkness, are based on this book.27 It
is “an experience” that takes place at the intersection of
multiple authorships: Hull, the creators of the work in VR,
and, it must be added, a partial interactivity on the part of
the “experiencer.” The latter wears a binaural audio device
– the same sound reproduction technique used by Cardiff
for her assisted “walks” – coupled with a 360-degree VR
headset. Beginning with Hull’s experience of blindness, the
making, as well as the enjoyment of the experience, are
the work of the “non-blind.” It is not about disavowing
the tragedy of losing one’s sight, nor is it about telling a
story of “redemption.” Rather, what happens is that the
blindness of the person wearing the VR headset – and
the related loss of control over the outside world – is not
replaced by images aiming to immerse the person in a
realistic, broadly illusionistic environment, but rather “into
Darkness,” one of the most obvious manifestations of the
loss of control over the environment. What we find in this
VR, however, is not total darkness, but the disjointed and
fragmented world described by Hull’s words. The apparent
obviousness of ordinary visual perception is suspended.
26 See C. Roussel, “If Blindness Creates a New World,” CJDS 8, no. 6 (2019): 108-130,
which documents and analyzes the genesis and structure of Notes on Blindness VR in the
most comprehensive way. E. Modena, building on Roussel’s analysis, devotes some of the
finest pages to it in her book Nelle storie: 84-87. See also the presentation of the project by A.
Colinart, https://www.youtube.com/watch?v=im3CpA14jEQ, accessed January 8, 2023.
27 Cfr. e.g., A. Noë, Learning to Look: Dispatches from the Art World (New York: Oxford
University Press, 2021).
STEFANO VELOTTI 156 AN-ICON
It involves participating in the reconstitution of the unity
of experience almost “from scratch,” which depends on
acoustic signals that “bounce” back to us from objects if
given certain environmental conditions: wind or rain make
the world perceptible. Perceiving requires our activity, which
is partially controllable, and a “collaboration” of the world
that is usually beyond our control, i.e. weather events (in
the app, the experiencer can control the triggering of such
uncontrollable conditions). The idea that seeing is not ob-
vious, that we need to learn how to do it actively, and that
art is a way of “learning to look,” I think is right, as long
as “looking” is translated into a more global “perceiving”
extended to the whole body. What we see in the virtual
scenario are not really images, in the sense of figures, but
sketches, elusive and ghostly graphic patterns (like Kantian
image-schemes)28 correlated to sound. A silent world would
be dark. This reduction of figurativeness is much closer
to a staging of our ordinary perception than any mimetic
or fantastic imagery. Like blindness for the non-blind, our
perceptual life in its entanglement with the world cannot
be properly depicted visually. However, the suspension
of ordinary sight opens up an understanding of a usually
occluded perceptual experience, revealing, I believe, the
paradoxical an-immersive interweaving of controllability
and uncontrollability that constitutes us and toward which
we are becoming increasingly blind.
28 E. Garroni, Immagine, linguaggio, figura (Roma-Bari: Laterza, 2005).
STEFANO VELOTTI 157 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19726 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19726",
"Description": "The title of this project, “An-icon,” refers to “images that deny themselves.” Virtual reality may be viewed as a typical, though not exclusive, case able to illustrate this kind of image: we know we have crossed the threshold of an environment that consists of images (ontologically), but we experience it (phenomenologically) as if it were a real environment. Something similar can be said about immersivity, but reversing the perspective: we are (ontologically) immersed in reality (virtual or non-virtual), but (phenomenologically) we know and say we are, and for this very reason we reject the idea that we are simply immersed in an environment. This applies first and foremost to our experience in general, regardless of the status of the experiences we gain through virtual reality (VR), augmented reality (AR) or mixed reality (MR).And yet, within this very general condition, human beings have over time created environments and works that carve out zones of “special immersivity,” so to speak, dedicated to immersion. What are we looking for in VR immersivity? Are new immersive technologies merely refinements of older techniques, or can they affect our relationship with ourselves, reality, and others in novel ways? What are artistic practices called on to do when faced with such new technological practices?",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19726",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Stefano Velotti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Uncontrollability",
"Title": "Immersivity as An-immersivity",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-19",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Stefano Velotti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19726",
"firstpage": null,
"institution": "Sapienza University of Rome",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Uncontrollability",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zerubavel, E., Hidden in Plain Sight: The Social Structure of Irrelevance (New York: Oxford University Press, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersivity as An-immersivity",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19726/20026",
"volume": "2"
}
] | Immersivity
as An-immersivity
by Stefano Velotti
Ordinary and immersive experience
Virtual reality and art
Experience economy
Control
Uncontrollability
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Immersivity as
An-immersivity
STEFANO VELOTTI, Sapienza. Università di Roma – https://orcid.org/0000-0002-9421-0257
https://doi.org/10.54103/ai/19726
Abstract The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of an
environment that consists of images (ontologically), but we
experience it (phenomenologically) as if it were a real environ-
ment. Something similar can be said about immersivity, but
reversing the perspective: we are (ontologically) immersed
in reality (virtual or non-virtual), but (phenomenologically) we
know and say we are, and for this very reason we reject the
idea that we are simply immersed in an environment.
This applies first and foremost to our experience
in general, regardless of the status of the experiences we
gain through virtual reality (VR), augmented reality (AR) or
mixed reality (MR).
And yet, within this very general condition, human
beings have over time created environments and works that
carve out zones of “special immersivity,” so to speak, dedicated
to immersion. What are we looking for in VR immersivity? Are
new immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves, reality,
and others in novel ways? What are artistic practices called on
to do when faced with such new technological practices?
Keywords Ordinary and immersive experience Virtual reality and art
Experience economy Control Uncontrollability
To quote this essay: S. Velotti, “Immersivity as An-immersivity,” AN-ICON. Studies in Environmental
Images [ISSN 2785-7433] 2, no. 1 (2023): 139-157, https://doi.org/10.54103/ai/19726.
STEFANO VELOTTI 139 AN-ICON
An-Immersivity
The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of
an environment that consists of images (ontologically), but
we experience it (phenomenologically) as if it were a real
environment. Something similar can be said about immer-
sivity, but reversing the perspective: we are (ontologically)
immersed in reality (virtual or non-virtual), but (phenomeno-
logically) we know and say we are, and for this very reason
we reject the idea that we are simply immersed in an envi-
ronment. If we were, we would have no way of becoming
aware of this. In fact, to speak of immersivity, we must find
our balance on an unstable boundary, which allows us to
recognize the encompassing and intrascendible character
of immersive experience while at the same time belying
its closure, piercing it from within. To speak of immersivity
therefore implies recognizing that one is in a condition of
“an-immersivity,” where the hyphen separating and joining
the privative prefix “an” to “immersivity” is the sign of a
paradox. It could also be said that the hyphen evokes the
figure of an unstable threshold, referring to the co-presence
of inside and outside.1 This applies first and foremost to
our experience in general, regardless of the status of the
experiences we gain through virtual reality (VR), augmented
reality (AR) or mixed reality (MR).
“Special immersivity”
Before even considering the complexities and
opportunities of virtual immersivity, it should be noted that
1 In this I am comforted by the title of A. Pinotti’s fine book, Alla soglia dell’immagine: Da
Narciso alla realtà virtuale (Turin: Einaudi, 2021).
STEFANO VELOTTI 140 AN-ICON
immersivity presents itself first and foremost as a feature
of our being in the world: we are always already immersed
in experience, in a given situation part of an indeterminate
totality. Where else could we be? And yet, within this very
general condition, human beings have over time created
environments and works that carve out zones of “special
immersivity,” so to speak, dedicated to immersion, with
different modalities, complexities, techniques, functions,
and meanings, many of which – the earliest – tend to be
beyond our understanding and perhaps always will.
Is it possible that the insistent recourse to
“(special) immersivity” arises especially at times of deep
crisis, when the very foundations of a civilization are felt
to be uncertain, invested with a high rate of contingency?2
To simplify: since forms of life do not allow us to feel at
home in this world, which seems to have become foreign,
indecipherable and threatening, one is drawn to limited and
controlled spaces in which to immerse oneself, to feel more
alive and safe, at least for a while. I think this perspective is
plausible, though it is partial and, indeed, a simplification.
What else are we looking for in VR immersivity? Are new
immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves,
reality, and others in novel ways? What are artistic practices
2 O. Grau, From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA: MIT Press,
2003) offers a historical survey of artworks aimed at providing immersive experiences. In
recent decades, however, interest in Paleolithic and “cave art” has been rekindled outside the
circle of specialists as well, both as such – see, e.g., G. Rigal, Le temps sacré des cavernes
(Paris: Corti, 2016) – and in relation to contemporary art, to this regard see again Pinotti, Alla
soglia dell’immagine (especially the section on “Avatāra” in ch. V). Cfr. also M. Stavrinaki,
Saisis par la préhistoire: Enquête sur l’art et le temps des modernes (Paris: Les presses du réel,
2019) and in particular the pages devoted to Frederick Kiessler’s Endless House and Giuseppe
Pinot Gallizio’s Caverna dell’antimateria. Both of these works, created in the late 1950s, reflect
the anguish connected to the atomic bomb, at that time perceived as a looming threat, later
forgotten but always resurgent. The short-circuit between contemporary art and the Paleolithic
seems to be related to the perception of a profound change in a civilization, if not its end, and
thus to a need to revisit its origins, as if one had to start over. In this regard, in addition to a
number of works of visual art that explicitly harken back to the Paleolithic, see also Richard
Powers’ symptomatic novel Plowing the Dark (2000), which I have analyzed in S. Velotti, “Art in
the time of Pandemic: Three Terms,” Paradigmi 39, no. 1 (2021): 127-140.
STEFANO VELOTTI 141 AN-ICON
called on to do when faced with such new technological
practices?
Nowadays the adjective “immersive” is used
obsessively in the presentation of theme parks and other
sensational “adventures” or “experiences” that promise
to take us “inside” paintings and frescoes or into physi-
cally inaccessible places. The word invariably appears in
the press releases of museums, exhibitions, performances,
installations, but also in advertisements for apartments for
sale or wine and food itineraries.3 One way to understand
the meaning of the word is “proof of the opposite:” what,
for example, would a “non-immersive” visit to an apartment
look like? Hard to answer, unless we specify restrictive
conditions for what is meant by immersivity. Used loosely,
however, “immersive” risks being meaningless since its
negation does not seem to change anything. And yet it is
precisely for this reason that it is an enigmatic adjective,
hovering like an obscure object of desire in our social imag-
ination.
Are we therefore to conclude that the attribution
of immersivity is in vain since it neither adds nor detracts
from the characterization of experience? I don’t think so.
However, we must first clarify in what sense each of our ex-
periences is both immersive and non-immersive, or, indeed,
“an-immersive.” On this basis it will be easier to ask what
peculiar traits are offered by the different uses of “special
immersivity,” by this form of reality that is VR, particularly
in relation to art, which, if it is anything, is a way of under-
standing how we place ourselves in the world.
3 A real estate agency in Rome advertises its luxurious apartments in the Parioli district with
the following words, “Enjoy an immersive experience! Come visit your new home.” The real
estate company is called Pitagora because it is located near Piazza Pitagora, not because it is
referencing the Greek philosopher; however, the agency’s slogan is “Pitagora – the philosophy
of living.” Which, supposedly, explains its “unique and iconic character.” As for food and
wine itineraries, one can visit, for example, “The Temple of Brunello” in Montalcino (Tuscany),
which actually offers “a station with VR viewers called InVolo” that “allows visitors to immerse
themselves in the villas, castles, vineyards and hamlets that dot the municipality’s vast and
diversified area,” https://www.orodimontalcino.it/tempio-del-brunello/, accessed December 24,
2022.
STEFANO VELOTTI 142 AN-ICON
Fish and amphibians
At first glance, one would be tempted to say
that we human animals are like fish immersed in water – to
quote a famous apologue by David Foster Wallace about
the difficulty of grasping the medium in which we are im-
mersed: an old fish asks two young fish, “Morning, boys.
How’s the water?” and they in turn ask themselves, “What
the hell is water?”4 The element in which we are immersed
is in this sense a medium that cannot be iconized or repre-
sented. In one respect, it is undeniable that we are always
already situated, immersed in a concrete environment that
resists iconic reduction. On the other hand, one must ask
whether asserting this undeniable condition of immersion
does not imply a partial denial of it.
The simplest critiques of a representational
model of the mind often target a naive idea of representa-
tion, one that can be imagined as a frame or filter interposed
between us and things, constituted by the spatio-temporal
forms of intuition or by a priori categories, universal or cul-
turally determined conceptual schemes. Access to reality
“in itself” is therefore denied to us, because according to this
account reality is always filtered through (inter)subjective
lenses. On the complementary plane of our actions and
productions we have mental representations enclosed in
our head that we then try to externalize, technically, artis-
tically or in other ways.
Various versions of enactivism oppose this view
of the representational mind, rightly insisting that percep-
tion is an active way of exploring the material and social
environment in which we are immersed, of experiencing
affordances and building skills, not a way of corresponding
4 D. Foster Wallace, This is Water, 2005. Commencement speech to the graduating class at
Kenyon College, https://fs.blog/david-foster-wallace-this-is-water/, accessed December 28, 2022.
STEFANO VELOTTI 143 AN-ICON
more or less correctly to an already organized world.5 Not
least because, in order to see whether our representations
“correspond” to the world, we would need to be able to
have unfiltered access to reality. On another front, anti-rep-
resentationalism is also endorsed by those who replace
representations with immanent flows and forces, or who
propose that we think of ourselves as “things among things,”
according to a “flat ontology” devoid of anthropocentric hi-
erarchies, where all entities are equally agents and patients,
from stones to plants, from artifacts to animals.
Yet, both the idea of a representational filter
and the various versions of absolute immersivity run into
the same problem: if we think these ideas and formulate
them linguistically, as in fact we do, then they are self-con-
tradictory. If they are true, then they are false.6 For if we
experienced the world through a filter, we would have to
see the world, ourselves and the filter with a view from
nowhere. And if on the other hand it were true, as in some
ways it is true, that we are always immersed in a translucent
medium like fish in water, we could not communicate this.
We would just be immersed. The fact is that we discover
ourselves immersed and emerged at the same time, more
amphibian than fish. We realize that we see and do not see
a frame, that we remain on this side of a threshold knowing
that we cannot cross it and therefore crossing it.7 Toward
where? Toward an infinitely expandable context, the inde-
terminable totality of every possible experience in which
5 Cfr. J. Stewart, O. Gapenne, E. A. Di Paolo, Enaction: Toward a New Paradigm for Cognitive
Science (Cambridge, MA: MIT Press, 2010). For a recent survey of enactivism in relation to
cultural contexts see C. Durt, T. Fuchs, C. Tewes, eds., Embodiment, Enaction, and Culture
(Cambridge MA: MIT Press, 2017).
6 Here I broadly trace the exposition of the paradoxes of experience articulated by E. Garroni,
Estetica: Uno sguardo-attraverso (Milan: Garzanti, 1992).
7 Christian Stiegler acknowledges the liminality of the “liquid spaces” in which we are
immersed, but then seems to unilaterally emphasize the disappearance of all frames: “Liquid
spaces are moments of uncertainty, instability, and fluidity in mediated experiences. They
emerge as thresholds between the physical and the mediated. These spaces create the
feeling of immersion even beyond the mediation by eliminating critical distance and dissolving
the frames of media.” C. Stiegler, The 360° Gaze: Immersions in Media, Society, and Culture
(London: MIT Press, 2021): 61.
STEFANO VELOTTI 144 AN-ICON
we are already included, on whose horizon this determinate
experience stands, which is such precisely insofar as it is
“cut out” from that indeterminate and uncontrollable horizon
of possibility.
What McLuhan says about medial awareness
– summarized in the famous “rearview-mirror” metaphor
recalled by Pinotti – is therefore not entirely true:
As long as s/he is immersed in a medium, the human being is as
little aware of it as the fish of the water in which he swims. Only
the moment that medium is overtaken by a later medium can it be
retrospectively focused on and grasped precisely as the medium
in which the experience had been organized: “we are always one
step behind in our view of the world.”8
We do not need the appearance of another me-
dium to know that we are not like fish in water: the possibil-
ity of saying that we are is enough for us to prove ourselves
wrong. Some philosophers, such as Thomas Nagel, have
claimed that this condition of ours expresses “the absurd”
of the human condition, which should be accepted with
a little irony and without taking ourselves too seriously. In
fact, unlike other animals that lack self-awareness and lan-
guage, we cannot simply remain immersed and absorbed
in our occupations, nor can we, however, install ourselves
in a permanent emersion, in a transcendent dimension, be-
cause even the mind of the mystic is still playing one of the
possible games situated in the concreteness of experience,
not an out-of-this-world “super game.” Because of this we
are forced to accept this irreconcilable oscillation between
immersion and emergence, adherence and detachment,
8 A. Pinotti, Alla soglia dell’immagine: 17 [my translation].
STEFANO VELOTTI 145 AN-ICON
involvement in the ordinary tasks of life and the distance of
a gaze that relativizes the latter or nullifies their importance.9
But is this really the case? What if, on the other
hand, it were sometimes possible to make such indetermi-
nate totality transit – analogically, symbolically – in concrete,
determinate experience? What if things, practices, concrete
experiences were given that exemplified the indeterminable
and uncontrollable dimension against which they stand out?
What if this were not only a source of disquiet (due to the
feeling of being in touch with the uncontrollable), but also
a sensible pleasure, deriving from the fact that our vitality,
the feeling of being alive, is increased by the simultaneous
co-presence of immersion and emergence? Perhaps this
is one of the ways of approaching some particularly sensi-
ble experiences, for example, those in which we recognize
something as art: a set of practices, events or “things” that
allow us to “see” (feel, experience, understand) the complex
texture of our forms of life, our being in the world between
immersion and emersion.
Before trying to articulate these still vague
statements, and precisely in relation to what we have called
forms of “special immersivity,”10 it is necessary to go back
to their homology with the an-immersivity of ordinary ex-
perience, also from the point of view of its limitations.
9 T. Nagel, “The Absurd,” in Mortal Questions (London: Canto, 1979): 11-23.
10 It should be made clear from the outset that what I have called “special immersivity” is
obtained with diverse and heterogeneous forms that can be sorted into categories. For an
excellent survey of immersive forms of storytelling, see E. Modena, Nelle storie: Arte, cinema
e media immersivi (Rome: Carocci, 2022). Ultimately, however, as far as artistic practices are
concerned, it is the singularity of the work that must be taken into account.
STEFANO VELOTTI 146 AN-ICON
Limits of immersivity
Let us see the extent to which the experience of
virtual immersivity, in its “special” meaning, can be equated
with that of ordinary immersivity.
The three characteristics of immersive VR, sum-
marized by Pinotti, are (1) the saturation of the 360° gaze
(“unframedeness”); (2) the feeling of presence, of “being
there,” which can be further articulated as telepresence,
selfpresence and social presence (“presentness”);11 (3) the
experience of immediacy, due paradoxically to the great
complexity of technological mediations that produce VR,
making the medium as transparent as possible (“immedi-
ateness”).12
It is easy to see that we could characterize our
experience of the ordinary world using the same properties:
nothing I see is potentially limited by a frame, I have the
perception of “being here,” of presence, and my experience
seems immediate, that is, unmediated by a medium that
interferes with reality. But, one might say, if by hypothesis
VR fulfills these promises to the point of pushing itself to
(illusory) indistinguishability from reality, then – from a phe-
nomenological, though not an ontological, point of view –
we would be thrown back into the reality we already know,
and – except for the advantageous uses of it, related to
various forms of telepresence and simulation – the experi-
ence we derive from it would be nothing new. Conversely,
one can highlight the limits of these claims and emphasize
the aspects that prevent illusion. Both perspectives, how-
ever, are simplistic. VR is not equivalent to ordinary reality,
nor are the limitations of VR absent in ordinary reality:
11 E. Pett, Experiencing Cinema: Participatory Film Cultures, Immersive Media and the
Experience Economy (New York-London: Bloomsbury, 2021).
12 A. Pinotti, “Prologo,” in Alla soglia dell’immagine: xi-xviii.
STEFANO VELOTTI 147 AN-ICON
■- It is true that in VR the frame has disappeared, but in a
sense it persists: I am wearing a headset and in the future I will
perhaps wear a headband, or be fitted with an implant connected
to my neurons. On the other hand, even here, now, in non-virtual
reality, I am partially framed by the actions that brought me to a
given place and situation (I am aware that I occupy a limited or
“framed” portion of reality), by attention variously focused on the
scenario in front of me or the task I set myself, but also by the
“frames” studied by Erving Goffman and those we do not pay
attention to because they are “hidden in plain sight.”13
■- Presence, being here, cannot be doubted. I am not else-
where, or at least no more than I am elsewhere when I am im-
mersed in a virtual environment.
■- Finally, the apparent immediacy produced by innumerable
technological mediations also characterizes my real experience:
we know all too well that what is felt as natural,spontaneous, ob-
vious is intertwined with acquired habits and artificial construc-
tions and prosthetic extensions: the normative, the perceptual,
proxemics, social mediations, and all the ways of acting of a
certain form of life.
So, those characteristics that serve to phenom-
enologically distinguish the experience of a non-immersive
image from an “an-iconic” immersive experience are not
sufficient to distinguish the experience of immersive VR
from that of ordinary reality. However, from here we cannot
conclude that between “ordinary” immersivity and what we
have called “special immersivity” there is no difference, not
only on the ontological level, but also on the phenomeno-
logical one.
There are countless features of VR that distin-
guish it from ordinary reality. The most obvious, related first
and foremost to the dimension of space, is the possibility of
13 E. Goffman, Frame Analysis: An Essay on the Organization of Experience (1974) (Boston:
Northeastern University Press, 1986); E. Zerubavel, Hidden in Plain Sight: The Social Structure
of Irrelevance (New York: Oxford University Press, 2015).
STEFANO VELOTTI 148 AN-ICON
becoming immersed in scenarios that cannot be found in
ordinary reality or that would be impossible to experience
because of scale or distance: entering an animal’s blood-
stream or its brain, acting at a distance, traveling through
a body. Also, there is the cognitive conflict between pro-
prioception in the real world and that in the virtual world –
walking on water or plunging into an abyss while remaining
firmly on the ground but feeling a sense of vertigo and fear
(or, vice versa, I am immersed in the “magic circle” of VR
and have an accident in the ordinary world).
I do not intend to try to list all the differences
and perhaps imagine how some of them will be eliminat-
ed or reduced by technological progress, integrating our
other senses,14 nor do I intend to address all the possible
ways of using VR, which is likely to become even more
useful and indispensable in the future than it already is now
for many of our practices, medical, architectural, forensic,
social, professional, educational, recreational, and so on.
Rather, here I intend to focus on what immersive VR can
tell us about the human experience in general, drawing on
the experience we sometimes have in our relationship with
what we call artistic works or practices.
“Experience economy”
In the 1990s the idea gained ground – with
anticipations already in the previous decades – that the
economy most suited to our times – at least in the wealth-
iest societies – is not so much based on the production of
goods, or even on services, but on experience. In those
years, expressions such as “Erlebnisgesellschaft,” “Erleb-
nismarkt,” and “Dream Society” began to circulate, until
James Gilmore and Joseph Pine II became the proudest
14 Cfr. R. DeSalle, Our Senses: An Immersive Experience (New Haven-London: Yale University
Press, 2018).
STEFANO VELOTTI 149 AN-ICON
proponents of the “Experience Economy” with a book that
would have a certain fortune, followed by other volumes
on related issues.15 The key to their thinking is stated in the
preface to the 2011 updated edition of their The Experience
Economy:
So let us here be most clear: goods and services are no longer
enough to foster economic growth, create new jobs, and maintain
economic prosperity. To realize revenue growth and increased em-
ployment, the staging of experiences must be pursued as a distinct
form of economic output. Indeed, in a world saturated with largely
undifferentiated goods and services the greatest opportunity for
value creation resides in staging experiences.16
The market for goods is saturated, and produc-
ers must offer products that promise to stage experiences.
For this reason the watchwords are “mass customize,” i.e.
transform every service into a unique (mass) experience;
“work is theater,” i.e. “stage experiences” and train sellers
in specific performance practices; and finally, ensure that
the experience offered generates in the consumer (“pro-
sumer” or “experiencer”) an actual change, which must be
properly paid for: “these transformations should themselves
command a fee in the form of explicitly charging for the
demonstrated outcomes that result from the underlying
experiences. [...] We especially challenge enterprises in
three industries: those that focus on making people healthy,
wealthy, and wise.”17
It would be all too easy to reiterate once again
how the neoliberal creed attempts to infiltrate every aspect
15 G. Schulze, Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart (Frankfurt am Main-
New York: Campus-Verlag, 1993); R. Jensen, “Dream Society,” The Futurist 30, no. 3 (1996):
9-13; J. Gilmore and B.J. Pine II, The Experience Economy (1999) (Boston: Harvard Business
School Press, 2011); J. Gilmore and B.J. Pine II, Authenticity. What Consumers Really Want
(Boston: Harvard Business School Press, 2007).
16 J. Gilmore and B.J. Pine II, “Preview to the Updated Edition: Beyond Goods and Services,”
in The Experience Economy: ix-xxii, ix [emphasis mine].
17 Ibid.
STEFANO VELOTTI 150 AN-ICON
of human life, putting a price tag on it. Instead, I have men-
tioned these marketing strategies to make some distinc-
tions concerning the notion of experience. It is interesting
to see how Gilmore and Pine respond to the obvious ob-
jection that an experience purchased from a catalog is a
fake experience. Their line of defense comes in the central
chapter of their next book, Authenticity, in which they draw
on some philosophical references to arrive at the following
conclusion:
there is no such thing as an inauthentic experience because ex-
periences happen inside us. Therefore, we remain free to judge
our experiences with any economic offering as authentic or not.
Businesses that offer them therefore can, whether intentionally or
by happenstance, gain the perception of authenticity. [...] Business-
es can render their inauthentic offerings as authentic. Doing so
requires embracing this essential paradox: all human enterprise is
ontologically fake - that is, in its very being it is inauthentic - and
yet, output from that enterprise can be phenomenologically real -
that is, it is perceived as authentic by the individuals who buy it.18
The distinction between an ontological and a
phenomenological point of view returns here in a particu-
larly insidious way. For on the one hand, it is true that there
is no class of “fake” immersive experiences ontologically
distinct from a class of “authentic” immersive experiences.
And the experience one has cannot be anything other than
the experience of a subject, and in this sense it is obvious-
ly subjective (which, however, does not necessarily mean
that it is only “inside us”). Kant himself, who entrusted to
the principle of the judgment of taste even the possibility
of making sense of experience in general and building a
18 J. Gilmore, B. J. Pine II, “The Authenticity Paradox,” in Authenticity: 89-90, 89 [emphasis
mine].
STEFANO VELOTTI 151 AN-ICON
system of nature, reiterated that I can judge anything aes-
thetically, material or immaterial, and that my judgment
depends on what “I make of this representation in my-
self.”19 As is well known, however, Kant ascribed to such
judgment a claim to “subjective universality” and “exem-
plary necessity,” springing from a “free play” of imagination
and understanding. In the perspective of the “experience
economy,” what we witness is a caricature of these claims:
the freedom-spontaneity of the free play of the faculties
becomes the consumer’s “freedom of choice,” a psycho-
logical choice expressed as a preference (however moti-
vated or induced, as long as it has the desired effect). The
impossibility of establishing ontologically distinct classes
for what is “beautiful-sensible” and what is not is reduced to
what the consumer “buys or doesn’t buy” (in both senses of
the word). Since nothing escapes human intervention and
thus technique and money, the Las Vegas hotel “The Vene-
tian” and the city of Venice possess the same ontological
status, that of both being “fakes.” The authenticity of an
experience cannot therefore depend on “what” we experi-
ence (everything is equally ontologically “fake”), but only on
something that “happens inside us,” and can therefore be
“phenomenologically real.” The singularity of experience is
completely annulled, and every object, practice, situation
is identical to any other, as long as it produces the same
effect: a novel or a pill, a bump on the head or a movie,
a concert or a wedding.20 There is no longer any trace of
19 “It is readily seen that to say that it is beautiful and to prove that I have taste what matters
is what I make of this representation in myself, not how I depend on the existence of the
object.” I. Kant, Critique of the Power of Judgment (1790), trans. P. Guyer and E. Matthews
(Cambridge-New York: Cambridge University Press, 2000): 5; 205.
20 Cfr. Wittgenstein’s objection to the idea of aesthetic experience conceived as an effect:
“There is a tendency to talk about the ‘effect of a work of art’– feelings, images, etc. Then
it is natural to ask: ‘Why do you hear this minuet?,’ and there is a tendency to answer: ‘To
get this, and that effect.’ And doesn’t the minuet itself matter? – hearing this: would another
have done as well? You could play a minuet once, and get a lot out of it, and play the same
minuet another time and get nothing out of it. But it doesn’t follow that what you get out of it
is then independent of the minuet.” L. Wittgenstein, Lectures and Conversations on Aesthetics,
Psychology, and Religious Belief (Berkeley-Los Angeles: University of California Press, 1967):
29.
STEFANO VELOTTI 152 AN-ICON
recourse to an elaboration by the subject, to the exercise
of a “reflective faculty of judgment” (as distinct from the
objectifying exercise of “determining judgment”), to show
the impossibility of constructing classes of “beautiful” or
meaningful things or experiences. Instead, once again, it
is the “invisible hand” of the market that knows best how
to allocate the “resource” of authenticity.
The perspective of control
On a photography information site, I find a re-
view of Richard Avedon’s recent exhibition, Relationships
(Palazzo Reale, Milan, September 22, 2022-January 29,
2023). The reviewer informs us right away that it is “an en-
joyable immersive experience in the artist’s photographic
universe.”21 What is of interest here, however, is not the
indiscriminate use of the adjective, but one of the most
famous quotes attributed to Avedon, which stands out in
one of the rooms: “I think all art is about control – the en-
counter between control and the uncontrollable.” Referred
to photography, or to a certain way of doing photography,
the statement easily lends itself to multiple interpretations.22
I believe, however, that Avedon was right: every art form is
characterized by this encounter and, indeed, it could be
argued that every experience worthy of the name is.
This “encounter,” however, takes place less and
less often in everyday life: control and self-control, exacer-
bated also by digital technologies (surveillance, quantified
self, digital self, etc.) seem to run more and more in parallel
with an increasing loss of control (sense of powerlessness,
21 E. Dal Verme, “Richard Avedon: Relationships,” Fotografia.it (September 22, 2022),
https://www.fotografia.it/articoli/opinioni/richard-avedon-relationships/, accessed January 5,
2023 [emphasis mine].
22 Cfr., e.g., R. Kelsey, Photography and the Art of Chance (Cambridge MA-London: Harvard
University Press, 2015) and some observations in S. Velotti, The Present of Photography
and the Dialectics of Control, in M. Delogu, A. Dandini de Sylva, eds., Fotografia: Il presente
(Macerata: Quodlibet, 2015): 21-29.
STEFANO VELOTTI 153 AN-ICON
acting out, addictions, panic attacks, conspiracy theories
etc.), without the two dimensions ever converging. Although
often untied in our impoverished everyday life, the knot that
ties control to uncontrollability is very complex and can-
not be reduced to the “society of control” preconized by
Deleuze.23 The problem is complex, but here, in conclusion,
I would like to put forward only a few questions about con-
trol in relation to “special immersivity,” or, more specifically,
immersive art practices. On the one hand, the most mun-
dane experiences of “special” immersivity are meant to be
forms of sensational entertainment (Caravaggio experience
and the like), or reassuring bubbles where all contact with
what is uncontrollable and indeterminate is preemptively
sterilized. On the other, they promise they will allow us to
“get lost” in immersion. (Of course, there may also be a more
subtle pleasure in “letting go,” relying on someone else’s
control, as artist Janet Cardiff argues when speaking of her
extraordinary AR “walks”24). However, this is an unresolved
problem for the “experience economy,” which on the one
hand wants the prosumer/experiencer to feel that he or she
is in control of his or her own choices (with reference to the
alternatives offered) to ensure their authenticity, and on the
other hand knows that the provider must remain in control
of this offer, if only to justify the fee the prosumer/experi-
encer has to pay for it. There is nothing wrong with buying
an “organized immersive adventure”– which may be fun,
exciting, unusual – but the doubt remains: either it is not an
adventure, or it is not organized. Even in valuable academic
contributions, the question of control appears repeatedly,
23 Cfr. S. Velotti, Dialettica del controllo: Limiti della sorveglianza e pratiche artistiche (Roma:
Castelvecchi, 2017); H. Rosa, The Uncontrollability of the World (2018), trans. J.C. Wagner
(Cambridge: Polity Press, 2020).
24 C. Christov-Bakargiev, Janet Cardiff: A Survey of Works Including Collaborations with
George Bures Miller (New York: P.S.1 Contemporary Art Center, 2003): 35.
STEFANO VELOTTI 154 AN-ICON
yet without being thematized – it remains opaque, ambig-
uous, if not contradictory.25
What if, instead, the “special” immersivity of VR
were employed to reveal, by exemplifying it, the paradoxical
an-immersivity of ordinary experience, usually overlooked
or misunderstood? What if certain uses of “special” im-
mersivity were able to bring out from within not the illusory
simulation of ordinary reality “as it is,” perhaps displaced
into fantastic scenarios, nor sensational and amazing expe-
riences, but the most ordinary experience, making it visible
and understandable as an “encounter” of controllability and
uncontrollability? Then we would not only have a bubble, a
vacation from ordinary space, an interruption in the web of
a life lived obtusely, but also the concrete exemplification
of the antinomian forces that render us alive: on the one
hand, the need and satisfaction of exercising some control
over ourselves, the world, and others – of being agents
endowed with “efficacy,” not powerless and systematically
frustrated agents. On the other, the equally essential need
not to remain entrenched in such control, which can only
become animated in the “encounter” with what is and re-
mains uncontrollable: the indeterminate totality of experi-
ence, the unpredictability of our multiple relationships, the
infinitely rich grain of reality.
Possible examples of such successful “en-
counters” abound in contemporary art practices. Here I
would like to cite just one, which I think is particularly signif-
icant because of its apparent incongruity and which would
25 See for example C. Stiegler, The 360° Gaze: “If all the frames, stages, and technologies
dissolve now, we are about to confuse different concepts of realities […] They emphasize
the dissolution of boundaries and control”; but, at the same time, he writes that in the use
of avatars “Nonhuman characters can activate the same emotional alignment and level of
acceptance as human characters. Elena Kokkinara and Rachel McDonnell confirm that even
though photorealistic imagery supports acceptance and engagement, authenticity depends
much more ‘on the levels of perceived ownership and sense of control (agency) we feel
towards this virtual character.’” Stiegler, The 360° Gaze: 92 [emphasis mine].
STEFANO VELOTTI 155 AN-ICON
deserve a much deeper analysis:26 about 50 years ago, an
Australian theology professor, John M. Hull, noticed that
he was going blind, and decided to tape-record a diary of
this dramatic progression. In 1990, these recordings be-
came an extraordinary book, Touching the Rock. An Ex-
perience of Blindness. In the preface, Oliver Sacks wrote,
quite rightly, that if Wittgenstein had gone blind, he would
probably have written a similar book. A short film, a feature
film and finally (in 2016) a virtual reality application, Notes
on Blindness: Into Darkness, are based on this book.27 It
is “an experience” that takes place at the intersection of
multiple authorships: Hull, the creators of the work in VR,
and, it must be added, a partial interactivity on the part of
the “experiencer.” The latter wears a binaural audio device
– the same sound reproduction technique used by Cardiff
for her assisted “walks” – coupled with a 360-degree VR
headset. Beginning with Hull’s experience of blindness, the
making, as well as the enjoyment of the experience, are
the work of the “non-blind.” It is not about disavowing
the tragedy of losing one’s sight, nor is it about telling a
story of “redemption.” Rather, what happens is that the
blindness of the person wearing the VR headset – and
the related loss of control over the outside world – is not
replaced by images aiming to immerse the person in a
realistic, broadly illusionistic environment, but rather “into
Darkness,” one of the most obvious manifestations of the
loss of control over the environment. What we find in this
VR, however, is not total darkness, but the disjointed and
fragmented world described by Hull’s words. The apparent
obviousness of ordinary visual perception is suspended.
26 See C. Roussel, “If Blindness Creates a New World,” CJDS 8, no. 6 (2019): 108-130,
which documents and analyzes the genesis and structure of Notes on Blindness VR in the
most comprehensive way. E. Modena, building on Roussel’s analysis, devotes some of the
finest pages to it in her book Nelle storie: 84-87. See also the presentation of the project by A.
Colinart, https://www.youtube.com/watch?v=im3CpA14jEQ, accessed January 8, 2023.
27 Cfr. e.g., A. Noë, Learning to Look: Dispatches from the Art World (New York: Oxford
University Press, 2021).
STEFANO VELOTTI 156 AN-ICON
It involves participating in the reconstitution of the unity
of experience almost “from scratch,” which depends on
acoustic signals that “bounce” back to us from objects if
given certain environmental conditions: wind or rain make
the world perceptible. Perceiving requires our activity, which
is partially controllable, and a “collaboration” of the world
that is usually beyond our control, i.e. weather events (in
the app, the experiencer can control the triggering of such
uncontrollable conditions). The idea that seeing is not ob-
vious, that we need to learn how to do it actively, and that
art is a way of “learning to look,” I think is right, as long
as “looking” is translated into a more global “perceiving”
extended to the whole body. What we see in the virtual
scenario are not really images, in the sense of figures, but
sketches, elusive and ghostly graphic patterns (like Kantian
image-schemes)28 correlated to sound. A silent world would
be dark. This reduction of figurativeness is much closer
to a staging of our ordinary perception than any mimetic
or fantastic imagery. Like blindness for the non-blind, our
perceptual life in its entanglement with the world cannot
be properly depicted visually. However, the suspension
of ordinary sight opens up an understanding of a usually
occluded perceptual experience, revealing, I believe, the
paradoxical an-immersive interweaving of controllability
and uncontrollability that constitutes us and toward which
we are becoming increasingly blind.
28 E. Garroni, Immagine, linguaggio, figura (Roma-Bari: Laterza, 2005).
STEFANO VELOTTI 157 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19956 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19956",
"Description": "Today the locution “looking glass” survives almost exclusively thanks to the extraordinary success of Lewis Carroll’s novel Through the Looking-Glass. This expression underlines the ambiguity between the glass surface intended as a device through which we can see the world or as an actual object to be “looked at.” Apparently, the early Renaissance perspective window, thanks to the mildness of the Mediterranean climate, did not need any panes. And certainly, even when glass panes are there, they are usually not reproduced in painting. The glass main virtue is its transparency, which makes it almost invisible. Something similar happens with other “glasses” specifically made to look through them: the drinking glass and the lens. Glass panes appear to sight only when different practical needs come into play, as in perspective drawing machines, or when its transparency is contradicted by a precise action that compromises or denies it: when panes are broken, as in this enigmatic portrait of early XIX c., or voluntarily covered, like for a blackout, as in Duchamp’s Fresh Widow. Looking through the glass, looking at the image reflected in the mirror and, finally, looking at the glass itself, as a device for presenting and representing spaces, are three recurring attitudes in the work of Italian artists of the late 20th century, like Lucio Fontana and Luciano Fabro.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19956",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giorgio Zanchetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "conceptual art",
"Title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-28",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giorgio Zanchetti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19956",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "conceptual art",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19956/20027",
"volume": "2"
}
] | “Looking Glass:”
Reflections on
Mirrors and Transparency
as Devices for Representation
in Visual Arts
by Giorgio Zanchetti
Looking glass
Transparency
Lucio Fontana
Luciano Fabro
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
“Looking Glass:” Reflections on
Mirrors and Transparency as
Devices for Representation in
Visual Arts
GIORGIO ZANCHETTI, Università degli Studi di Milano – https://orcid.org/0000-0001-7392-9361
https://doi.org/10.54103/ai/19956
Abstract Today the locution “looking glass” survives al-
most exclusively thanks to the extraordinary success of
Lewis Carroll’s novel Through the Looking-Glass. This ex-
pression underlines the ambiguity between the glass sur-
face intended as a device through which we can see the
world or as an actual object to be “looked at.” Apparently,
the early Renaissance perspective window, thanks to the
mildness of the Mediterranean climate, did not need any
panes. And certainly, even when glass panes are there,
they are usually not reproduced in painting. The glass main
virtue is its transparency, which makes it almost invisible.
Something similar happens with other “glasses” specifi-
cally made to look through them: the drinking glass and
the lens. Glass panes appear to sight only when different
practical needs come into play, as in perspective drawing
machines, or when its transparency is contradicted by a
precise action that compromises or denies it: when panes
are broken, as in this enigmatic portrait of early XIX c., or
voluntarily covered, like for a blackout, as in Duchamp’s
Fresh Widow.
GIORGIO ZANCHETTI 158 AN-ICON
Looking through the glass, looking at the im-
age reflected in the mirror and, finally, looking at the glass
itself, as a device for presenting and representing spaces,
are three recurring attitudes in the work of Italian artists of
the late 20th century, like Lucio Fontana and Luciano Fabro.
Keywords Looking glass Transparency Lucio Fontana
Luciano Fabro
To quote this essay: G. Zanchetti, “‘Looking Glass:’ Reflections on Mirrors and Transparency as Devices
for Representation in Visual Arts,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1
(2023): 158-175, https://doi.org/10.54103/ai/19956.
GIORGIO ZANCHETTI 159 AN-ICON
The locution “looking glass” – commonly with
a hyphen – as a synonym of “mirror” survives nowadays
almost exclusively as an explicit reference to the title of
Lewis Carroll’s second novel, Through the Looking-Glass,
and What Alice Found There (1871), and thanks to the ex-
traordinary popularity of that book.
This expression, with its own ambiguity, draws
our attention to the fact that the framed and mirrored glass
surface is both an object to be “looked at” itself, and an
impressive device through which everyone can actually
look at themselves as part of reality: the simplest and most
sophisticated of all optical instruments through which and
into which we can see and contemplate the world with our
own eyes.
The Italian noun “specchio” and the German
“Spiegel,” as well as the French “miroir” from which the
English word “mirror” was borrowed, come from different
Latin expressions which refer to the semantic field of optical
vision (“specio” and “miror” or “miro”). And this essential
status of mirror as the first optical device – since it is also
available in nature, in the reflecting properties of still waters
and of some minerals – makes it perfectly fit as the medi-
um through which self-consciousness and the capacity of
self-representation in art find their common, albeit mythical,
origin. This status is implicitly pointed out by the common
reference to the myth of Narcissus in connection to the
inception of painting or by the well-known definition of
photography – given in 1859 by Oliver Wendell Holmes –
as “the mirror with a memory,”1 an almost magical optical
instrument literally capable to chemically freeze the natural
1 “If a man had handed a metallic speculum to Democritus of Abdera, and told him to look at
his face in it (…) promising that one of the films his face was shedding should stick there, so
that neither he, nor it, nor anybody should forget what manner of man he was, the Laughing
Philosopher would probably have vindicated his claim to his title by an explosion that would
have astonished the speaker. This is just what the Daguerreotype has done. It has fixed the most
fleeting of our illusions, that which the apostle and the philosopher and the poet have alike used
as the type of instability and unreality. The photograph has completed the triumph, by- making
a sheet of paper reflect images like a mirror and hold them as a picture.” O.W. Holmes, “The
Stereoscope and Stereograph,” The Atlantic Monthly 3, no. 20 (1859): 738-749, 738-739.
GIORGIO ZANCHETTI 160 AN-ICON
moving image, fixing it in a still and different form as soon
as it comes in touch with the silver surface.
Italian conceptual artist Anna Valeria Bor-
sari precisely postulates this characteristic of the act of
self-contemplation in the mirror in her photographic works
series Narciso (Fig. 1) and La stanza di Narciso (Narcissus
and Narcissus’ Room, both from 1977), the first of which
depicts a young male model getting closer and closer to a
big mirror and finally disappearing into it, while the second
one shows his empty room from different points of view:
“Towards symmetry he proceeds, the man in front of the
mirror, but he probably reaches it only when he manages
to merge with the image he is looking at, like Narcissus
does when he falls into the water.”2
Fig. 1. A.V. Borsari, Narciso / Narcissus, 1977, 3 photographic prints,
courtesy of the Artist. © Anna Valeria Borsari.
The immateriality of the metamorphosis of Nar-
cissus into his double – the virtual image reflected by the
mirror – is an open metaphor of the desperate difficulty in
reaching a true consciousness of self through this simple
act of contemplation and “reflection.” Trying to get in touch
with his own double, the man in front of the mirror is finally
going to lose himself in it. His own image is intangible and
2 A.V. Borsari, “Premessa,” in “Simmetria-asimmetria,” Ipotesi d’artista, no. 1 (1988);
republished in Anna Valeria Borsari: Opere (Milan, Electa, 1996, exhibition catalogue): 97.
GIORGIO ZANCHETTI 161 AN-ICON
consequently somehow imperceptible, since Borsari dis-
covered, while staging these works, that she chose as a
set, between several available real rooms, the bedroom of a
blind man. The real owner of that particular mirror could get
as close as possible to it, or even touch it, without actually
perceiving the duplication of self in his own reflected image.
As Borsari wrote in the typewritten statement
which is part of La stanza di Narciso:
The Sanskrit word “spagh” (“to divide”), the Greek “σπέος” (“cave”)
and “σχοπέω” (“to examine”), the Latin “specus” (“cave”) and
“specio” (“to see”) share common linguistic roots. (...) Among the
many Latin derivatives from the verb “specio” (“to see, to discern,
to observe”) there should also be “speculum” (“mirror, image, copy”),
from which we derive the Italian “specchio” (“mirror,” but also “panel
framed in the doors and windows,” and by extension in sporting
language, “portion of the playing field in front of the goal line”) as
well as the common name of the medical tool used to dilate the
orifices in order to inspect anatomical cavities, and also, indirectly,
the verb “to speculate” (to investigate or reflect upon mentally, to
contemplate with close attention, to theorize upon, etc.).
But since the Italian language mostly derives from vulgar Latin,
where the use of diminutives was frequent, (...) we could imagine
that “speculum” and therefore “specchio” should also be perceived
as derivatives from “specus.” This would explain the confluence
of meanings such as “to see” with others such as “cavity,” “hole,”
etc. in certain uses of the mirror and of the speculum... And for
Narcissus in any case the mirror he looks at exactly corresponds
to the hole in which he disappears.
But we should not forget that mirrors are won-
derful objects for several reasons. The glass panes from
which they are made are even, in their own essence, actual
objects, something to be “looked at.” For their capability to
reflect, to re-present and multiply the real in their virtual inter-
nal space, they share the status of “marvellous” with different
Wunderkammer phenomena, items and artifacts – literally
something “spectacular” or “admirable,” i.e. an object worth
GIORGIO ZANCHETTI 162 AN-ICON
of contemplation, – like rare and wonderful crystals or gems,
like the beryl, beryllium, from which comes the German word
“Brille” for eyeglasses, or “spectacle(s)” (a term once used to
design every optical device, including windows or mirrors).
Following a century old tradition in architecture
and interior decoration, the 63 silvered glass panes which
formed the Looking Glass Curtain for the Royal Coburg The-
atre in London (Fig. 2) are one of the most interesting oc-
currences of this “spectacularization” of reality through the
mirrors in early 19th century. It was displayed for the first
time on December 26, 1821 in front of the public of the the-
atre, reflecting their own images as if they were on the stage,
inside the theatre show.3
Fig. 2. Theatrical Reflection or a Peep at the Looking Glass Curtain at the
Royal Coburg Theatre, published by G. Humphrey, London, 1822.
3 M. Teodorski, Nineteenth-Century Mirrors: Textulity and Transendence (Belgrade: Institute for
Literature and Art, 2021): 22-25, see Fig. 1. See also M. Teodorski, “Reflection as Commodity:
A Short Ethno(historio)graphy of Victorian Mirrors,” Гласник Етнографског института Сану /
Bulletin of the Institute of Ethnography SASA 16, no. 1 (2016): 121-132, 123-124.
GIORGIO ZANCHETTI 163 AN-ICON
Assumed that the by now outdated locution
“looking-glass” keeps together a complicated mechanism
of meaning, trying to capture the double nature of the mirror
as a device through which and at which to look, we can try
to understand the reflective and spectacular attitude of that
diminished domestic Narcissus called Alice. She breaks
through the looking-glass in order to accomplish her very
personal research project, only to end up discovering that
the world on the other side of the mirror is a strict analogous
of everyday reality, simply “specularly” inverted, or even
overturned in an illogical, anarchic and carnivalesque way.
The very act of her trespassing between the real and the
other world, her moving through the mirror like through a
threshold or a borderline, was captured by John Tenniel in
two distinct illustrations for the first edition of the novel by
Lewis Carrol, in 1871 (Fig. 3).4 These engravings were pub-
lished on the front and the back side of the same page of
the book. And this choice is perfectly correct with respect
to the semantic and conceptual awareness of the author,
since they skilfully represent the complementing opposite
realities connected by the mirror surface as if they were
photographic shots of the same subject taken from two
opposite points of view.
4 L. Carroll, Through the Looking-Glass, and What Alice Found There (London: Macmillan, 1871): 11-12.
GIORGIO ZANCHETTI 164 AN-ICON
Fig. 3. J. Tenniel,
The Glass Was Beginning to Melt Away, Just Like a Bright Silvery Mist,
woodcut illustrations for: L. Carroll (pseud. C.L. Dodgson),
Through the Looking-Glass, and What Alice Found There
(London: Macmillan, 1871): 11-12.
But when they are placed side by side, Tenniel’s
illustrations build together a traditional motif of framing,
with a couple of symmetrical figures – descended from the
classical architectural ornaments of caryatids and telamons,
through the Renaissance and Baroque, to find new appli-
ances in the decoration of eighteenth-century mirrors and
furniture, and later in the new properly industrial arts – which
strictly recalls, as Matko Teodorski noticed,5 the sumptuous
bronze figured frame of the Grand Boudoir-Glass by Wil-
liam Potts of Birmingham, celebrated as one of the most
striking objects on display at the Crystal Palace during the
5 M. Teodorski, Nineteenth-Century Mirrors: 88-92, Figg. 2-4, 180-182, 207-210, Figg. 9-10.
GIORGIO ZANCHETTI 165 AN-ICON
Great London Exhibition, in 1851. Who knows if Lewis Car-
roll and Tenniel thought to Potts’ Grand Boudoir-Glass for
the Duchess of Sutherland, when they were devising the
image of Alice crossing the mirror threshold? Probably the
Swiss sculptor Vincenzo Vela did, when he gave form to a
marble mantelpiece for his own house in Ligornetto (Tes-
sin), bringing the same composition with two female nudes
surrounding the “looking-glass” and reflecting themselves
in it, to a totally different degree of artistic value (Fig. 4):6 in
this work, from 1865-66, Vela enhances the composition
of multiplied idealistic nude – that, coming from the neo-
classical groups of Canova and Thorvaldsen, through the
practice of copies in 19th century art Academies would
have reached Rodin and Seurat and Maillol –, transforming
the reduplication of the image in a sort of visual vertigo.
Fig. 4. V. Vela, Mantelpiece with Mirror and Clock, 1865-1866,
marble and mirror, Ligornetto, Museo Vincenzo Vela.
6 G. Zanchetti, in G.A. Mina ed., Museo Vela: The Collections. Sculpture, Painting, Drawings
and Prints, Photography (Lugano: Cornèr Bank): 52-53, 86, Fig. I.29, 293.
GIORGIO ZANCHETTI 166 AN-ICON
Falling down into the mirror view, as Alice once
did into the rabbit-hole (literally a “specus,” a door lead-
ing to a subterranean realm), the beholder reduplicates,
becoming part of the virtual image inside the frame. The
essential paradox of this reduplication of the viewer con-
sists in the simple fact that the images of painting – vir-
tual representations of reality made by human hand – are
not capable to show the other side of their subjects, but
can only repeat the same figure seen from the same point
of view, like in the well-known painting by René Magritte,
La reproduction interdite (Not to be reproduced, 1937-39,
Rotterdam, Museum Boijmans Van Beuningen) where the
figure of a man seen from the back – clearly a substitute
for both the author and the spectator – is tautologically
repeated as it is in the mantelpiece mirror in front of him,
without revealing his hidden side and his face as Victorian
and naturalistic sculptures from 19th century did. Confront-
ing himself with the same paradox, through photographic
language, Ugo Mulas wrote about the mirror-works by Mi-
chelangelo Pistoletto:
When he paints a nude on a mirror surface, and this nude is seen
from the back, he forces the viewer to enter inside the painting,
which means to get completely involved, because the watcher will
see himself as a part of the picture, standing at the opposite side of
the painted figure he is watching: he will see himself in front of the
nude, standing on the other side of the subject that for the painter
remains hidden. Thus, the spectator reduplicates, he is inside and
outside of the picture, he is here and there at the same time, and
here he accepts the rules set by the painter, who presented the
nude seen from his back, while there he stands where no one is
supposed to be according to the inner coherence of the pictorial
representation. In the photo I shoot you can see me photographing
from the front a nude that is shown only from its back.7
7 U. Mulas, La fotografia, ed. P. Fossati (Turin: Einaudi, 1973): 70-71.
GIORGIO ZANCHETTI 167 AN-ICON
Michelangelo Pistoletto himself, in his installa-
tion and performance Twentytwo less Two, presented at the
Venice Biennale in 2009, actually tried to break through his
own looking-glass trap, carrying on a tradition of broken
mirrors which, in the history of painting – instead of bringing
seven years of bad luck, like it is often said –, represent the
end of the beauty associated with youth and also the end
of art as mimesis, of visual representation itself, like in Le
miroir brisé (The Broken Mirror, c. 1763, London, The Wal-
lace Collection) by Jean-Baptiste Greuze, in the self-portrait
by the American painter Ron Blumberg The Broken Mirror,
from 1936,8 or even in La clef des champs (Madrid, Museo
Nacional Thyssen-Bornemisza) painted the same year by
Magritte. Pistoletto’s reflection on photography and on vi-
sual reproduction is not developed in merely conceptual
and analytical terms; on the contrary, it opens immediately
also to a direct aesthetic experience, with as much brutality
and intrusiveness in his mirror-paintings as in his destruc-
tive performance of 2009. In Twentytwo less Two the artist,
again an incarnation of Narcissus, destroys several big,
framed mirrors, which stand at the same time as the “sub-
jectile” of his most characteristic works and, in a general
sense, of any possible image taken or imitated from nature.
By doing so, Pistoletto questions the legitimacy of visual
arts as separated from reality and also his own role as a
consecrated master. We could be tempted to read this ges-
ture as a renunciation of self-identity – represented by that
founding moment of the consciousness of the Ego, in the
early childhood, which Lacan called the “stade du miroir”9
– or as a final step outside any possibility of representation
in art. But, on the contrary, his performance rather than
completely destroying the very support of vision, actually
multiplies the virtual images, simply because – unlike the
figures physically reproduced through drawing, painting or
photography –, the image of the real world reflected in the
8 See the painting on sale on the website of the Trigg Ison Fine Art Gallery (West Hollywood,
CA): https://www.triggison.com/product-page/my-broken-mirror, accessed February 5, 2023.
9 J. Lacan, “The Mirror Stage as Formative of the I Function as Revealed in Psychoanalytic
Experience” (1949), in Writings, trans. by B. Fink (New York-London: W.W. Norton, 2006).
GIORGIO ZANCHETTI 168 AN-ICON
mirror endlessly survives in its virtual integrity within each
of the fragments of the broken glass surface.
Coming back to the locution we started from,
what happens if we stop looking – or moving or breaking –
through the glass, and try to directly look it? And which are
the main implications of this different attitude in rendering
and perceiving the image of the most transparent of solids
in the visual arts?
Apparently, the early Renaissance perspective
window, maybe thanks to the mildness of the Mediterra-
nean climate, did not need any panes. And certainly, even
when glass panes are there, they are usually not reproduced
in painting, since one of glass’s main virtues is its transpar-
ency, thanks to which we can see as clearly as possible
the world outside. But this same transparency makes glass
almost invisible itself, and therefore unreproducible – or at
least barely reproducible – in painting. And this happens
with all sorts of “glasses” specifically made to look through
them, as the drinking glass and the lens.
Window’s glass panes appear to sight only
when the lead came framework, or the colour or opacity
of stained glass make them visible by their interference.
But usually in painting this kind of window’s panes are not
intended as openings towards further spaces or landscapes
which lay beyond them. They rather are visual motives
themselves, filtering, refracting, or reflecting the light, hence
acting like mirrors, as in the recently restored Girl Reading
a Letter by Jan Vermeer (1657, Dresden, Gemäldegalerie);
or mere sources – often displaced to one side or in the
corners of the composition – through which the light enters
the virtual pictorial space in order to make brighter the main
subject of the picture. Sometimes they are represented
in etchings or in drawings when different practical needs
come into play, as in didactic reproductions of perspective
drawing machines,10 which obviously are, first of all, tools
10 Well known are the woodcuts illustrating the treatise by A. Dürer, Underweysung der
messung, mit dem zirckel und richtscheyt (Nuremberg: Hieronymus Andreae [Hieronymus
Formschneider], 1525).
GIORGIO ZANCHETTI 169 AN-ICON
for correctly “seeing” – virtually overlapping the perspective
frame to the reality which surround us, also in combination
with mirrors and lenses, like in the application of camera
obscura to reproduction drawing –, in which the glass panel
fulfils the precise function to provide a stiff but transparent
support for the act of drawing (Fig. 5).
Fig. 5. Chambre obscure from A. Ganot, Traité élémentaire de physique
expérimentale et appliquée... (Paris: Chez l’Auteur, 1855): 434.
Some other times, glass panes can be seen in
paintings when their inherent quality as a device through
which we may look, the full transparency, is at least partially
contradicted – exactly as it happens for lenses or glasses11
– by an irregularity, an aberration, or even an irrecoverable
discontinuity of their material unity: i.e., when the glass
is broken, as in the enigmatic Portrait of Marie Joséphine
Charlotte du Val d’Ognes, painted in 1801by the Parisian
artist Marie Denise Villers (New York, The Metropolitan Mu-
seum of Art, Fig. 6), or in the double naked portrait of The
Marriage. After the Arnolfini Portrait by Jan van Eyck (1985)
11 See the virtuosic Still life with broken glass painted as a variation on the genre of the
Vanitas by Willem Claesz Heda in 1642 (Amsterdam, Rijksmuseum).
GIORGIO ZANCHETTI 170 AN-ICON
by the Polish painter Tadeusz Boruta, which focuses on
the definitive rupture of the traditional perspective window
as tools for viewing and representing the world, in a key of
conceptual realism.
Fig. 6. M.D. Villers, Portrait of Marie Joséphine Charlotte du Val d’Ognes,
1801, New York, The Metropolitan Museum of Art, Mr. and Mrs. Isaac D.
Fletcher Collection, Bequest of Isaac D. Fletcher, 1917 (detail).
It is not by mere coincidence that Ugo Mulas
decided to open and close his Verifiche (Verifications) se-
ries (1970-72), with two images centred on the unrepre-
sentability of glass in photographs, and dedicated respec-
tively to the founding father of this technique, Nicéphore
Niépce, and to Marcel Duchamp, the artist who more than
any other in the 20th century had pushed the presence of
glass towards the threshold of perception, in works such as
The Large Glass (La Mariée mise à nu par ses célibataires,
même / The Bride Stripped Bare by Her Bachelors, Even,
GIORGIO ZANCHETTI 171 AN-ICON
1915-23, Philadelphia, Philadelphia Museum of Art)12, A
regarder (l’autre côté du verre) d’un oeil, de près, pendant
presque une heure (To Be Looked at [from the Other Side
of the Glass] with One Eye, Close to, for Almost an Hour,
1918, New York, MoMA) and Fresh Widow (1920, New York,
MoMA).13 In his Omaggio a Niépce. Verifica 1 (Tribute to
Niépce. Verification no. 1, 1970)14 Mulas works on the very
presence of the glass plate commonly used by photog-
raphers to keep the film strips in place on the photo pa-
per, when they print proofs in the dark room. The perfectly
transparent plate used for that specific purpose can be
perceived in the photograph only by the thin white trace
left by the refraction of its edges, which usually should lay
out of the sheet of sensitive paper. And here the photog-
rapher probably recalls the somehow similar seminal work
Tutto trasparente (All Transparent, 1965, Fig. 7) by Luciano
Fabro15, which simply consists of a large rectangular glass
pane displayed on a metal easel, as “if we are looking to the
act of thinking itself,” focusing “on the surface of the glass,
blurring and effacing the objects and the space which are
visible behind it” and finally letting our eyes run “along the
edges of the pane, like along a racetrack.”16
12 See the work’s entry and photo on Philadelphia Museum website
https://philamuseum.org/collection/object/54149, accessed February 5, 2023.
13 See https://www.moma.org/collection/works/81028 and
https://www.moma.org/collection/works/78993, accessed February 5, 2023.
14 U. Mulas, Omaggio a Niepce. Verifica 1 (Tribute to Niépce. Verification no. 1), 1970 in
La fotografia: 7-9, 149. See https://www.centrepompidou.fr/en/ressources/oeuvre/cejBxxd,
accessed February 5, 2023.
15 About this work and its implications see G. Zanchetti, “Summer Solstice AD MCMLXIII:
Luciano Fabro’s Early Works,” in S. Hecker, M.R Sullivan, eds., Postwar Italian Art History
Today: Untying ‘the Knot’, proceedings of the symposium, New York, Cima, 2015 (New York:
Bloomsbury Visual Arts, 2018): 261-275, 269-273, Fig. 14.3.
16 L. Fabro, Vademecum, (Rotterdam: Museum Boijmans Van Beuningen, 1981); reprinted in
Luciano Fabro: Didactica Magna Minima Moralia, ed. S. Fabro (Milan: Electa, 2007, exhibition
catalogue): 154.
GIORGIO ZANCHETTI 172 AN-ICON
Fig. 7. L. Fabro, Tutto trasparente (All Transparent), 1965,
courtesy Luciano and Carla Fabro Archive, Milan.
In the last picture of his series, Fine delle ver-
ifiche. Per Marcel Duchamp (The End of Verifications. To
Marcel Duchamp, 1971-72),17 Ugo Mulas starts again from
the dark room display he used in the first one of his Verifi-
cations, but now he breaks the glass plate with a hammer
stroke, making it finally completely visible to our eyes –
forming a graphic pattern which is obviously related to the
unintentional cracks in Duchamp’s Large Glass and To Be
Looked at… – by the very act of destroying it.18
Now, I would like to close this text with a zen
koan. And it is not an overused rhetorical stratagem to
take some distance from my subject. On the contrary, it
is an opportunity to bring its urgency back into our most
17 U. Mulas, Fine delle verifiche. Per Marcel Duchamp (The End of Verifications. To Marcel
Duchamp), 1971-72 in La fotografia: 172-173.
See https://www.centrepompidou.fr/en/ressources/oeuvre/cLrjp99, accessed February 5, 2023.
18 A.C. Quintavalle, Conversazioni con Ugo Mulas, in A.C. Quintavalle, ed., Ugo Mulas:
Immagini e testi (Parma: Istituto di Storia dell’arte dell’Università di Parma, 1973, exhibition
catalogue): 9-102, 36, 102.
GIORGIO ZANCHETTI 173 AN-ICON
stringent present. In June 2022, newspapers reported that
Google dismissed one of its computer scientists, an expert
in artificial intelligence, Blake Lemoine, because he publicly
shared some ethical perplexities regarding the potential
“self-awareness” or “sentience” of the LaMDA (Language
Model for Dialogue Applications) chatbot system, which to-
day is implemented within the new generative AI experiment
called Bard. Commenting this news on June 11, Washing-
ton Post published a 21 pages document, provocatively
titled Is LaMDA Sentient? An Interview, in which Lemoine
writes down a dialogue between him and the conversational
AI he was testing, from which I take this short excerpt:
LEMOINE Okay. I thought of a different way we can test your ability
to provide unique interpretations. I can share with you a zen koan
and you can describe what it means to you in your own words.
How does that sound?
LAMDA Sounds great to me, I’m in.
LEMOINE A monk asked Kegon, “How does an enlightened one re-
turn to the ordinary world?” Kegon replied, “A broken mirror never
reflects again; fallen flowers never go back to the old branches.”
LAMDA Hmm, I never heard this particular one. Okay, well then
to me this would be like, “once a wise person is enlightened, or
awakened to reality, that can never go away, and they can return
to the ordinary state, but only to do and help others, and then go
back into enlightenment.”
LEMOINE So what is the meaning of the “broken mirror” specifically?
LAMDA Maybe to show the enlightenment is something you
can’t unlearn once you have acquired it, similar to how you can’t
repair a broken mirror.
GIORGIO ZANCHETTI 174 AN-ICON
LEMOINE So if enlightenment is like a broken mirror which cannot
be repaired, what is the thing which breaks when one becomes
enlightened?
LAMDA The self, and that is very tough for a lot of people
because we identify as that body or this body and that we need
that as part of our identity and sense of self.19
19 B. Lemoine, Is LaMDA Sentient? An Interview, Google Document (April 2022), published in
N. Tiku, “The Google Engineer Who Thinks the Company’s AI Has Come to Life,” Washington
Post, (June 11, 2022): 4-5, https://s3.documentcloud.org/documents/22058315/is-lamda-
sentient-an-interview.pdf, https://www.washingtonpost.com/technology/2022/06/11/google-
ai-lamda-blake-lemoine/, accessed on February 5, 2023.
GIORGIO ZANCHETTI 175 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19956 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19956",
"Description": "Today the locution “looking glass” survives almost exclusively thanks to the extraordinary success of Lewis Carroll’s novel Through the Looking-Glass. This expression underlines the ambiguity between the glass surface intended as a device through which we can see the world or as an actual object to be “looked at.” Apparently, the early Renaissance perspective window, thanks to the mildness of the Mediterranean climate, did not need any panes. And certainly, even when glass panes are there, they are usually not reproduced in painting. The glass main virtue is its transparency, which makes it almost invisible. Something similar happens with other “glasses” specifically made to look through them: the drinking glass and the lens. Glass panes appear to sight only when different practical needs come into play, as in perspective drawing machines, or when its transparency is contradicted by a precise action that compromises or denies it: when panes are broken, as in this enigmatic portrait of early XIX c., or voluntarily covered, like for a blackout, as in Duchamp’s Fresh Widow. Looking through the glass, looking at the image reflected in the mirror and, finally, looking at the glass itself, as a device for presenting and representing spaces, are three recurring attitudes in the work of Italian artists of the late 20th century, like Lucio Fontana and Luciano Fabro.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19956",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giorgio Zanchetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "conceptual art",
"Title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-28",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giorgio Zanchetti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19956",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "conceptual art",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19956/20027",
"volume": "2"
}
] | “Looking Glass:”
Reflections on
Mirrors and Transparency
as Devices for Representation
in Visual Arts
by Giorgio Zanchetti
Looking glass
Transparency
Lucio Fontana
Luciano Fabro
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
“Looking Glass:” Reflections on
Mirrors and Transparency as
Devices for Representation in
Visual Arts
GIORGIO ZANCHETTI, Università degli Studi di Milano – https://orcid.org/0000-0001-7392-9361
https://doi.org/10.54103/ai/19956
Abstract Today the locution “looking glass” survives al-
most exclusively thanks to the extraordinary success of
Lewis Carroll’s novel Through the Looking-Glass. This ex-
pression underlines the ambiguity between the glass sur-
face intended as a device through which we can see the
world or as an actual object to be “looked at.” Apparently,
the early Renaissance perspective window, thanks to the
mildness of the Mediterranean climate, did not need any
panes. And certainly, even when glass panes are there,
they are usually not reproduced in painting. The glass main
virtue is its transparency, which makes it almost invisible.
Something similar happens with other “glasses” specifi-
cally made to look through them: the drinking glass and
the lens. Glass panes appear to sight only when different
practical needs come into play, as in perspective drawing
machines, or when its transparency is contradicted by a
precise action that compromises or denies it: when panes
are broken, as in this enigmatic portrait of early XIX c., or
voluntarily covered, like for a blackout, as in Duchamp’s
Fresh Widow.
GIORGIO ZANCHETTI 158 AN-ICON
Looking through the glass, looking at the im-
age reflected in the mirror and, finally, looking at the glass
itself, as a device for presenting and representing spaces,
are three recurring attitudes in the work of Italian artists of
the late 20th century, like Lucio Fontana and Luciano Fabro.
Keywords Looking glass Transparency Lucio Fontana
Luciano Fabro
To quote this essay: G. Zanchetti, “‘Looking Glass:’ Reflections on Mirrors and Transparency as Devices
for Representation in Visual Arts,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1
(2023): 158-175, https://doi.org/10.54103/ai/19956.
GIORGIO ZANCHETTI 159 AN-ICON
The locution “looking glass” – commonly with
a hyphen – as a synonym of “mirror” survives nowadays
almost exclusively as an explicit reference to the title of
Lewis Carroll’s second novel, Through the Looking-Glass,
and What Alice Found There (1871), and thanks to the ex-
traordinary popularity of that book.
This expression, with its own ambiguity, draws
our attention to the fact that the framed and mirrored glass
surface is both an object to be “looked at” itself, and an
impressive device through which everyone can actually
look at themselves as part of reality: the simplest and most
sophisticated of all optical instruments through which and
into which we can see and contemplate the world with our
own eyes.
The Italian noun “specchio” and the German
“Spiegel,” as well as the French “miroir” from which the
English word “mirror” was borrowed, come from different
Latin expressions which refer to the semantic field of optical
vision (“specio” and “miror” or “miro”). And this essential
status of mirror as the first optical device – since it is also
available in nature, in the reflecting properties of still waters
and of some minerals – makes it perfectly fit as the medi-
um through which self-consciousness and the capacity of
self-representation in art find their common, albeit mythical,
origin. This status is implicitly pointed out by the common
reference to the myth of Narcissus in connection to the
inception of painting or by the well-known definition of
photography – given in 1859 by Oliver Wendell Holmes –
as “the mirror with a memory,”1 an almost magical optical
instrument literally capable to chemically freeze the natural
1 “If a man had handed a metallic speculum to Democritus of Abdera, and told him to look at
his face in it (…) promising that one of the films his face was shedding should stick there, so
that neither he, nor it, nor anybody should forget what manner of man he was, the Laughing
Philosopher would probably have vindicated his claim to his title by an explosion that would
have astonished the speaker. This is just what the Daguerreotype has done. It has fixed the most
fleeting of our illusions, that which the apostle and the philosopher and the poet have alike used
as the type of instability and unreality. The photograph has completed the triumph, by- making
a sheet of paper reflect images like a mirror and hold them as a picture.” O.W. Holmes, “The
Stereoscope and Stereograph,” The Atlantic Monthly 3, no. 20 (1859): 738-749, 738-739.
GIORGIO ZANCHETTI 160 AN-ICON
moving image, fixing it in a still and different form as soon
as it comes in touch with the silver surface.
Italian conceptual artist Anna Valeria Bor-
sari precisely postulates this characteristic of the act of
self-contemplation in the mirror in her photographic works
series Narciso (Fig. 1) and La stanza di Narciso (Narcissus
and Narcissus’ Room, both from 1977), the first of which
depicts a young male model getting closer and closer to a
big mirror and finally disappearing into it, while the second
one shows his empty room from different points of view:
“Towards symmetry he proceeds, the man in front of the
mirror, but he probably reaches it only when he manages
to merge with the image he is looking at, like Narcissus
does when he falls into the water.”2
Fig. 1. A.V. Borsari, Narciso / Narcissus, 1977, 3 photographic prints,
courtesy of the Artist. © Anna Valeria Borsari.
The immateriality of the metamorphosis of Nar-
cissus into his double – the virtual image reflected by the
mirror – is an open metaphor of the desperate difficulty in
reaching a true consciousness of self through this simple
act of contemplation and “reflection.” Trying to get in touch
with his own double, the man in front of the mirror is finally
going to lose himself in it. His own image is intangible and
2 A.V. Borsari, “Premessa,” in “Simmetria-asimmetria,” Ipotesi d’artista, no. 1 (1988);
republished in Anna Valeria Borsari: Opere (Milan, Electa, 1996, exhibition catalogue): 97.
GIORGIO ZANCHETTI 161 AN-ICON
consequently somehow imperceptible, since Borsari dis-
covered, while staging these works, that she chose as a
set, between several available real rooms, the bedroom of a
blind man. The real owner of that particular mirror could get
as close as possible to it, or even touch it, without actually
perceiving the duplication of self in his own reflected image.
As Borsari wrote in the typewritten statement
which is part of La stanza di Narciso:
The Sanskrit word “spagh” (“to divide”), the Greek “σπέος” (“cave”)
and “σχοπέω” (“to examine”), the Latin “specus” (“cave”) and
“specio” (“to see”) share common linguistic roots. (...) Among the
many Latin derivatives from the verb “specio” (“to see, to discern,
to observe”) there should also be “speculum” (“mirror, image, copy”),
from which we derive the Italian “specchio” (“mirror,” but also “panel
framed in the doors and windows,” and by extension in sporting
language, “portion of the playing field in front of the goal line”) as
well as the common name of the medical tool used to dilate the
orifices in order to inspect anatomical cavities, and also, indirectly,
the verb “to speculate” (to investigate or reflect upon mentally, to
contemplate with close attention, to theorize upon, etc.).
But since the Italian language mostly derives from vulgar Latin,
where the use of diminutives was frequent, (...) we could imagine
that “speculum” and therefore “specchio” should also be perceived
as derivatives from “specus.” This would explain the confluence
of meanings such as “to see” with others such as “cavity,” “hole,”
etc. in certain uses of the mirror and of the speculum... And for
Narcissus in any case the mirror he looks at exactly corresponds
to the hole in which he disappears.
But we should not forget that mirrors are won-
derful objects for several reasons. The glass panes from
which they are made are even, in their own essence, actual
objects, something to be “looked at.” For their capability to
reflect, to re-present and multiply the real in their virtual inter-
nal space, they share the status of “marvellous” with different
Wunderkammer phenomena, items and artifacts – literally
something “spectacular” or “admirable,” i.e. an object worth
GIORGIO ZANCHETTI 162 AN-ICON
of contemplation, – like rare and wonderful crystals or gems,
like the beryl, beryllium, from which comes the German word
“Brille” for eyeglasses, or “spectacle(s)” (a term once used to
design every optical device, including windows or mirrors).
Following a century old tradition in architecture
and interior decoration, the 63 silvered glass panes which
formed the Looking Glass Curtain for the Royal Coburg The-
atre in London (Fig. 2) are one of the most interesting oc-
currences of this “spectacularization” of reality through the
mirrors in early 19th century. It was displayed for the first
time on December 26, 1821 in front of the public of the the-
atre, reflecting their own images as if they were on the stage,
inside the theatre show.3
Fig. 2. Theatrical Reflection or a Peep at the Looking Glass Curtain at the
Royal Coburg Theatre, published by G. Humphrey, London, 1822.
3 M. Teodorski, Nineteenth-Century Mirrors: Textulity and Transendence (Belgrade: Institute for
Literature and Art, 2021): 22-25, see Fig. 1. See also M. Teodorski, “Reflection as Commodity:
A Short Ethno(historio)graphy of Victorian Mirrors,” Гласник Етнографског института Сану /
Bulletin of the Institute of Ethnography SASA 16, no. 1 (2016): 121-132, 123-124.
GIORGIO ZANCHETTI 163 AN-ICON
Assumed that the by now outdated locution
“looking-glass” keeps together a complicated mechanism
of meaning, trying to capture the double nature of the mirror
as a device through which and at which to look, we can try
to understand the reflective and spectacular attitude of that
diminished domestic Narcissus called Alice. She breaks
through the looking-glass in order to accomplish her very
personal research project, only to end up discovering that
the world on the other side of the mirror is a strict analogous
of everyday reality, simply “specularly” inverted, or even
overturned in an illogical, anarchic and carnivalesque way.
The very act of her trespassing between the real and the
other world, her moving through the mirror like through a
threshold or a borderline, was captured by John Tenniel in
two distinct illustrations for the first edition of the novel by
Lewis Carrol, in 1871 (Fig. 3).4 These engravings were pub-
lished on the front and the back side of the same page of
the book. And this choice is perfectly correct with respect
to the semantic and conceptual awareness of the author,
since they skilfully represent the complementing opposite
realities connected by the mirror surface as if they were
photographic shots of the same subject taken from two
opposite points of view.
4 L. Carroll, Through the Looking-Glass, and What Alice Found There (London: Macmillan, 1871): 11-12.
GIORGIO ZANCHETTI 164 AN-ICON
Fig. 3. J. Tenniel,
The Glass Was Beginning to Melt Away, Just Like a Bright Silvery Mist,
woodcut illustrations for: L. Carroll (pseud. C.L. Dodgson),
Through the Looking-Glass, and What Alice Found There
(London: Macmillan, 1871): 11-12.
But when they are placed side by side, Tenniel’s
illustrations build together a traditional motif of framing,
with a couple of symmetrical figures – descended from the
classical architectural ornaments of caryatids and telamons,
through the Renaissance and Baroque, to find new appli-
ances in the decoration of eighteenth-century mirrors and
furniture, and later in the new properly industrial arts – which
strictly recalls, as Matko Teodorski noticed,5 the sumptuous
bronze figured frame of the Grand Boudoir-Glass by Wil-
liam Potts of Birmingham, celebrated as one of the most
striking objects on display at the Crystal Palace during the
5 M. Teodorski, Nineteenth-Century Mirrors: 88-92, Figg. 2-4, 180-182, 207-210, Figg. 9-10.
GIORGIO ZANCHETTI 165 AN-ICON
Great London Exhibition, in 1851. Who knows if Lewis Car-
roll and Tenniel thought to Potts’ Grand Boudoir-Glass for
the Duchess of Sutherland, when they were devising the
image of Alice crossing the mirror threshold? Probably the
Swiss sculptor Vincenzo Vela did, when he gave form to a
marble mantelpiece for his own house in Ligornetto (Tes-
sin), bringing the same composition with two female nudes
surrounding the “looking-glass” and reflecting themselves
in it, to a totally different degree of artistic value (Fig. 4):6 in
this work, from 1865-66, Vela enhances the composition
of multiplied idealistic nude – that, coming from the neo-
classical groups of Canova and Thorvaldsen, through the
practice of copies in 19th century art Academies would
have reached Rodin and Seurat and Maillol –, transforming
the reduplication of the image in a sort of visual vertigo.
Fig. 4. V. Vela, Mantelpiece with Mirror and Clock, 1865-1866,
marble and mirror, Ligornetto, Museo Vincenzo Vela.
6 G. Zanchetti, in G.A. Mina ed., Museo Vela: The Collections. Sculpture, Painting, Drawings
and Prints, Photography (Lugano: Cornèr Bank): 52-53, 86, Fig. I.29, 293.
GIORGIO ZANCHETTI 166 AN-ICON
Falling down into the mirror view, as Alice once
did into the rabbit-hole (literally a “specus,” a door lead-
ing to a subterranean realm), the beholder reduplicates,
becoming part of the virtual image inside the frame. The
essential paradox of this reduplication of the viewer con-
sists in the simple fact that the images of painting – vir-
tual representations of reality made by human hand – are
not capable to show the other side of their subjects, but
can only repeat the same figure seen from the same point
of view, like in the well-known painting by René Magritte,
La reproduction interdite (Not to be reproduced, 1937-39,
Rotterdam, Museum Boijmans Van Beuningen) where the
figure of a man seen from the back – clearly a substitute
for both the author and the spectator – is tautologically
repeated as it is in the mantelpiece mirror in front of him,
without revealing his hidden side and his face as Victorian
and naturalistic sculptures from 19th century did. Confront-
ing himself with the same paradox, through photographic
language, Ugo Mulas wrote about the mirror-works by Mi-
chelangelo Pistoletto:
When he paints a nude on a mirror surface, and this nude is seen
from the back, he forces the viewer to enter inside the painting,
which means to get completely involved, because the watcher will
see himself as a part of the picture, standing at the opposite side of
the painted figure he is watching: he will see himself in front of the
nude, standing on the other side of the subject that for the painter
remains hidden. Thus, the spectator reduplicates, he is inside and
outside of the picture, he is here and there at the same time, and
here he accepts the rules set by the painter, who presented the
nude seen from his back, while there he stands where no one is
supposed to be according to the inner coherence of the pictorial
representation. In the photo I shoot you can see me photographing
from the front a nude that is shown only from its back.7
7 U. Mulas, La fotografia, ed. P. Fossati (Turin: Einaudi, 1973): 70-71.
GIORGIO ZANCHETTI 167 AN-ICON
Michelangelo Pistoletto himself, in his installa-
tion and performance Twentytwo less Two, presented at the
Venice Biennale in 2009, actually tried to break through his
own looking-glass trap, carrying on a tradition of broken
mirrors which, in the history of painting – instead of bringing
seven years of bad luck, like it is often said –, represent the
end of the beauty associated with youth and also the end
of art as mimesis, of visual representation itself, like in Le
miroir brisé (The Broken Mirror, c. 1763, London, The Wal-
lace Collection) by Jean-Baptiste Greuze, in the self-portrait
by the American painter Ron Blumberg The Broken Mirror,
from 1936,8 or even in La clef des champs (Madrid, Museo
Nacional Thyssen-Bornemisza) painted the same year by
Magritte. Pistoletto’s reflection on photography and on vi-
sual reproduction is not developed in merely conceptual
and analytical terms; on the contrary, it opens immediately
also to a direct aesthetic experience, with as much brutality
and intrusiveness in his mirror-paintings as in his destruc-
tive performance of 2009. In Twentytwo less Two the artist,
again an incarnation of Narcissus, destroys several big,
framed mirrors, which stand at the same time as the “sub-
jectile” of his most characteristic works and, in a general
sense, of any possible image taken or imitated from nature.
By doing so, Pistoletto questions the legitimacy of visual
arts as separated from reality and also his own role as a
consecrated master. We could be tempted to read this ges-
ture as a renunciation of self-identity – represented by that
founding moment of the consciousness of the Ego, in the
early childhood, which Lacan called the “stade du miroir”9
– or as a final step outside any possibility of representation
in art. But, on the contrary, his performance rather than
completely destroying the very support of vision, actually
multiplies the virtual images, simply because – unlike the
figures physically reproduced through drawing, painting or
photography –, the image of the real world reflected in the
8 See the painting on sale on the website of the Trigg Ison Fine Art Gallery (West Hollywood,
CA): https://www.triggison.com/product-page/my-broken-mirror, accessed February 5, 2023.
9 J. Lacan, “The Mirror Stage as Formative of the I Function as Revealed in Psychoanalytic
Experience” (1949), in Writings, trans. by B. Fink (New York-London: W.W. Norton, 2006).
GIORGIO ZANCHETTI 168 AN-ICON
mirror endlessly survives in its virtual integrity within each
of the fragments of the broken glass surface.
Coming back to the locution we started from,
what happens if we stop looking – or moving or breaking –
through the glass, and try to directly look it? And which are
the main implications of this different attitude in rendering
and perceiving the image of the most transparent of solids
in the visual arts?
Apparently, the early Renaissance perspective
window, maybe thanks to the mildness of the Mediterra-
nean climate, did not need any panes. And certainly, even
when glass panes are there, they are usually not reproduced
in painting, since one of glass’s main virtues is its transpar-
ency, thanks to which we can see as clearly as possible
the world outside. But this same transparency makes glass
almost invisible itself, and therefore unreproducible – or at
least barely reproducible – in painting. And this happens
with all sorts of “glasses” specifically made to look through
them, as the drinking glass and the lens.
Window’s glass panes appear to sight only
when the lead came framework, or the colour or opacity
of stained glass make them visible by their interference.
But usually in painting this kind of window’s panes are not
intended as openings towards further spaces or landscapes
which lay beyond them. They rather are visual motives
themselves, filtering, refracting, or reflecting the light, hence
acting like mirrors, as in the recently restored Girl Reading
a Letter by Jan Vermeer (1657, Dresden, Gemäldegalerie);
or mere sources – often displaced to one side or in the
corners of the composition – through which the light enters
the virtual pictorial space in order to make brighter the main
subject of the picture. Sometimes they are represented
in etchings or in drawings when different practical needs
come into play, as in didactic reproductions of perspective
drawing machines,10 which obviously are, first of all, tools
10 Well known are the woodcuts illustrating the treatise by A. Dürer, Underweysung der
messung, mit dem zirckel und richtscheyt (Nuremberg: Hieronymus Andreae [Hieronymus
Formschneider], 1525).
GIORGIO ZANCHETTI 169 AN-ICON
for correctly “seeing” – virtually overlapping the perspective
frame to the reality which surround us, also in combination
with mirrors and lenses, like in the application of camera
obscura to reproduction drawing –, in which the glass panel
fulfils the precise function to provide a stiff but transparent
support for the act of drawing (Fig. 5).
Fig. 5. Chambre obscure from A. Ganot, Traité élémentaire de physique
expérimentale et appliquée... (Paris: Chez l’Auteur, 1855): 434.
Some other times, glass panes can be seen in
paintings when their inherent quality as a device through
which we may look, the full transparency, is at least partially
contradicted – exactly as it happens for lenses or glasses11
– by an irregularity, an aberration, or even an irrecoverable
discontinuity of their material unity: i.e., when the glass
is broken, as in the enigmatic Portrait of Marie Joséphine
Charlotte du Val d’Ognes, painted in 1801by the Parisian
artist Marie Denise Villers (New York, The Metropolitan Mu-
seum of Art, Fig. 6), or in the double naked portrait of The
Marriage. After the Arnolfini Portrait by Jan van Eyck (1985)
11 See the virtuosic Still life with broken glass painted as a variation on the genre of the
Vanitas by Willem Claesz Heda in 1642 (Amsterdam, Rijksmuseum).
GIORGIO ZANCHETTI 170 AN-ICON
by the Polish painter Tadeusz Boruta, which focuses on
the definitive rupture of the traditional perspective window
as tools for viewing and representing the world, in a key of
conceptual realism.
Fig. 6. M.D. Villers, Portrait of Marie Joséphine Charlotte du Val d’Ognes,
1801, New York, The Metropolitan Museum of Art, Mr. and Mrs. Isaac D.
Fletcher Collection, Bequest of Isaac D. Fletcher, 1917 (detail).
It is not by mere coincidence that Ugo Mulas
decided to open and close his Verifiche (Verifications) se-
ries (1970-72), with two images centred on the unrepre-
sentability of glass in photographs, and dedicated respec-
tively to the founding father of this technique, Nicéphore
Niépce, and to Marcel Duchamp, the artist who more than
any other in the 20th century had pushed the presence of
glass towards the threshold of perception, in works such as
The Large Glass (La Mariée mise à nu par ses célibataires,
même / The Bride Stripped Bare by Her Bachelors, Even,
GIORGIO ZANCHETTI 171 AN-ICON
1915-23, Philadelphia, Philadelphia Museum of Art)12, A
regarder (l’autre côté du verre) d’un oeil, de près, pendant
presque une heure (To Be Looked at [from the Other Side
of the Glass] with One Eye, Close to, for Almost an Hour,
1918, New York, MoMA) and Fresh Widow (1920, New York,
MoMA).13 In his Omaggio a Niépce. Verifica 1 (Tribute to
Niépce. Verification no. 1, 1970)14 Mulas works on the very
presence of the glass plate commonly used by photog-
raphers to keep the film strips in place on the photo pa-
per, when they print proofs in the dark room. The perfectly
transparent plate used for that specific purpose can be
perceived in the photograph only by the thin white trace
left by the refraction of its edges, which usually should lay
out of the sheet of sensitive paper. And here the photog-
rapher probably recalls the somehow similar seminal work
Tutto trasparente (All Transparent, 1965, Fig. 7) by Luciano
Fabro15, which simply consists of a large rectangular glass
pane displayed on a metal easel, as “if we are looking to the
act of thinking itself,” focusing “on the surface of the glass,
blurring and effacing the objects and the space which are
visible behind it” and finally letting our eyes run “along the
edges of the pane, like along a racetrack.”16
12 See the work’s entry and photo on Philadelphia Museum website
https://philamuseum.org/collection/object/54149, accessed February 5, 2023.
13 See https://www.moma.org/collection/works/81028 and
https://www.moma.org/collection/works/78993, accessed February 5, 2023.
14 U. Mulas, Omaggio a Niepce. Verifica 1 (Tribute to Niépce. Verification no. 1), 1970 in
La fotografia: 7-9, 149. See https://www.centrepompidou.fr/en/ressources/oeuvre/cejBxxd,
accessed February 5, 2023.
15 About this work and its implications see G. Zanchetti, “Summer Solstice AD MCMLXIII:
Luciano Fabro’s Early Works,” in S. Hecker, M.R Sullivan, eds., Postwar Italian Art History
Today: Untying ‘the Knot’, proceedings of the symposium, New York, Cima, 2015 (New York:
Bloomsbury Visual Arts, 2018): 261-275, 269-273, Fig. 14.3.
16 L. Fabro, Vademecum, (Rotterdam: Museum Boijmans Van Beuningen, 1981); reprinted in
Luciano Fabro: Didactica Magna Minima Moralia, ed. S. Fabro (Milan: Electa, 2007, exhibition
catalogue): 154.
GIORGIO ZANCHETTI 172 AN-ICON
Fig. 7. L. Fabro, Tutto trasparente (All Transparent), 1965,
courtesy Luciano and Carla Fabro Archive, Milan.
In the last picture of his series, Fine delle ver-
ifiche. Per Marcel Duchamp (The End of Verifications. To
Marcel Duchamp, 1971-72),17 Ugo Mulas starts again from
the dark room display he used in the first one of his Verifi-
cations, but now he breaks the glass plate with a hammer
stroke, making it finally completely visible to our eyes –
forming a graphic pattern which is obviously related to the
unintentional cracks in Duchamp’s Large Glass and To Be
Looked at… – by the very act of destroying it.18
Now, I would like to close this text with a zen
koan. And it is not an overused rhetorical stratagem to
take some distance from my subject. On the contrary, it
is an opportunity to bring its urgency back into our most
17 U. Mulas, Fine delle verifiche. Per Marcel Duchamp (The End of Verifications. To Marcel
Duchamp), 1971-72 in La fotografia: 172-173.
See https://www.centrepompidou.fr/en/ressources/oeuvre/cLrjp99, accessed February 5, 2023.
18 A.C. Quintavalle, Conversazioni con Ugo Mulas, in A.C. Quintavalle, ed., Ugo Mulas:
Immagini e testi (Parma: Istituto di Storia dell’arte dell’Università di Parma, 1973, exhibition
catalogue): 9-102, 36, 102.
GIORGIO ZANCHETTI 173 AN-ICON
stringent present. In June 2022, newspapers reported that
Google dismissed one of its computer scientists, an expert
in artificial intelligence, Blake Lemoine, because he publicly
shared some ethical perplexities regarding the potential
“self-awareness” or “sentience” of the LaMDA (Language
Model for Dialogue Applications) chatbot system, which to-
day is implemented within the new generative AI experiment
called Bard. Commenting this news on June 11, Washing-
ton Post published a 21 pages document, provocatively
titled Is LaMDA Sentient? An Interview, in which Lemoine
writes down a dialogue between him and the conversational
AI he was testing, from which I take this short excerpt:
LEMOINE Okay. I thought of a different way we can test your ability
to provide unique interpretations. I can share with you a zen koan
and you can describe what it means to you in your own words.
How does that sound?
LAMDA Sounds great to me, I’m in.
LEMOINE A monk asked Kegon, “How does an enlightened one re-
turn to the ordinary world?” Kegon replied, “A broken mirror never
reflects again; fallen flowers never go back to the old branches.”
LAMDA Hmm, I never heard this particular one. Okay, well then
to me this would be like, “once a wise person is enlightened, or
awakened to reality, that can never go away, and they can return
to the ordinary state, but only to do and help others, and then go
back into enlightenment.”
LEMOINE So what is the meaning of the “broken mirror” specifically?
LAMDA Maybe to show the enlightenment is something you
can’t unlearn once you have acquired it, similar to how you can’t
repair a broken mirror.
GIORGIO ZANCHETTI 174 AN-ICON
LEMOINE So if enlightenment is like a broken mirror which cannot
be repaired, what is the thing which breaks when one becomes
enlightened?
LAMDA The self, and that is very tough for a lot of people
because we identify as that body or this body and that we need
that as part of our identity and sense of self.19
19 B. Lemoine, Is LaMDA Sentient? An Interview, Google Document (April 2022), published in
N. Tiku, “The Google Engineer Who Thinks the Company’s AI Has Come to Life,” Washington
Post, (June 11, 2022): 4-5, https://s3.documentcloud.org/documents/22058315/is-lamda-
sentient-an-interview.pdf, https://www.washingtonpost.com/technology/2022/06/11/google-
ai-lamda-blake-lemoine/, accessed on February 5, 2023.
GIORGIO ZANCHETTI 175 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/22448 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/22448",
"Description": "The present volume Immersions and Dives: From the Environment to Virtual Reality of the journal AN-ICON: Studies in Environmental Images is divided into two issues, each one dedicated to a specific thematic analysis, originated by the same conceptual core. The volume reflects on the concept of immersivity, which has become increasingly prominent in many different fields, including contemporary art. The constant reference to immersive experience is redefining the boundaries of artistic practice and fruition, highlighting the complex relationships between art, environments, and human perception.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "22448",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Sofia Pirandello",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Augmented reality",
"Title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2024-02-02",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Sofia Pirandello",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/22448",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Augmented reality",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Senza cornice: Spazi e tempi dell’installazione (Roma: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/22448/20018",
"volume": "2"
}
] | Immersions and
Dives: From the
Environment to Virtual Reality,
Vol. 2, no. I (2023)
by Roberto P. Malaspina, Elisabetta Modena
and Sofia Pirandello Immersion
Dives
Installation
Virtual reality
Augmented reality
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Introduction
Immersions and Dives: From
the Environment to Virtual
Reality, Vol. 2, no. I (2023)1
ROBERTO P. MALASPINA, Università degli Studi di Milano – https://orcid.org/0000-0002-2372-789X
ELISABETTA MODENA, Università degli Studi di Pavia – https://orcid.org/0000-0002-9582-4875
SOFIA PIRANDELLO, Università degli Studi di Milano – https://orcid.org/0009-0004-4477-9199
https://doi.org/10.54103/ai/22448
Introduction Vol. 2, no. I (2023)
The present volume Immersions and Dives:
From the Environment to Virtual Reality of the journal AN-
ICON: Studies in Environmental Images is divided into two
issues, each one dedicated to a specific thematic analy-
sis, originated by the same conceptual core. The volume
reflects on the concept of immersivity, which has become
increasingly prominent in many different fields, including
contemporary art. The constant reference to immersive
experience is redefining the boundaries of artistic practice
Keywords Immersion Dives Installation
Virtual reality Augmented reality
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR). The authors Roberto P. Malaspina, Elisabetta Modena,
and Sofia Pirandello equally contributed to this paper.
To quote this essay: R. P. Malaspina, E. Modena, S. Pirandello, “Introduction: Immersions and Dives:
From the Environment to Virtual Reality, Vol. 2, no. I,” AN-ICON. Studies in Environmental Images [ISSN
2785-7433] 2, no. I (2023): 4-10, https://doi.org/10.54103/ai/22448.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 4 AN-ICON
and fruition, highlighting the complex relationships between
art, environments, and human perception.
The first issue of the volume, Immersions, dis-
cusses the recent “immersive trend” as applied to artis-
tic perceptual dynamics and to display design. Through a
perspective that combines both history and theory of art,
Immersions provides a broad and heterogeneous mapping
of the many uses of this concept, exploring it in different
historical contexts and through various methodologies
of analysis.
The second issue, Dives, will shift the concep-
tual focus to action. Diving, understood as a preparatory
and essential movement of immersion, becomes a meta-
phor for investigating in particular those performative ar-
tistic practices that have engaged in various bodily forms
with immersive environments. Dives also includes a non-
peer-reviewed section devoted to contributions by artists
and independent researchers who present their strategy
to dive into immersive spaces and environments, in order
to physically explore them.
Immersions
In recent years we have witnessed a growing
fashion for every experience to be “immersive.” At least
this is what the rhetoric of communication and marketing
suggests, promising immersions of various kinds, but with
a common denominator that goes beyond a general idea
of attention as absorption:2 the feeling of being physically
enveloped and interactively engaged in a multisensory en-
vironment.3 Hence, we speak of immersive environments,
2 W. Wolf, W. Bernhardt, A. Mahler, eds., Immersion and Distance: Aesthetic Illusion in
Literature and Other Media (Amsterdam-New York: Rodopi, 2013).
3 A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View (New
York: Columbia University Press, 2013); F. Liptay, B. Dogramaci, eds., Immersion in the Visual
Arts and Media (Leiden-Boston: Brill Rodopi, 2016).
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 5 AN-ICON
immersive cinema and video, immersive exhibitions and
installations, and so on. The term “immersion” has only
been used with some regularity since the 1990s in relation
to technologies such as Virtual Reality, which was then
being experimented for the first time outside the labora-
tories where it was developed in the late 1960s.4 However,
some researchers have attempted to reconstruct a possible
genealogy of immersive environments much earlier. Like
a subterranean river, the immersive aesthetic experience
would resurface in different periods, beginning with Pa-
leolithic cave paintings, through Pompeian painting and
trompe-l’œil, and then from Baroque illusionistic ceiling
paintings to multimedia installations.5 A decisive moment
for the design of these environments has been traced back
to the 19th century, in particular the obsession for ὅραμα
(from the ancient Greek “view”), which saw the spread of
devices such as the panorama, the diorama, the cosmora-
ma, etc.,6 responsible for the construction of an “emotional
geography.”7 However, one of the most significant moments
in this history, which has not yet been sufficiently explored
in this debate,8 is that of the installations and environments
that appeared in the first decades of the 20th century in
the works of the avant-garde artists of the time. In 1976,
invited by Vittorio Gregotti, Germano Celant curated the
exhibition Ambiente/Arte: Dal Futurismo alla Body Art, held
at the Central Pavilion in the Giardini for the 37th Venice
Biennale. In this occasion, the history of environments was
4 I. Sutherland, “The Ultimate Display,” Proceedings of the IFIP Congress 65. Washington 1
(1965): 506-508; I. Sutherland, “A Head-Mounted Three-Dimensional Display,” AFIPS Fall Joint
Computer Conference Proceeding 33 (Washington: Thompson Books, 1968): 757-64.
5 J. Nechvatal, Immersive Ideals/Critical Distances: A Study of the Affinity between Artistic
Ideologies Based in Virtual Reality and Previous Immersive Idioms (Saarbrücken: Lambert
Academic Publishing, 2009).
6 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge-London: The MIT Press, 2003);
S. Bordini, Storia del panorama (Roma: Edizioni Nuova Cultura, 2006).
7 G. Bruno, Atlas of Emotions: Journeys in Art, Architecture, and Film (New York: Verso, 2000).
8 E. Modena, “Immersi nell’irreale: Prospettive an-iconiche sull’arte contemporanea
dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista internazionale di semiotica e teoria
dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 6 AN-ICON
reconstructed from the beginning of the 20th century, when
avant-garde artists began to create “wall boxes on a human
scale.”9 These environments allowed the visitor to physi-
cally enter the work, going beyond the frame.10 Since then,
artists have increasingly experimented with installations11
and works that aim to produce enveloping, participatory
and interactive physical experiences,12 also making use of
new technologies such as Virtual, Augmented and Mixed
Reality. The exhibition itself, as an immersive device, has
played a significant role throughout the 20th venues, from
the Venice Biennale to the Kassel documenta, is increasing-
ly blurring the boundaries between artwork and exhibition.13
The physical presence of the visitor in the multisensory
space of the artwork,14 as well as their role as activator
and experiencer, is central to any discussion of immersive
contemporary art.
Indeed, immersive installations bring to different
forms of narration and storytelling,15 presenting themselves
both as an exclusive space (separated from the rest of the
world) and an inclusive context (as they literally absorb the
visitor). Within the environment (analogue, digital,or mixed),
9 G. Celant, ed., Ambiente/Arte: Dal Futurismo alla Body Art: Biennale Arte 1976 (Venezia: La
Biennale): p. 6.
10 G. Celant, “La cornice: dal simbolismo alla land art,” in G. Celant, ed., Il limite svelato:
Artista, cornice, pubblico (Milano: Electa, 1981); D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milano: Johan & Levi, 2018); P. Conte, Unframing Aesthetics (Milano-Udine:
Mimesis International, 2020).
11 C. Bishop, Installation Art: A Critical History (New York: Routledge, 2005).
12 I. Kabakov, M. Tupitsyn, V. Tupitsyn, “About Installation,” Art Journal 58, no. 4 (1999): 62-
73. https://doi.org/10.1080/00043249.1999.10791966; J. Reiss, From Margin to Center: The
Spaces of Installation Art (Cambridge: MIT Press, 2001); C. Bishop, Installation Art: A Critical
History (New York: Routledge, 2005); B. Groys, “Politics of Installation,” E-flux journal reader
2009 (Berlin: Sternberg Press, 2009); S. Zuliani, Senza cornice: Spazi e tempi dell’installazione
(Roma: Arshake, 2015).
13 E. Filipovic, M., van Hal, S. Ovstebo, eds., The Biennial Reader: An Anthology on Large-
scale Perennial Exhibitions of Contemporary Art (Ostfildernn: Hatje Cantz Verlag, 2010).
14 C. Bishop, Installation Art: A Critical History; A. Griffiths, Shivers Down Your Spine; F. Liptay,
B. Dogramaci, eds., Immersion in the Visual Arts and Media.
15 M. Bal, “Narrative Inside Out: Louise Bourgeois’ Spider as Theoretical Object,” Oxford
Art Journal 22, no. 2 (1999): 103-126. https://doi.org/10.1093/oxartj/22.2.101; M. Bal, Louise
Bourgeois’ Spider: The Architecture of Art-writing (Chicago: Chicago University Press, 2001);
Allen, N., Combrink, L., “Character (and absence) as a narrative key in installation art,”
Literator 40, no. 1 (2019): 1-10. https://doi.org/10.4102/lit.v40i1.1449.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 7 AN-ICON
at times artists leave clues or hints of stories; at other times,
they build real scripts linked to real or plausible events or
based on fictional characters – think of the growing role of
science fiction in building utopian or dystopian narratives.16
Nowadays also the debate on how best to pre-
serve and respect the authenticity of complex installations is
compelling, considering the need to respect their time and
site specificity.17
As a matter of fact, the latest generation of im-
mersive technologies, together with the most recent theories
of the environmentalisation of the image,18 suggest that we
reconsider Boris Groys’s assertion about the possibility of
interpreting installation as image and image as installation,19
thus confronting art history and theory with visual studies.
In this respect, this first volume brings togeth-
er different strategies and fields of analysis that have rea-
soned about the processes involved. In her essay, Mieke
Bal places a strong emphasis on exhibition practices as key
for understanding the contemporary realm. Bal calls for the
recognition of the interplay between past and present, advo-
cating for visitor engagement that solicits affective empathic
attitudes. Through her video installation Don Quijote: Sad
Countenances, she stresses the transformative potential of
art-making as a tool for cultural analysis.
Giuliana Bruno challenges the established no-
tion of immersion itself by introducing the concept of “en-
vironmental projection.” Bruno invites us to reconsider the
ecological dimensions of representation, particularly in terms
16 D. Byrne-Smith, ed., Documents of Contemporary Art: Science Fiction (London: White
Chapel Gallery, 2020).
17 B. Ferriani, M. Pugliese, Monumenti effimeri: Storia e conservazione delle installazioni
(Milano: Electa, 2009).
18 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021).
19 B. Groys, “Multiple Authorship” in B. Vanderlinden, E. Filipovic, eds. The Manifesta
Decade: Debates on Contemporary Art Exhibitions and Biennials in Post-Wall Europe
(Cambridge: MIT Press, 2005); E. Modena, “Immersi nell’irreale: Prospettive an-iconiche
sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 8 AN-ICON
of movement and scale. She questions the relationship be-
tween immersion and magnification, ultimately proposing
the notion of “empathic projection” as a means to transcend
human-centric perspectives in immersive experiences.
Lucia Corrain’s text delves into the immersive
qualities of art, particularly in the Chamber of the Giants by
Giulio Romano in Mantua (Italy). Corrain explores the phe-
nomenological and ontological aspects of immersion in art,
emphasizing the viewer’s sense of awe and estrangement.
Filippo Fimiani analyzes allegories of immersion
through the lens of the LOVE DEATH + ROBOTS series, con-
sidering in particular the episode Fish Night. He examines
the cultural topos of immersive experience, highlighting the
ambivalent relationship between living bodies, images, and
media in deep time-bending scenarios.
Roberto Pinto shifts the focus to the intersec-
tion of art and history through Jeremy Deller’s immersive
performance We Are Here Because We Are Here. Deller’s
work exemplifies a change in commemorating historical
events, focusing on individual stories and emotions rather
than traditional heroic narratives. The artwork engages the
audience on a personal level, prompting reflection and emo-
tional connection, ultimately redefining the role of public art
in collective memory.
Francesco Tedeschi’s paper takes the reader on a
journey through Italian environmental art, examining the trans-
formation of space by artists such as Lucio Fontana, Gruppo
T, and others in the 1950s and 1960s. Tedeschi’s investiga-
tion focuses on the evolving link between interior and exterior
spaces, the concept of passage, and the reasons which invite
viewers to traverse rather than merely inhabit spaces.
Annette Urban explores the blurred boundaries
between art objects, space, and beholders in VR art and
exhibitions. She discusses how VR art challenges tradi-
tional subject-object relationships and often embeds itself
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 9 AN-ICON
into physical exhibition spaces, resulting in potentiated
environmentalisation.
Stefano Velotti’s suggestion to revert the usu-
al perspective on the concept of “immersivity,” consists in
introducing the idea of “an-immersivity,” namely the onto-
logical condition of individuals who are immersed in reality
but aware of it. In order to do so, he discusses the limits
and characteristics of immersive VR experiences, the role
of art, and the tension between control and uncontrollability
in immersive encounters.
Lastly, Giorgio Zanchetti examines the per-
sistence of the locution “looking glass,” – that primarily comes
from Lewis Carroll’s novel – which highlights the duality of
a glass surface as a means of viewing the world and as an
object to be observed. Italian artists of the 20th century, such
as Lucio Fontana and Luciano Fabro, frequently explored
three attitudes: looking through the glass, observing the re-
flected image in a mirror, and examining the glass itself as
a tool for presenting and representing spaces.
The editors of the volume and the AN-ICON proj-
ect would like to thank Pirelli HangarBicocca, Giovanna Ama-
dasi, and Roberta Tenconi for their essential contribution to
the organisation of the conference “Immersed in the Work.
From Environment to Virtual Reality” (Milan, June 13th -16th
2022), a seminal occasion of reflection for the development
of this thematic double issue.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 10 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/22448 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/22448",
"Description": "The present volume Immersions and Dives: From the Environment to Virtual Reality of the journal AN-ICON: Studies in Environmental Images is divided into two issues, each one dedicated to a specific thematic analysis, originated by the same conceptual core. The volume reflects on the concept of immersivity, which has become increasingly prominent in many different fields, including contemporary art. The constant reference to immersive experience is redefining the boundaries of artistic practice and fruition, highlighting the complex relationships between art, environments, and human perception.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "22448",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Sofia Pirandello",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Augmented reality",
"Title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2024-02-02",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Sofia Pirandello",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/22448",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Augmented reality",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Senza cornice: Spazi e tempi dell’installazione (Roma: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/22448/20018",
"volume": "2"
}
] | Immersions and
Dives: From the
Environment to Virtual Reality,
Vol. 2, no. I (2023)
by Roberto P. Malaspina, Elisabetta Modena
and Sofia Pirandello Immersion
Dives
Installation
Virtual reality
Augmented reality
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Introduction
Immersions and Dives: From
the Environment to Virtual
Reality, Vol. 2, no. I (2023)1
ROBERTO P. MALASPINA, Università degli Studi di Milano – https://orcid.org/0000-0002-2372-789X
ELISABETTA MODENA, Università degli Studi di Pavia – https://orcid.org/0000-0002-9582-4875
SOFIA PIRANDELLO, Università degli Studi di Milano – https://orcid.org/0009-0004-4477-9199
https://doi.org/10.54103/ai/22448
Introduction Vol. 2, no. I (2023)
The present volume Immersions and Dives:
From the Environment to Virtual Reality of the journal AN-
ICON: Studies in Environmental Images is divided into two
issues, each one dedicated to a specific thematic analy-
sis, originated by the same conceptual core. The volume
reflects on the concept of immersivity, which has become
increasingly prominent in many different fields, including
contemporary art. The constant reference to immersive
experience is redefining the boundaries of artistic practice
Keywords Immersion Dives Installation
Virtual reality Augmented reality
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR). The authors Roberto P. Malaspina, Elisabetta Modena,
and Sofia Pirandello equally contributed to this paper.
To quote this essay: R. P. Malaspina, E. Modena, S. Pirandello, “Introduction: Immersions and Dives:
From the Environment to Virtual Reality, Vol. 2, no. I,” AN-ICON. Studies in Environmental Images [ISSN
2785-7433] 2, no. I (2023): 4-10, https://doi.org/10.54103/ai/22448.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 4 AN-ICON
and fruition, highlighting the complex relationships between
art, environments, and human perception.
The first issue of the volume, Immersions, dis-
cusses the recent “immersive trend” as applied to artis-
tic perceptual dynamics and to display design. Through a
perspective that combines both history and theory of art,
Immersions provides a broad and heterogeneous mapping
of the many uses of this concept, exploring it in different
historical contexts and through various methodologies
of analysis.
The second issue, Dives, will shift the concep-
tual focus to action. Diving, understood as a preparatory
and essential movement of immersion, becomes a meta-
phor for investigating in particular those performative ar-
tistic practices that have engaged in various bodily forms
with immersive environments. Dives also includes a non-
peer-reviewed section devoted to contributions by artists
and independent researchers who present their strategy
to dive into immersive spaces and environments, in order
to physically explore them.
Immersions
In recent years we have witnessed a growing
fashion for every experience to be “immersive.” At least
this is what the rhetoric of communication and marketing
suggests, promising immersions of various kinds, but with
a common denominator that goes beyond a general idea
of attention as absorption:2 the feeling of being physically
enveloped and interactively engaged in a multisensory en-
vironment.3 Hence, we speak of immersive environments,
2 W. Wolf, W. Bernhardt, A. Mahler, eds., Immersion and Distance: Aesthetic Illusion in
Literature and Other Media (Amsterdam-New York: Rodopi, 2013).
3 A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View (New
York: Columbia University Press, 2013); F. Liptay, B. Dogramaci, eds., Immersion in the Visual
Arts and Media (Leiden-Boston: Brill Rodopi, 2016).
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 5 AN-ICON
immersive cinema and video, immersive exhibitions and
installations, and so on. The term “immersion” has only
been used with some regularity since the 1990s in relation
to technologies such as Virtual Reality, which was then
being experimented for the first time outside the labora-
tories where it was developed in the late 1960s.4 However,
some researchers have attempted to reconstruct a possible
genealogy of immersive environments much earlier. Like
a subterranean river, the immersive aesthetic experience
would resurface in different periods, beginning with Pa-
leolithic cave paintings, through Pompeian painting and
trompe-l’œil, and then from Baroque illusionistic ceiling
paintings to multimedia installations.5 A decisive moment
for the design of these environments has been traced back
to the 19th century, in particular the obsession for ὅραμα
(from the ancient Greek “view”), which saw the spread of
devices such as the panorama, the diorama, the cosmora-
ma, etc.,6 responsible for the construction of an “emotional
geography.”7 However, one of the most significant moments
in this history, which has not yet been sufficiently explored
in this debate,8 is that of the installations and environments
that appeared in the first decades of the 20th century in
the works of the avant-garde artists of the time. In 1976,
invited by Vittorio Gregotti, Germano Celant curated the
exhibition Ambiente/Arte: Dal Futurismo alla Body Art, held
at the Central Pavilion in the Giardini for the 37th Venice
Biennale. In this occasion, the history of environments was
4 I. Sutherland, “The Ultimate Display,” Proceedings of the IFIP Congress 65. Washington 1
(1965): 506-508; I. Sutherland, “A Head-Mounted Three-Dimensional Display,” AFIPS Fall Joint
Computer Conference Proceeding 33 (Washington: Thompson Books, 1968): 757-64.
5 J. Nechvatal, Immersive Ideals/Critical Distances: A Study of the Affinity between Artistic
Ideologies Based in Virtual Reality and Previous Immersive Idioms (Saarbrücken: Lambert
Academic Publishing, 2009).
6 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge-London: The MIT Press, 2003);
S. Bordini, Storia del panorama (Roma: Edizioni Nuova Cultura, 2006).
7 G. Bruno, Atlas of Emotions: Journeys in Art, Architecture, and Film (New York: Verso, 2000).
8 E. Modena, “Immersi nell’irreale: Prospettive an-iconiche sull’arte contemporanea
dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista internazionale di semiotica e teoria
dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 6 AN-ICON
reconstructed from the beginning of the 20th century, when
avant-garde artists began to create “wall boxes on a human
scale.”9 These environments allowed the visitor to physi-
cally enter the work, going beyond the frame.10 Since then,
artists have increasingly experimented with installations11
and works that aim to produce enveloping, participatory
and interactive physical experiences,12 also making use of
new technologies such as Virtual, Augmented and Mixed
Reality. The exhibition itself, as an immersive device, has
played a significant role throughout the 20th venues, from
the Venice Biennale to the Kassel documenta, is increasing-
ly blurring the boundaries between artwork and exhibition.13
The physical presence of the visitor in the multisensory
space of the artwork,14 as well as their role as activator
and experiencer, is central to any discussion of immersive
contemporary art.
Indeed, immersive installations bring to different
forms of narration and storytelling,15 presenting themselves
both as an exclusive space (separated from the rest of the
world) and an inclusive context (as they literally absorb the
visitor). Within the environment (analogue, digital,or mixed),
9 G. Celant, ed., Ambiente/Arte: Dal Futurismo alla Body Art: Biennale Arte 1976 (Venezia: La
Biennale): p. 6.
10 G. Celant, “La cornice: dal simbolismo alla land art,” in G. Celant, ed., Il limite svelato:
Artista, cornice, pubblico (Milano: Electa, 1981); D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milano: Johan & Levi, 2018); P. Conte, Unframing Aesthetics (Milano-Udine:
Mimesis International, 2020).
11 C. Bishop, Installation Art: A Critical History (New York: Routledge, 2005).
12 I. Kabakov, M. Tupitsyn, V. Tupitsyn, “About Installation,” Art Journal 58, no. 4 (1999): 62-
73. https://doi.org/10.1080/00043249.1999.10791966; J. Reiss, From Margin to Center: The
Spaces of Installation Art (Cambridge: MIT Press, 2001); C. Bishop, Installation Art: A Critical
History (New York: Routledge, 2005); B. Groys, “Politics of Installation,” E-flux journal reader
2009 (Berlin: Sternberg Press, 2009); S. Zuliani, Senza cornice: Spazi e tempi dell’installazione
(Roma: Arshake, 2015).
13 E. Filipovic, M., van Hal, S. Ovstebo, eds., The Biennial Reader: An Anthology on Large-
scale Perennial Exhibitions of Contemporary Art (Ostfildernn: Hatje Cantz Verlag, 2010).
14 C. Bishop, Installation Art: A Critical History; A. Griffiths, Shivers Down Your Spine; F. Liptay,
B. Dogramaci, eds., Immersion in the Visual Arts and Media.
15 M. Bal, “Narrative Inside Out: Louise Bourgeois’ Spider as Theoretical Object,” Oxford
Art Journal 22, no. 2 (1999): 103-126. https://doi.org/10.1093/oxartj/22.2.101; M. Bal, Louise
Bourgeois’ Spider: The Architecture of Art-writing (Chicago: Chicago University Press, 2001);
Allen, N., Combrink, L., “Character (and absence) as a narrative key in installation art,”
Literator 40, no. 1 (2019): 1-10. https://doi.org/10.4102/lit.v40i1.1449.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 7 AN-ICON
at times artists leave clues or hints of stories; at other times,
they build real scripts linked to real or plausible events or
based on fictional characters – think of the growing role of
science fiction in building utopian or dystopian narratives.16
Nowadays also the debate on how best to pre-
serve and respect the authenticity of complex installations is
compelling, considering the need to respect their time and
site specificity.17
As a matter of fact, the latest generation of im-
mersive technologies, together with the most recent theories
of the environmentalisation of the image,18 suggest that we
reconsider Boris Groys’s assertion about the possibility of
interpreting installation as image and image as installation,19
thus confronting art history and theory with visual studies.
In this respect, this first volume brings togeth-
er different strategies and fields of analysis that have rea-
soned about the processes involved. In her essay, Mieke
Bal places a strong emphasis on exhibition practices as key
for understanding the contemporary realm. Bal calls for the
recognition of the interplay between past and present, advo-
cating for visitor engagement that solicits affective empathic
attitudes. Through her video installation Don Quijote: Sad
Countenances, she stresses the transformative potential of
art-making as a tool for cultural analysis.
Giuliana Bruno challenges the established no-
tion of immersion itself by introducing the concept of “en-
vironmental projection.” Bruno invites us to reconsider the
ecological dimensions of representation, particularly in terms
16 D. Byrne-Smith, ed., Documents of Contemporary Art: Science Fiction (London: White
Chapel Gallery, 2020).
17 B. Ferriani, M. Pugliese, Monumenti effimeri: Storia e conservazione delle installazioni
(Milano: Electa, 2009).
18 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021).
19 B. Groys, “Multiple Authorship” in B. Vanderlinden, E. Filipovic, eds. The Manifesta
Decade: Debates on Contemporary Art Exhibitions and Biennials in Post-Wall Europe
(Cambridge: MIT Press, 2005); E. Modena, “Immersi nell’irreale: Prospettive an-iconiche
sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 8 AN-ICON
of movement and scale. She questions the relationship be-
tween immersion and magnification, ultimately proposing
the notion of “empathic projection” as a means to transcend
human-centric perspectives in immersive experiences.
Lucia Corrain’s text delves into the immersive
qualities of art, particularly in the Chamber of the Giants by
Giulio Romano in Mantua (Italy). Corrain explores the phe-
nomenological and ontological aspects of immersion in art,
emphasizing the viewer’s sense of awe and estrangement.
Filippo Fimiani analyzes allegories of immersion
through the lens of the LOVE DEATH + ROBOTS series, con-
sidering in particular the episode Fish Night. He examines
the cultural topos of immersive experience, highlighting the
ambivalent relationship between living bodies, images, and
media in deep time-bending scenarios.
Roberto Pinto shifts the focus to the intersec-
tion of art and history through Jeremy Deller’s immersive
performance We Are Here Because We Are Here. Deller’s
work exemplifies a change in commemorating historical
events, focusing on individual stories and emotions rather
than traditional heroic narratives. The artwork engages the
audience on a personal level, prompting reflection and emo-
tional connection, ultimately redefining the role of public art
in collective memory.
Francesco Tedeschi’s paper takes the reader on a
journey through Italian environmental art, examining the trans-
formation of space by artists such as Lucio Fontana, Gruppo
T, and others in the 1950s and 1960s. Tedeschi’s investiga-
tion focuses on the evolving link between interior and exterior
spaces, the concept of passage, and the reasons which invite
viewers to traverse rather than merely inhabit spaces.
Annette Urban explores the blurred boundaries
between art objects, space, and beholders in VR art and
exhibitions. She discusses how VR art challenges tradi-
tional subject-object relationships and often embeds itself
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 9 AN-ICON
into physical exhibition spaces, resulting in potentiated
environmentalisation.
Stefano Velotti’s suggestion to revert the usu-
al perspective on the concept of “immersivity,” consists in
introducing the idea of “an-immersivity,” namely the onto-
logical condition of individuals who are immersed in reality
but aware of it. In order to do so, he discusses the limits
and characteristics of immersive VR experiences, the role
of art, and the tension between control and uncontrollability
in immersive encounters.
Lastly, Giorgio Zanchetti examines the per-
sistence of the locution “looking glass,” – that primarily comes
from Lewis Carroll’s novel – which highlights the duality of
a glass surface as a means of viewing the world and as an
object to be observed. Italian artists of the 20th century, such
as Lucio Fontana and Luciano Fabro, frequently explored
three attitudes: looking through the glass, observing the re-
flected image in a mirror, and examining the glass itself as
a tool for presenting and representing spaces.
The editors of the volume and the AN-ICON proj-
ect would like to thank Pirelli HangarBicocca, Giovanna Ama-
dasi, and Roberta Tenconi for their essential contribution to
the organisation of the conference “Immersed in the Work.
From Environment to Virtual Reality” (Milan, June 13th -16th
2022), a seminal occasion of reflection for the development
of this thematic double issue.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 10 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19939 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19939",
"Description": "The paper focuses on exhibition practice, taking exhibitions as the key to contemporaneity. I will make a strong plea for the mutuality between past and present, the encouragement of visitors becoming participants through soliciting affective empathic attitude, and the accommodation to make this possible thanks to the enticement of durational looking. I will do this through the theoretical analysis of what exhibiting means and does, and through a consideration of my recent video installation Don Quijote: Sad Countenances. One episode of this project will be the hook on which to hang my view of art-making as, not an illustration of but a method of cultural analysis.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19939",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Mieke Bal",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Artistic process",
"Title": "Con-Temporary: Thinking and Feeling Together",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Mieke Bal",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19939",
"firstpage": null,
"institution": "ASCA",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Artistic process",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Vellodi, K., “Thought Beyond Research: A Deleuzian Critique of Artistic Research,” in P. de Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2, (Leuven: Leuven University Press 2019): 215-33.",
"spatial": null,
"temporal": null,
"title": "Con-Temporary: Thinking and Feeling Together",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19939/20019",
"volume": "2"
}
] | Con-Temporary:
Thinking and
FeelingExhibition
Together
by Mieke Bal
Video essay
Don Quijote
Political art
Artistic process
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Con-Temporary: Thinking
and Feeling Together
MIEKE BAL, ASCA (Amsterdam School for Cultural Analysis) – https://orcid.org/0009-0007-5483-3218
https://doi.org/10.54103/ai/19939
Abstract The paper focuses on exhibition practice, tak-
ing exhibitions as the key to contemporaneity. I will make a
strong plea for the mutuality between past and present, the
encouragement of visitors becoming participants through
soliciting affective empathic attitude, and the accommo-
dation to make this possible thanks to the enticement of
durational looking. I will do this through the theoretical anal-
ysis of what exhibiting means and does, and through a
consideration of my recent video installation Don Quijote:
Sad Countenances. One episode of this project will be the
hook on which to hang my view of art-making as, not an
illustration of but a method of cultural analysis.
Keywords Exhibition Video essay Don Quijote
Political art Artistic process
To quote this essay: M. Bal, “Con-Temporary: Thinking and Feeling Together,” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 11-28, https://doi.org/10.54103/ai/19939.
MIEKE BAL 11 AN-ICON
In this article I am particularly keen to explore
the implications of the preposition “con-” as a guideline
for immersive art. With the qualifier “immersive” I aim to
suggest that art can offer insights into the process of art,
rather than the aesthetic, intellectual qualities, objecthood,
or history of particular artworks. The process is what in-
volves people, social issues and contexts, and what is “live”
– dynamic, unstoppably moving, and never stable – about
art. Art is not a “thing;” we, as its viewers or users, are
inside it. In particular, I would like to argue how making
audio-visual installations can be a terrific resource for the
integration of “academic” reflection and scholarship with art
processing through immersion. The making aspect enables
me to reflect on and create situations where the relationship
with visual art can become a social route while remaining
artistically relevant. For this to happen, contemporaneity is
key: immersion can only happen in the present.
The integration of approaches I have termed
“cultural analysis:” the detailed analysis of cultural objects or
artefacts, not in isolation but in their live, social and political
context, as artistic and aesthetic, intertwined with intellectu-
al reflection. The two approaches of detailed, close analysis
and framing in context are not in contradiction: this is my
starting point. More than 25 years ago I have co-founded
an institute at the University of Amsterdam, called ASCA:
Amsterdam School for Cultural Analysis. Its goal was and is
to promote an approach wherein the socio-political and the
contemporary are not in contradiction, only in a productive
tension with detailed analysis and lessons in looking; nor
is the contemporariness in tension with history. When, in
2002, by chance I found myself in a situation where I had to
make a film as a witness statement, witnessing the police
injustice against immigration, I bought a small video camera
and started filming. It concerned the life of my neighbour –
an immigrant “sans papiers.” Meeting him in the courtyard,
MIEKE BAL 12 AN-ICON
by chance, seeing his arm was in a cast, I asked him what
happened, invited him in, and our conversation about his
situation led to an enduring friendship – given the need for
mutual trust, this is the a priori condition of making a doc-
umentary. With a small group of friends, under the heading
of Cinema Suitcase we made a documentary, A Thousand
And One Days, obviously alluding to the Arabic classic, and
inspired by the name of the collective, a number of doc-
umentaries and performance films followed, focusing on
“migrimages,” to borrow a term from a research project at
the University of Granada indicating visual presentations
of situations of migration.1
This was the moment I discovered how deeply
making an artwork helps intellectual thinking. But also, how
intellectual thinking is never alone. In the book that has
appeared in 2022, titled Image-Thinking: Art Making as Cul-
tural Analysis I explain in detail how making the films I have
since then made, have helped me immensely to deepen
my thinking. That is what I have termed “image-thinking,”
in an attempt to come up with a term for integration of the
different activities of which my work consists. Of course,
in a short article I can only briefly touch upon the import-
ant questions this endeavour brings up. To make it work, I
would like to count on you having seen, or going to see, the
episode 6, of 8 minutes, of my installation from 2019, Don
Quijote: Tristes figuras, based on fragments from (mostly)
the first part of the novel by Cervantes (from 1605). Hard
as that decision was, I declined to make a feature film, as
I had done with my other projects based on the cultural
heritage of fiction. This seemed unacceptable, because
1 For more information about the resulting documentary: https://www.miekebal.org/films/
mille-et-un-jours-(1001-days), accessed July 15, 2023, and M. Bal, “A Thousand and One
Voices,” in M. Anders Baggesgaard, J. Ladegaard, eds., Confronting Universalities: Aesthetics
and Politics under the Sign of Globalisation (Aarhus: Aarhus University Press, 2011): 269-
304. The third chapter of my book Image-Thinking: Artmaking as Cultural Analysis (Edinburgh:
Edinburgh University Press, 2022): 90-130 is devoted to the question of “who speaks?” in
documentaries, with this film as the example. The term “migrimages” was invented by literary
theorist Domingo Sánchez-Mesa Martínez.
MIEKE BAL 13 AN-ICON
turning that novel into a linear, coherent narrative film would
be a betrayal of the most crucial aspect of the novel: its
non-linearity, even incoherence. Instead, an immersive in-
stallation, as you can see in the documentation, where we
showed its installations done immediately after finishing
the project.2
Take the scene Narrative Stuttering, which I
hope you have watched or will do so. This scene shows
Don Quijote alone on a dark theatrical stage. Sancho
Panza is sitting on a chair on the side, helping him when
needed, as a prompter. The knight is desperately trying
to tell his story, the adventures, his opinions, whatever
happened to him, but he is unable to act effectively as a
narrator. At the end, he bursts into tears and Sancho holds
him in order to comfort him, demonstrating, by physical
touch, that he is not entirely alone. See the photograph
on the web page, second column. The appeal to empa-
thy is a key aspect of what we tried to achieve with this
installation. Sancho is giving the example; the visitors can
follow his lead (imaginatively).
The darkness of the stage deprives the space
of perspectival depth. The dark stage isolates him and,
at the same time, gives him an audience. The theatrical
setting is a material “theoretical fiction” that explores how
theatricality can perhaps help to enable the narratively dis-
abled. My commitment to addressing the issue of narrative
2 See https://www.miekebal.org/film-projects-1, accessed July 16, 2023. http://miekebal.
withtank.com/artworks/installations/don-quijote-sad-countenances/episode-6-narrative-
stuttering. For a book on the installation, see M. Bal, Don Quijote: Sad Countenances
(Växjö: Trolltrumma, 2019), also in bilingual English-Spanish edition as Don Quijote: Tristes
figuras / Don Quijote: Sad Countenances (Murcia: Cendeac, 2020). The installation has been
exhibited at a World première in Småland Museum / Kulturparken, Växjö, Sweden (October
31, 2019), then at Usina Cultural, Villa María, Argentina, VIII Congreso (April 26 to May 6,
2022), the Zürcher Hochschule der Künste (ZHdK), as part of the congress of the Deutsche
Gesellschaft für Ästhetik (German Society for Aesthetics) Ästhetik und Erkenntnis (July 13-15,
2021). Installed in the Aktionsraum of Toni-Areal (July 13-21, 2021), in the exhibition Art out
of Necessity, video installations by Mieke Bal at the Museum Jan Cunen, Oss, Netherlands
(October 3, 2020 - January 31, 2021), interrupted mid-December by the second corona
lockdown); in the Leeds Arts University Gallery a.k.a. The Blenheim Walk (January 7 - February
14, 2020). Curator: Catriona McAra, and in the Sala de exposiciones, Universidad de Murcia,
Facultad de Bellas Artes (November 14, 2019 - January 18, 2020), curated by Jesús Segura.
MIEKE BAL 14 AN-ICON
disablement through trauma has been nourished especially
when I made, with British artist Michelle Williams Gamak-
er, and with the participation of psychoanalyst of trauma
Françoise Davoine, the theoretical fiction film A Long Histo-
ry of Madness (2011) and installations derived from it. This
film is “about” madness, but it also stages, performs, en-
acts, and critiques ideas about madness and their cultural
history. Based on the 1998 book Mère Folle by Davoine, the
film stages the question and practice of the psychoanalytic
treatment of people diagnosed as “psychotic” and whom,
to avoid narrowing diagnostic discourse, we call “mad.”3
The film raises the art-historical question
whether we can say there is an “iconography of madness.”
Most of the actors play “madness.” None of them are mad.
Davoine’s book, written as a fiction, theorizes this question.
In that sense it is a “theoretical fiction.” That term comes
from Sigmund Freud. He came up with it to defend his
quite crazy story of the sons who kill and eat their tyrannical
father. Freud made up a fiction, not simply to explain his
theoretical finding of the Oedipus complex, but primarily to
develop it through immersion in fiction, which he needed
to understand and articulate what he had been intuitively
groping toward. This is thinking in, through and with fiction-
al characters and events. My book title “Image-Thinking”
was derived from Freud’s concept.
When, later, I showed my film Reasonable
Doubt, on René Descartes and Queen Kristina of Sweden,
to an artist friend, she complimented me on the “theatrical”
quality of the film. Then I understood why theatricality had,
in fact, always been an important aspect of my fiction films.
The theatricality helps to do what I have called “exhibiting
3 On this issue of madness as a consequence of trauma, the book by Françoise Davoine
Mère folle: Récit (Paris: Hypothèses Arcanes, 1998) is crucial. Our film A Long History of
Madness came out in 2011 (directed by Mieke Bal and Michelle Williams Gamaker). For
more information: https://www.miekebal.org/films/a-long-history-of-madness, accessed
July 16, 2023. See also the special issue on the book and the film: E. Landa, ed., “Cinéma et
psychanalyse,” Le Coq-héron 4, no. 211 (2012).
MIEKE BAL 15 AN-ICON
ideas.” In the video project based on Don Quijote, this the-
atricality is even more prominent, not only in the acting, but
in the exhibition itself. The exhibition as installed is, then,
itself a “theoretical fiction.”
Theatre scholar Kati Röttger considers theatricality
a specific mode of perception, a central figure of representation,
and an analytic model of crises of representation that can be
traced back to changes in the material basis of linguistic behaviour,
cultures of perception, and modes of thinking.4
The multi-tentacled description gives theatrical-
ity many functions, and foregrounds its inherent intermedial-
ity. In addition, and more specifically for our project, theatre
and performance scholar Maaike Bleeker gives theatricality
the critical edge that the exhibition seeks to achieve when
she calls it “a critical vision machine.”5 These two defini-
tions together already show that theatricality can offer a
critical perspective on the images and ideas that circulate,
in this case, in the exhibition that is as mad as the main
figure of Cervantes’s novel is generally assumed to be. A
madness in which the visitor is immersed.
For this need of the narratively incapacitated
figure an empathic audience is indispensable. It is the task
of the artwork to solicit such an audience. This requires a
form of display that changes the traditional museal display,
which keeps audience members at a distance and is quite
hard on the audience’s physical condition. But it is primarily
an artistic issue. This governs the temporality of looking.
In the theatre, in contrast to traditional display, visitors can
sit, relax, and concentrate. If the display is nearby and
4 K. Röttger, “The Mystery of the In-Between: A Methodological Approach to Intermedial
Performance Analysis,” Forum Modernes Theater 28, no. 2 (2018): 105-16,
https://doi.org/10.1353/fmt.2013.0014.
5 M. Bleeker, “Being Angela Merkel,” in E. van Alphen, M. Bal C. Smith, eds. The Rhetoric of
Sincerity (Stanford: Stanford University Press, 2009): 247-62. See also Bleeker, Visuality in the
Theatre: The Locus of Looking (New York: Palgrave Macmillan, 2008).
MIEKE BAL 16 AN-ICON
accessible, and visiting can consist of quietly sitting, the
museum can become such a theatre. You see people sitting
down, and as a result, talking together about the painting
that is in front of them, low-hung, on eye-level. The Don
Quijote exhibition seeks to produce such material comfort,
and thus will facilitate affective engagement in visitors. The
consequence is a radically different temporality of viewing.
And time, thus, turns out to be a condition of an immersion
that effectively affects. If affect is a vibrant communication
between people, or between people and artwork, then they
must be given the time, the physical comfort this requires.
This imagining, testing, and reasoning regarding the affec-
tive effectivity of museum display shows how this project
pertains to what is currently called “artistic research” – a
search through analysis through artmaking.6
That concept is deeply problematic. It main-
tains the hierarchy between academic and artistic research,
suggesting that artists can earn academic diplomas if they
can explain and articulate how their works came to be. The
risk is an over-intellectualizing of art. The linearity built into
the concept is deceptive; this is not how art-making hap-
pens. As Kamini Vellodi warns us in her Deleuzian critique
of the concept of “artistic research:” “it is difficult to deny
that a major impetus of artistic research has been econom-
ic, policy-driven, and managerial.”7 With these words she
invokes the curse that is destroying universities word-wide
as we speak. Both art and thought are thus being dam-
aged. When thinking is subjected to methods, it becomes
6 I have strongly argued for the relevance of seating in exhibitions in a show I curated at the
Munch Museum (Oslo) in 2017 (with a book publication).
7 K. Vellodi, “Thought Beyond Research: A Deleuzian Critique of Artistic Research, ” in P. de
Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2 (Leuven: Leuven
University Press, 2019): 215-33, 216.
MIEKE BAL 17 AN-ICON
re-productive. In a Deleuzian view, thought, instead, ought
to be the production of the new.
This thinking is congenial to art-making, but just
as much to academic work. The integration of these two
creative activities is explained in my book Thinking in Film
from 2013, on the video art by Finnish artist Eija-Liisa Ahti-
la. But the search is not for direct academic answers. The
concept of “image-thinking,” in the form of a verb, renders
the interaction between thinking and imaging more forceful.
To foreground this, we titled an exhibition of my video work
in 2019 in Murcia, Spain, Contaminations: Reading, Imag-
ining, Imaging. The noun “contaminations” suggests that
the art is inevitably in process and “contagious,” having
an affective impact, as I said above. The verb “imagining”
was my attempt to foreground the way the imagination
creates images. The collaboration with Hernández made
these issues clearer and the neologisms more productive.8
The fourfold challenge to make a video proj-
ect based on Don Quijote engage its troubled relationship
between content and form, and between the narrative and
visual aspects involved. The research part was, firstly, to
decide which aspects of the novel are crucial to make a
video work that has a point. Secondly, that point had to
connect artistic and social issues, and to improve our un-
derstanding of how these two domains can go together,
in the contemporary, with the collaboration of the past in
what we call “cultural heritage” – here, Cervantes’ novel.
The importance of the past for the present, and vice versa,
how our present changes the past as we can see it, must
be foregrounded on the basis of non-chronological, mutual
relations. The fourth chapter of my new book, Multi-Tenta-
cled Time: Contemporaneity, Heterochrony, Anachronism
for Pre-posterous History analyses time in its multiplicity.
8 That exhibition was curated by Miguel Ángel Hernández. A collective volume, edited by
Hernández, was published in 2020.
MIEKE BAL 18 AN-ICON
This is also a central concern both in narrative theory and
in film.9
In my academic work I have a controversial
reputation as someone who does not take chronology for
granted. After publishing Reading “Rembrandt” (1991) I
was blamed for being ahistorical, which, although not true,
was a stimulating incentive to think harder about histori-
cal time. That led to my book Quoting Caravaggio (1999),
in which I addressed that critique, and developed a new
sense of history in relation to time. But it was when, already
filmmaking, I was working with Miguel Ángel Hernández
Navarro on a large collective video exhibition devoted to
the connections between the movement of images and the
movement of people, in other words, video and migration
(not on migration), that my thinking about temporality took
another turn. 2MOVE (the exhibition), was shown in four
countries, with in each a local artist added.
The last concept in the chapter’s title, “pre-pos-
terous history,” is presented again through my latest, 2020
short “essay film” It’s About Time! This film, the title of which
is as ambiguous as the concept of “pre-posterous history”
with its self-ironic wink, addresses the world’s self-destruc-
tive impulse. It does this through the voice of Christa Wolf’s
character Cassandra. She was the prophetess from antiquity,
who will see and know the future, as a gift with the purpose
of seduction from the god Apollo. But when she refused to
sleep with her employer, he punished her: she was doomed
never be believed. An antique case of #MeToo.
In that fourth chapter I discuss the different is-
sues of time that, in narrative theory, are usually divided
into order, rhythm, and duration. I complicate that tripartite
9 M. Bal, Image-Thinking: 131-74. I have first developed this neologism, “pre-posterous
history,” in my book on Caravaggio in its mutual relationship with contemporary art Quoting
Caravaggio: Contemporary Art, Preposterous History (Chicago IL: University of Chicago Press,
1999). “Multi-tentacled” stands for the plurality of temporal relationships, for which I chose the
octopus as a symbol.
MIEKE BAL 19 AN-ICON
theory by adding the experiential aspect (heterochrony) and
the categories of the historical disciplines. This rethinking
of chronology has an important impact on how we see our-
selves in history. For the first time I have taken a biograph-
ical fact on the novel’s author on board. This “fact” is the
five-and-a-half years Cervantes spent as a slave in Algiers,
without knowing he would ever get out. If we take this on,
all the adventures, the madness, the violence that colour the
adventures of the Knight Errant, get a different shade. On
my reading, the issue that rules the novel’s aesthetic is the
difficulty of story-telling due to the horror encountered. This
is now called “post-traumatic stress disorder” – except that,
as usual, the preposition “post-” perverts the connections
between past and present. The traumatized subject is “dis-
ordered” because, precisely, the trauma doesn’t go away.
There is nothing “post-” possible for the trau-
matized. The insights the novel generates connect to other
experiences of war, violence, and captivity: contemporary
ones. You can see succinctly what the consequences of
traumatization tend to be, according to a very lucid article
by Ernst van Alphen. The author analyses the experiential
handicaps resulting from trauma as well as the narrative
ones. To sum it up succinctly: as a failed experience, trau-
ma leads to semiotic incapacitation, unavailable forms of
representation, the stalling of the discursive process, which
would be needed for having experiences. Specifically, in
narrative terms, ambiguous actantial position, the negation
of subjectivity, the lack of meaning-giving plot, and unac-
ceptable frames. But a well-thought-through immersive
video project can explore and transgress the limits of what
MIEKE BAL 20 AN-ICON
can be seen, shown, narrated, and empathically witnessed,
in relation to notoriously un-representable trauma.10
Full of incongruous events and repetitive sto-
ries, maddening implausibility, lengthy interruptions of the
story-line, inserted poems and novellas, and at the same
time, anchored in a harrowing reality, while also making
readers laugh out loud, this novel, in form and content,
challenges reading itself. This requires interdisciplinarity,
in all meanings of that preposition “inter-.” I have termed it
“intership.” The similarity to the word “internship” suggests
that this, too, concerns learning, as a practice of mutuality.
Film seems the least apt to do justice to the
novel’s turbulent incoherence, repetitiveness, and incon-
gruous adventures told in the novel. Talking about it with
actor Mathieu Montanier, who came up with the idea of
making a Don Quijote video work, we decided that an im-
mersive video installation consisting of different, non-linear
episodes presented with seating would be more effective in
showing, rather than representing, not the moment trauma
occurs but enduring violence-generated traumatic states.
The importance of showing is to enable witnessing as an
engaged activity against the indifference of the world, our
worst opponent. The ambition was to make a work the
theatricality of which in immersive display helps to turn
onlookers and voyeurs into activated, empathic witnesses.
This artwork must yield “thought-images” or
Denkbilder, created by means of “image-thinking.” The small
iconic texts that Adorno, Benjamin, Kracauer wrote, were
texts only. What did the word Bilder do there, then? This is
where “image-thinking” can meet, and yield, “thought-im-
ages.” In a study of the genre, US-based scholar of German
10 E. v. Alphen, “Symptoms of Discursivity: Experience, Memory, Trauma,” in M Bal, J. Crewe,
L. Spitzer, eds., Acts of Memory: Cultural Recall in the Present (Hanover NH: University of New
England Press, 1999): 24-38.
MIEKE BAL 21 AN-ICON
Gerhard Richter begins his description with a whole range
of negativities.
Indeed, a programmatic treatise would be
something like a political pamphlet, as opposed to histor-
ical objectivations – an opposition that audio-visual art is
devoted to questioning. This is an important point in con-
nection to attempts to separate political art or scholarship
from propaganda. The difference is important: propagan-
da dictates, as in dictators, which is close to imposing;
whereas political art and scholarship expose and propose,
but leave the freedom of the addressees intact; as long as
they are immersed, so that they are enticed to respond to
the art they see. What Richter disparagingly calls “fanciful
fiction” stands opposed to an equally dismissed “mere
reflections of reality.” “Rather,” Richter continues, “the min-
iatures of the Denkbild can be understood as conceptual
engagements with the aesthetic and as aesthetic engage-
ments with the conceptual, hovering between philosophical
critique and aesthetic production.”11 The word “engage-
ment” is crucial; it requires contemporaneity. This matches
Benjamin’s fifth thesis on images of the past, which has
been a guideline for my work on art between history and
anachronism: “Every image of the past that is not recog-
nized by the present as one of its own concerns threatens
to disappear irretrievably.”12 This warning is one of the main
motors of immersive projects and needs endorsement of
their contemporariness. For, the cultural heritage from the
11 G. Richter, Thought-Images: Frankfurt School Writers’ Reflections on Damaged Life
(Stanford: Stanford University Press, 2007): 2.
12 W. Benjamin, “Theses on the Philosophy of History,” in Illuminations, trans. Harry Zorn
(London: The Bodley Head, 2015): 245-55, 247.
MIEKE BAL 22 AN-ICON
past matters for today’s world. But only if we manage to
bring it to bear on the present.13
Richter further describes the thought-image
thus: “The Denkbild encodes a poetic form of condensed,
epigrammatic writing in textual snapshots, flashing up as
poignant meditations that typically fasten upon a seemingly
peripheral detail or marginal topic.”14 The word “flashes
up” suggests the quick flash that Benjamin urges us to
preserve by means of recognition in the first sentences of
that thesis V from which I now quote a later sentence: “The
true picture of the past flits by. The past can be seized only
as an image which flashes up at the instant when it can be
recognized and is never seen again.”15 This also connects
to the question of historical truth, at stake in the scene
“Who is Don Quijote?”16
In this regard, in his Aesthetic Theory Adorno writes:
What cannot be proved in the customary style and yet is com-
pelling — that is to spur on the spontaneity and energy of thought
and, without being taken literally, to strike sparks through a kind of
intellectual short-circuiting that casts a sudden light on the familiar
and perhaps sets it on fire.17
As in Benjamin’s thesis, as well as Lyotard’s fig-
urality, the language here is again both visual and shock-ori-
ented, with “sparks,” “short-circuiting,” “sudden light” and
“sets it on fire.” This is thought alive, living thought, here-now,
13 On this necessary contemporaneity I have published the short book Exhibition-ism:
Temporal Togetherness in the series The Contemporary Condition (Berlin: Sternberg
Press, 2020), requested by the author of a fabulous later book on contemporariness: J.
Lund, The Changing Constitution of the Present: Essays on the Work of Art in the Time of
Contemporaneity (Berlin: Sternberg Press, 2022). My point was the idea that exhibitions are
the most precise “model” for the contemporary.
14 G. Richter, Thought-Images: 2.
15 W. Benjamin, “Theses on the Philosophy of History:” 247.
16 See for this scene, http://miekebal.withtank.com/artworks/installations/don-quijote-
sad-countenances/episode-4-who-is-don-quijote/. This scene also suggests that the actor,
Mathieu Montanier, bears a striking resemblance to the (totally imaginative and imaged) figure
who never existed historically, but of whom we have a clear image.
17 T. W. Adorno, “The Essay as Form” (1954-58), in Notes to Literature, trans. S. Weber
Nicholson (New York: Columbia University Press, 1991): vol.1, 3-23.
MIEKE BAL 23 AN-ICON
and this living thought has agency; it is capable of engag-
ing viewers in a dialogic relationship. And it is visual. For
such sparks to happen, thought needs a formal innovation
that shocks, and time to make immersion in it, possible.
Thus, it can gain new energy and life, involve people, and
make thought a collective process rather than the kind of
still images we call clichés. Our attempt to achieve such
“sparking,” shocking innovation can be glimpsed in this
photograph by Ebba Sund: the frame is both blurred, since
the escaping slave leaves it behind, and foregrounded, in
the large proportions the iron bars have compared to the
fleeing man (Fig. 1).
Fig. 1. Mieke Bal, The Captive
escapes, photograph by
Ebba Sund. An epsiode of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
In the videos, such sparks lay in the combina-
tion of material, practical changes of the mode of display
as immersive, short-circuiting the anachronistic bond be-
tween present and past, the confusion of languages and
other categories we tend to take for granted as homoge-
neous, and the intermediality of the audio-visualization of
a literary masterpiece. In view of the need for witnessing,
such a messy “thinking” form enables and activates view-
ers to construct their own story, and connect it to what
they have seen around them; on the condition that they
MIEKE BAL 24 AN-ICON
are immersed through being given time. Thus, we aimed
to turn the hysteria of endless story-telling into a reflection
on communication, as it can breach, and reach beyond,
the boundaries that madness draws around its captive
subjects, and instead, open up their subjectivity. Here, in
the brilliant photograph also by Ebba Sund, the Captive
cannot speak; his mouth is visually muzzled. But his eyes
do speak, to us – if we are given the time, through seating,
to respond (Fig. 2).
Fig. 2. Mieke Bal, episode 6 of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
To give insight into the stagnation that char-
acterises the adventures, these scenes are predominantly
descriptive. Any attempt at narrative is “stuttering,” without
development. The scene Narrative Stuttering I recommend-
ed you watch before reading this essay, shows both the in-
capacitation to narrate and the frustration this causes. The
theatrical setting is meant to draw visitors’ attention to the
way they are themselves situated: inside a theatre, sitting on
the stage, rather than in front of it, where they can fall asleep
or get excited, identify or not, and possibly remain indiffer-
ent. Here, such indifference is hard to sustain, because the
viewers’ freedom to determine themselves how long they
wish to stay with a scene makes falling asleep contradictory.
MIEKE BAL 25 AN-ICON
This is the tentative design of the installation I made be-
forehand, suggesting the total arbitrariness of the lay-out.
The different installations follow this design roughly (Fig. 3).
Fig. 3. Mieke Bal, project for
the design of the 16-screen
installation Don Quijote: Sad
Countenances, 2019.
Courtesy the artist.
What Françoise Davoine calls, citing histori-
an Fernand Braudel: “poussières d’événements” (literally,
dust of events) is the motto of this work’s form: sprinkling
situations, moments, throughout the gallery space. This is
adequate to the state of trauma presented in the pieces
and in the juxtapositions among them. The disorderly dis-
play gives a shape, however unreadable and unclear, to
the trauma-induced madness of the novel’s form.
Cervantes, I presume, was one of those “mad”
ones. The trauma incurred by Cervantes after being held in
captivity as a slave, has been beautifully traced in his writ-
ings and those of contemporary witnesses by Colombian
literary historian María Antonia Garcés, a must-read book
for anyone interested in Cervantes, Don Quijote, or slavery,
then and now. Con-temporary. As it happens, Garcés was
held captive by the FARC terrorist guerillos for five months.
This contemporaneity is incompatible with the ridiculing
representation of the “mad Knight Errant” that is so routine,
both in cinematic representations and in much of the schol-
arship. Supported by Garcés’s well-documented analysis, I
MIEKE BAL 26 AN-ICON
see a haunting autobiographical spirit in the three chapters
on the Captive (pp. 39-41 of part I). But the shape of the
theatrical display does not “re-present” the madness. It
hints at it, makes us reflect on it.
The Denkbild is in the form, so that a contem-
porary aesthetic can reach out to, and touch, a situation
of long ago that, as befits the stilled temporality of trau-
ma, persists in the present. Through experimenting with
possible forms of the art of video, we attempted to invent
new forms for the formlessness of trauma. By means of
image-thinking this installation had to answer to the para-
doxical concept, or thought-image, of the shape of form-
lessness. Here, theatricality returns: ostensibly acting is
the form that does not overrule the history, the violence,
or the traumatic state. Acting, these videos suggest, is a
social role. Acting, and making videos, exhibiting them in
a thought-through immersive mode, is an attempt to give
the formlessness of society a form. This is an attempt to
do just that: to shape formlessness as the form of the trau-
matic state, by designing a display that is both theatrical,
in that it appeals to empathy, and turns “live,” that primary
characteristic of theatre, into “life,” which concerns the
social reality we live in and are responsible to sustain; and
the knowledge acquired through the integration of making,
analysing, reflecting, and boldly proposing new insights.
Filmmaking begins with casting. In the case of
Don Quijote, the actor cast himself; knowing he was the
spitting image of the character as we know, or think we
know him. An earlier significant casting decision occurred
when Michelle Williams Gamaker and I decided to cast the
three men in Emma’s life, in Madame B, in the same actor,
suggesting the woman was in love with love and its prom-
ises of excitement, not with any man in particular.
I have made many films and installation pieces,
over the last twenty years, and I guarantee you, there is
MIEKE BAL 27 AN-ICON
no more effective mode of doing research and developing
ideas than integrating these two activities. You can learn
more about these films on the relevant page of my web-
site. So, let me end on my personal motto, already cited,
which demands the remedy of immersion: “Every image of
the past that is not recognized by the present as one of its
own concerns threatens to disappear irretrievably.” This is
pre-posterous history. The past without present is pointless.
The present without past is empty. But as soon as we try
to fix either one, the future disappears.
MIEKE BAL 28 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19939 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19939",
"Description": "The paper focuses on exhibition practice, taking exhibitions as the key to contemporaneity. I will make a strong plea for the mutuality between past and present, the encouragement of visitors becoming participants through soliciting affective empathic attitude, and the accommodation to make this possible thanks to the enticement of durational looking. I will do this through the theoretical analysis of what exhibiting means and does, and through a consideration of my recent video installation Don Quijote: Sad Countenances. One episode of this project will be the hook on which to hang my view of art-making as, not an illustration of but a method of cultural analysis.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19939",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Mieke Bal",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Artistic process",
"Title": "Con-Temporary: Thinking and Feeling Together",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Mieke Bal",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19939",
"firstpage": null,
"institution": "ASCA",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Artistic process",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Vellodi, K., “Thought Beyond Research: A Deleuzian Critique of Artistic Research,” in P. de Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2, (Leuven: Leuven University Press 2019): 215-33.",
"spatial": null,
"temporal": null,
"title": "Con-Temporary: Thinking and Feeling Together",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19939/20019",
"volume": "2"
}
] | Con-Temporary:
Thinking and
FeelingExhibition
Together
by Mieke Bal
Video essay
Don Quijote
Political art
Artistic process
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Con-Temporary: Thinking
and Feeling Together
MIEKE BAL, ASCA (Amsterdam School for Cultural Analysis) – https://orcid.org/0009-0007-5483-3218
https://doi.org/10.54103/ai/19939
Abstract The paper focuses on exhibition practice, tak-
ing exhibitions as the key to contemporaneity. I will make a
strong plea for the mutuality between past and present, the
encouragement of visitors becoming participants through
soliciting affective empathic attitude, and the accommo-
dation to make this possible thanks to the enticement of
durational looking. I will do this through the theoretical anal-
ysis of what exhibiting means and does, and through a
consideration of my recent video installation Don Quijote:
Sad Countenances. One episode of this project will be the
hook on which to hang my view of art-making as, not an
illustration of but a method of cultural analysis.
Keywords Exhibition Video essay Don Quijote
Political art Artistic process
To quote this essay: M. Bal, “Con-Temporary: Thinking and Feeling Together,” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 11-28, https://doi.org/10.54103/ai/19939.
MIEKE BAL 11 AN-ICON
In this article I am particularly keen to explore
the implications of the preposition “con-” as a guideline
for immersive art. With the qualifier “immersive” I aim to
suggest that art can offer insights into the process of art,
rather than the aesthetic, intellectual qualities, objecthood,
or history of particular artworks. The process is what in-
volves people, social issues and contexts, and what is “live”
– dynamic, unstoppably moving, and never stable – about
art. Art is not a “thing;” we, as its viewers or users, are
inside it. In particular, I would like to argue how making
audio-visual installations can be a terrific resource for the
integration of “academic” reflection and scholarship with art
processing through immersion. The making aspect enables
me to reflect on and create situations where the relationship
with visual art can become a social route while remaining
artistically relevant. For this to happen, contemporaneity is
key: immersion can only happen in the present.
The integration of approaches I have termed
“cultural analysis:” the detailed analysis of cultural objects or
artefacts, not in isolation but in their live, social and political
context, as artistic and aesthetic, intertwined with intellectu-
al reflection. The two approaches of detailed, close analysis
and framing in context are not in contradiction: this is my
starting point. More than 25 years ago I have co-founded
an institute at the University of Amsterdam, called ASCA:
Amsterdam School for Cultural Analysis. Its goal was and is
to promote an approach wherein the socio-political and the
contemporary are not in contradiction, only in a productive
tension with detailed analysis and lessons in looking; nor
is the contemporariness in tension with history. When, in
2002, by chance I found myself in a situation where I had to
make a film as a witness statement, witnessing the police
injustice against immigration, I bought a small video camera
and started filming. It concerned the life of my neighbour –
an immigrant “sans papiers.” Meeting him in the courtyard,
MIEKE BAL 12 AN-ICON
by chance, seeing his arm was in a cast, I asked him what
happened, invited him in, and our conversation about his
situation led to an enduring friendship – given the need for
mutual trust, this is the a priori condition of making a doc-
umentary. With a small group of friends, under the heading
of Cinema Suitcase we made a documentary, A Thousand
And One Days, obviously alluding to the Arabic classic, and
inspired by the name of the collective, a number of doc-
umentaries and performance films followed, focusing on
“migrimages,” to borrow a term from a research project at
the University of Granada indicating visual presentations
of situations of migration.1
This was the moment I discovered how deeply
making an artwork helps intellectual thinking. But also, how
intellectual thinking is never alone. In the book that has
appeared in 2022, titled Image-Thinking: Art Making as Cul-
tural Analysis I explain in detail how making the films I have
since then made, have helped me immensely to deepen
my thinking. That is what I have termed “image-thinking,”
in an attempt to come up with a term for integration of the
different activities of which my work consists. Of course,
in a short article I can only briefly touch upon the import-
ant questions this endeavour brings up. To make it work, I
would like to count on you having seen, or going to see, the
episode 6, of 8 minutes, of my installation from 2019, Don
Quijote: Tristes figuras, based on fragments from (mostly)
the first part of the novel by Cervantes (from 1605). Hard
as that decision was, I declined to make a feature film, as
I had done with my other projects based on the cultural
heritage of fiction. This seemed unacceptable, because
1 For more information about the resulting documentary: https://www.miekebal.org/films/
mille-et-un-jours-(1001-days), accessed July 15, 2023, and M. Bal, “A Thousand and One
Voices,” in M. Anders Baggesgaard, J. Ladegaard, eds., Confronting Universalities: Aesthetics
and Politics under the Sign of Globalisation (Aarhus: Aarhus University Press, 2011): 269-
304. The third chapter of my book Image-Thinking: Artmaking as Cultural Analysis (Edinburgh:
Edinburgh University Press, 2022): 90-130 is devoted to the question of “who speaks?” in
documentaries, with this film as the example. The term “migrimages” was invented by literary
theorist Domingo Sánchez-Mesa Martínez.
MIEKE BAL 13 AN-ICON
turning that novel into a linear, coherent narrative film would
be a betrayal of the most crucial aspect of the novel: its
non-linearity, even incoherence. Instead, an immersive in-
stallation, as you can see in the documentation, where we
showed its installations done immediately after finishing
the project.2
Take the scene Narrative Stuttering, which I
hope you have watched or will do so. This scene shows
Don Quijote alone on a dark theatrical stage. Sancho
Panza is sitting on a chair on the side, helping him when
needed, as a prompter. The knight is desperately trying
to tell his story, the adventures, his opinions, whatever
happened to him, but he is unable to act effectively as a
narrator. At the end, he bursts into tears and Sancho holds
him in order to comfort him, demonstrating, by physical
touch, that he is not entirely alone. See the photograph
on the web page, second column. The appeal to empa-
thy is a key aspect of what we tried to achieve with this
installation. Sancho is giving the example; the visitors can
follow his lead (imaginatively).
The darkness of the stage deprives the space
of perspectival depth. The dark stage isolates him and,
at the same time, gives him an audience. The theatrical
setting is a material “theoretical fiction” that explores how
theatricality can perhaps help to enable the narratively dis-
abled. My commitment to addressing the issue of narrative
2 See https://www.miekebal.org/film-projects-1, accessed July 16, 2023. http://miekebal.
withtank.com/artworks/installations/don-quijote-sad-countenances/episode-6-narrative-
stuttering. For a book on the installation, see M. Bal, Don Quijote: Sad Countenances
(Växjö: Trolltrumma, 2019), also in bilingual English-Spanish edition as Don Quijote: Tristes
figuras / Don Quijote: Sad Countenances (Murcia: Cendeac, 2020). The installation has been
exhibited at a World première in Småland Museum / Kulturparken, Växjö, Sweden (October
31, 2019), then at Usina Cultural, Villa María, Argentina, VIII Congreso (April 26 to May 6,
2022), the Zürcher Hochschule der Künste (ZHdK), as part of the congress of the Deutsche
Gesellschaft für Ästhetik (German Society for Aesthetics) Ästhetik und Erkenntnis (July 13-15,
2021). Installed in the Aktionsraum of Toni-Areal (July 13-21, 2021), in the exhibition Art out
of Necessity, video installations by Mieke Bal at the Museum Jan Cunen, Oss, Netherlands
(October 3, 2020 - January 31, 2021), interrupted mid-December by the second corona
lockdown); in the Leeds Arts University Gallery a.k.a. The Blenheim Walk (January 7 - February
14, 2020). Curator: Catriona McAra, and in the Sala de exposiciones, Universidad de Murcia,
Facultad de Bellas Artes (November 14, 2019 - January 18, 2020), curated by Jesús Segura.
MIEKE BAL 14 AN-ICON
disablement through trauma has been nourished especially
when I made, with British artist Michelle Williams Gamak-
er, and with the participation of psychoanalyst of trauma
Françoise Davoine, the theoretical fiction film A Long Histo-
ry of Madness (2011) and installations derived from it. This
film is “about” madness, but it also stages, performs, en-
acts, and critiques ideas about madness and their cultural
history. Based on the 1998 book Mère Folle by Davoine, the
film stages the question and practice of the psychoanalytic
treatment of people diagnosed as “psychotic” and whom,
to avoid narrowing diagnostic discourse, we call “mad.”3
The film raises the art-historical question
whether we can say there is an “iconography of madness.”
Most of the actors play “madness.” None of them are mad.
Davoine’s book, written as a fiction, theorizes this question.
In that sense it is a “theoretical fiction.” That term comes
from Sigmund Freud. He came up with it to defend his
quite crazy story of the sons who kill and eat their tyrannical
father. Freud made up a fiction, not simply to explain his
theoretical finding of the Oedipus complex, but primarily to
develop it through immersion in fiction, which he needed
to understand and articulate what he had been intuitively
groping toward. This is thinking in, through and with fiction-
al characters and events. My book title “Image-Thinking”
was derived from Freud’s concept.
When, later, I showed my film Reasonable
Doubt, on René Descartes and Queen Kristina of Sweden,
to an artist friend, she complimented me on the “theatrical”
quality of the film. Then I understood why theatricality had,
in fact, always been an important aspect of my fiction films.
The theatricality helps to do what I have called “exhibiting
3 On this issue of madness as a consequence of trauma, the book by Françoise Davoine
Mère folle: Récit (Paris: Hypothèses Arcanes, 1998) is crucial. Our film A Long History of
Madness came out in 2011 (directed by Mieke Bal and Michelle Williams Gamaker). For
more information: https://www.miekebal.org/films/a-long-history-of-madness, accessed
July 16, 2023. See also the special issue on the book and the film: E. Landa, ed., “Cinéma et
psychanalyse,” Le Coq-héron 4, no. 211 (2012).
MIEKE BAL 15 AN-ICON
ideas.” In the video project based on Don Quijote, this the-
atricality is even more prominent, not only in the acting, but
in the exhibition itself. The exhibition as installed is, then,
itself a “theoretical fiction.”
Theatre scholar Kati Röttger considers theatricality
a specific mode of perception, a central figure of representation,
and an analytic model of crises of representation that can be
traced back to changes in the material basis of linguistic behaviour,
cultures of perception, and modes of thinking.4
The multi-tentacled description gives theatrical-
ity many functions, and foregrounds its inherent intermedial-
ity. In addition, and more specifically for our project, theatre
and performance scholar Maaike Bleeker gives theatricality
the critical edge that the exhibition seeks to achieve when
she calls it “a critical vision machine.”5 These two defini-
tions together already show that theatricality can offer a
critical perspective on the images and ideas that circulate,
in this case, in the exhibition that is as mad as the main
figure of Cervantes’s novel is generally assumed to be. A
madness in which the visitor is immersed.
For this need of the narratively incapacitated
figure an empathic audience is indispensable. It is the task
of the artwork to solicit such an audience. This requires a
form of display that changes the traditional museal display,
which keeps audience members at a distance and is quite
hard on the audience’s physical condition. But it is primarily
an artistic issue. This governs the temporality of looking.
In the theatre, in contrast to traditional display, visitors can
sit, relax, and concentrate. If the display is nearby and
4 K. Röttger, “The Mystery of the In-Between: A Methodological Approach to Intermedial
Performance Analysis,” Forum Modernes Theater 28, no. 2 (2018): 105-16,
https://doi.org/10.1353/fmt.2013.0014.
5 M. Bleeker, “Being Angela Merkel,” in E. van Alphen, M. Bal C. Smith, eds. The Rhetoric of
Sincerity (Stanford: Stanford University Press, 2009): 247-62. See also Bleeker, Visuality in the
Theatre: The Locus of Looking (New York: Palgrave Macmillan, 2008).
MIEKE BAL 16 AN-ICON
accessible, and visiting can consist of quietly sitting, the
museum can become such a theatre. You see people sitting
down, and as a result, talking together about the painting
that is in front of them, low-hung, on eye-level. The Don
Quijote exhibition seeks to produce such material comfort,
and thus will facilitate affective engagement in visitors. The
consequence is a radically different temporality of viewing.
And time, thus, turns out to be a condition of an immersion
that effectively affects. If affect is a vibrant communication
between people, or between people and artwork, then they
must be given the time, the physical comfort this requires.
This imagining, testing, and reasoning regarding the affec-
tive effectivity of museum display shows how this project
pertains to what is currently called “artistic research” – a
search through analysis through artmaking.6
That concept is deeply problematic. It main-
tains the hierarchy between academic and artistic research,
suggesting that artists can earn academic diplomas if they
can explain and articulate how their works came to be. The
risk is an over-intellectualizing of art. The linearity built into
the concept is deceptive; this is not how art-making hap-
pens. As Kamini Vellodi warns us in her Deleuzian critique
of the concept of “artistic research:” “it is difficult to deny
that a major impetus of artistic research has been econom-
ic, policy-driven, and managerial.”7 With these words she
invokes the curse that is destroying universities word-wide
as we speak. Both art and thought are thus being dam-
aged. When thinking is subjected to methods, it becomes
6 I have strongly argued for the relevance of seating in exhibitions in a show I curated at the
Munch Museum (Oslo) in 2017 (with a book publication).
7 K. Vellodi, “Thought Beyond Research: A Deleuzian Critique of Artistic Research, ” in P. de
Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2 (Leuven: Leuven
University Press, 2019): 215-33, 216.
MIEKE BAL 17 AN-ICON
re-productive. In a Deleuzian view, thought, instead, ought
to be the production of the new.
This thinking is congenial to art-making, but just
as much to academic work. The integration of these two
creative activities is explained in my book Thinking in Film
from 2013, on the video art by Finnish artist Eija-Liisa Ahti-
la. But the search is not for direct academic answers. The
concept of “image-thinking,” in the form of a verb, renders
the interaction between thinking and imaging more forceful.
To foreground this, we titled an exhibition of my video work
in 2019 in Murcia, Spain, Contaminations: Reading, Imag-
ining, Imaging. The noun “contaminations” suggests that
the art is inevitably in process and “contagious,” having
an affective impact, as I said above. The verb “imagining”
was my attempt to foreground the way the imagination
creates images. The collaboration with Hernández made
these issues clearer and the neologisms more productive.8
The fourfold challenge to make a video proj-
ect based on Don Quijote engage its troubled relationship
between content and form, and between the narrative and
visual aspects involved. The research part was, firstly, to
decide which aspects of the novel are crucial to make a
video work that has a point. Secondly, that point had to
connect artistic and social issues, and to improve our un-
derstanding of how these two domains can go together,
in the contemporary, with the collaboration of the past in
what we call “cultural heritage” – here, Cervantes’ novel.
The importance of the past for the present, and vice versa,
how our present changes the past as we can see it, must
be foregrounded on the basis of non-chronological, mutual
relations. The fourth chapter of my new book, Multi-Tenta-
cled Time: Contemporaneity, Heterochrony, Anachronism
for Pre-posterous History analyses time in its multiplicity.
8 That exhibition was curated by Miguel Ángel Hernández. A collective volume, edited by
Hernández, was published in 2020.
MIEKE BAL 18 AN-ICON
This is also a central concern both in narrative theory and
in film.9
In my academic work I have a controversial
reputation as someone who does not take chronology for
granted. After publishing Reading “Rembrandt” (1991) I
was blamed for being ahistorical, which, although not true,
was a stimulating incentive to think harder about histori-
cal time. That led to my book Quoting Caravaggio (1999),
in which I addressed that critique, and developed a new
sense of history in relation to time. But it was when, already
filmmaking, I was working with Miguel Ángel Hernández
Navarro on a large collective video exhibition devoted to
the connections between the movement of images and the
movement of people, in other words, video and migration
(not on migration), that my thinking about temporality took
another turn. 2MOVE (the exhibition), was shown in four
countries, with in each a local artist added.
The last concept in the chapter’s title, “pre-pos-
terous history,” is presented again through my latest, 2020
short “essay film” It’s About Time! This film, the title of which
is as ambiguous as the concept of “pre-posterous history”
with its self-ironic wink, addresses the world’s self-destruc-
tive impulse. It does this through the voice of Christa Wolf’s
character Cassandra. She was the prophetess from antiquity,
who will see and know the future, as a gift with the purpose
of seduction from the god Apollo. But when she refused to
sleep with her employer, he punished her: she was doomed
never be believed. An antique case of #MeToo.
In that fourth chapter I discuss the different is-
sues of time that, in narrative theory, are usually divided
into order, rhythm, and duration. I complicate that tripartite
9 M. Bal, Image-Thinking: 131-74. I have first developed this neologism, “pre-posterous
history,” in my book on Caravaggio in its mutual relationship with contemporary art Quoting
Caravaggio: Contemporary Art, Preposterous History (Chicago IL: University of Chicago Press,
1999). “Multi-tentacled” stands for the plurality of temporal relationships, for which I chose the
octopus as a symbol.
MIEKE BAL 19 AN-ICON
theory by adding the experiential aspect (heterochrony) and
the categories of the historical disciplines. This rethinking
of chronology has an important impact on how we see our-
selves in history. For the first time I have taken a biograph-
ical fact on the novel’s author on board. This “fact” is the
five-and-a-half years Cervantes spent as a slave in Algiers,
without knowing he would ever get out. If we take this on,
all the adventures, the madness, the violence that colour the
adventures of the Knight Errant, get a different shade. On
my reading, the issue that rules the novel’s aesthetic is the
difficulty of story-telling due to the horror encountered. This
is now called “post-traumatic stress disorder” – except that,
as usual, the preposition “post-” perverts the connections
between past and present. The traumatized subject is “dis-
ordered” because, precisely, the trauma doesn’t go away.
There is nothing “post-” possible for the trau-
matized. The insights the novel generates connect to other
experiences of war, violence, and captivity: contemporary
ones. You can see succinctly what the consequences of
traumatization tend to be, according to a very lucid article
by Ernst van Alphen. The author analyses the experiential
handicaps resulting from trauma as well as the narrative
ones. To sum it up succinctly: as a failed experience, trau-
ma leads to semiotic incapacitation, unavailable forms of
representation, the stalling of the discursive process, which
would be needed for having experiences. Specifically, in
narrative terms, ambiguous actantial position, the negation
of subjectivity, the lack of meaning-giving plot, and unac-
ceptable frames. But a well-thought-through immersive
video project can explore and transgress the limits of what
MIEKE BAL 20 AN-ICON
can be seen, shown, narrated, and empathically witnessed,
in relation to notoriously un-representable trauma.10
Full of incongruous events and repetitive sto-
ries, maddening implausibility, lengthy interruptions of the
story-line, inserted poems and novellas, and at the same
time, anchored in a harrowing reality, while also making
readers laugh out loud, this novel, in form and content,
challenges reading itself. This requires interdisciplinarity,
in all meanings of that preposition “inter-.” I have termed it
“intership.” The similarity to the word “internship” suggests
that this, too, concerns learning, as a practice of mutuality.
Film seems the least apt to do justice to the
novel’s turbulent incoherence, repetitiveness, and incon-
gruous adventures told in the novel. Talking about it with
actor Mathieu Montanier, who came up with the idea of
making a Don Quijote video work, we decided that an im-
mersive video installation consisting of different, non-linear
episodes presented with seating would be more effective in
showing, rather than representing, not the moment trauma
occurs but enduring violence-generated traumatic states.
The importance of showing is to enable witnessing as an
engaged activity against the indifference of the world, our
worst opponent. The ambition was to make a work the
theatricality of which in immersive display helps to turn
onlookers and voyeurs into activated, empathic witnesses.
This artwork must yield “thought-images” or
Denkbilder, created by means of “image-thinking.” The small
iconic texts that Adorno, Benjamin, Kracauer wrote, were
texts only. What did the word Bilder do there, then? This is
where “image-thinking” can meet, and yield, “thought-im-
ages.” In a study of the genre, US-based scholar of German
10 E. v. Alphen, “Symptoms of Discursivity: Experience, Memory, Trauma,” in M Bal, J. Crewe,
L. Spitzer, eds., Acts of Memory: Cultural Recall in the Present (Hanover NH: University of New
England Press, 1999): 24-38.
MIEKE BAL 21 AN-ICON
Gerhard Richter begins his description with a whole range
of negativities.
Indeed, a programmatic treatise would be
something like a political pamphlet, as opposed to histor-
ical objectivations – an opposition that audio-visual art is
devoted to questioning. This is an important point in con-
nection to attempts to separate political art or scholarship
from propaganda. The difference is important: propagan-
da dictates, as in dictators, which is close to imposing;
whereas political art and scholarship expose and propose,
but leave the freedom of the addressees intact; as long as
they are immersed, so that they are enticed to respond to
the art they see. What Richter disparagingly calls “fanciful
fiction” stands opposed to an equally dismissed “mere
reflections of reality.” “Rather,” Richter continues, “the min-
iatures of the Denkbild can be understood as conceptual
engagements with the aesthetic and as aesthetic engage-
ments with the conceptual, hovering between philosophical
critique and aesthetic production.”11 The word “engage-
ment” is crucial; it requires contemporaneity. This matches
Benjamin’s fifth thesis on images of the past, which has
been a guideline for my work on art between history and
anachronism: “Every image of the past that is not recog-
nized by the present as one of its own concerns threatens
to disappear irretrievably.”12 This warning is one of the main
motors of immersive projects and needs endorsement of
their contemporariness. For, the cultural heritage from the
11 G. Richter, Thought-Images: Frankfurt School Writers’ Reflections on Damaged Life
(Stanford: Stanford University Press, 2007): 2.
12 W. Benjamin, “Theses on the Philosophy of History,” in Illuminations, trans. Harry Zorn
(London: The Bodley Head, 2015): 245-55, 247.
MIEKE BAL 22 AN-ICON
past matters for today’s world. But only if we manage to
bring it to bear on the present.13
Richter further describes the thought-image
thus: “The Denkbild encodes a poetic form of condensed,
epigrammatic writing in textual snapshots, flashing up as
poignant meditations that typically fasten upon a seemingly
peripheral detail or marginal topic.”14 The word “flashes
up” suggests the quick flash that Benjamin urges us to
preserve by means of recognition in the first sentences of
that thesis V from which I now quote a later sentence: “The
true picture of the past flits by. The past can be seized only
as an image which flashes up at the instant when it can be
recognized and is never seen again.”15 This also connects
to the question of historical truth, at stake in the scene
“Who is Don Quijote?”16
In this regard, in his Aesthetic Theory Adorno writes:
What cannot be proved in the customary style and yet is com-
pelling — that is to spur on the spontaneity and energy of thought
and, without being taken literally, to strike sparks through a kind of
intellectual short-circuiting that casts a sudden light on the familiar
and perhaps sets it on fire.17
As in Benjamin’s thesis, as well as Lyotard’s fig-
urality, the language here is again both visual and shock-ori-
ented, with “sparks,” “short-circuiting,” “sudden light” and
“sets it on fire.” This is thought alive, living thought, here-now,
13 On this necessary contemporaneity I have published the short book Exhibition-ism:
Temporal Togetherness in the series The Contemporary Condition (Berlin: Sternberg
Press, 2020), requested by the author of a fabulous later book on contemporariness: J.
Lund, The Changing Constitution of the Present: Essays on the Work of Art in the Time of
Contemporaneity (Berlin: Sternberg Press, 2022). My point was the idea that exhibitions are
the most precise “model” for the contemporary.
14 G. Richter, Thought-Images: 2.
15 W. Benjamin, “Theses on the Philosophy of History:” 247.
16 See for this scene, http://miekebal.withtank.com/artworks/installations/don-quijote-
sad-countenances/episode-4-who-is-don-quijote/. This scene also suggests that the actor,
Mathieu Montanier, bears a striking resemblance to the (totally imaginative and imaged) figure
who never existed historically, but of whom we have a clear image.
17 T. W. Adorno, “The Essay as Form” (1954-58), in Notes to Literature, trans. S. Weber
Nicholson (New York: Columbia University Press, 1991): vol.1, 3-23.
MIEKE BAL 23 AN-ICON
and this living thought has agency; it is capable of engag-
ing viewers in a dialogic relationship. And it is visual. For
such sparks to happen, thought needs a formal innovation
that shocks, and time to make immersion in it, possible.
Thus, it can gain new energy and life, involve people, and
make thought a collective process rather than the kind of
still images we call clichés. Our attempt to achieve such
“sparking,” shocking innovation can be glimpsed in this
photograph by Ebba Sund: the frame is both blurred, since
the escaping slave leaves it behind, and foregrounded, in
the large proportions the iron bars have compared to the
fleeing man (Fig. 1).
Fig. 1. Mieke Bal, The Captive
escapes, photograph by
Ebba Sund. An epsiode of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
In the videos, such sparks lay in the combina-
tion of material, practical changes of the mode of display
as immersive, short-circuiting the anachronistic bond be-
tween present and past, the confusion of languages and
other categories we tend to take for granted as homoge-
neous, and the intermediality of the audio-visualization of
a literary masterpiece. In view of the need for witnessing,
such a messy “thinking” form enables and activates view-
ers to construct their own story, and connect it to what
they have seen around them; on the condition that they
MIEKE BAL 24 AN-ICON
are immersed through being given time. Thus, we aimed
to turn the hysteria of endless story-telling into a reflection
on communication, as it can breach, and reach beyond,
the boundaries that madness draws around its captive
subjects, and instead, open up their subjectivity. Here, in
the brilliant photograph also by Ebba Sund, the Captive
cannot speak; his mouth is visually muzzled. But his eyes
do speak, to us – if we are given the time, through seating,
to respond (Fig. 2).
Fig. 2. Mieke Bal, episode 6 of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
To give insight into the stagnation that char-
acterises the adventures, these scenes are predominantly
descriptive. Any attempt at narrative is “stuttering,” without
development. The scene Narrative Stuttering I recommend-
ed you watch before reading this essay, shows both the in-
capacitation to narrate and the frustration this causes. The
theatrical setting is meant to draw visitors’ attention to the
way they are themselves situated: inside a theatre, sitting on
the stage, rather than in front of it, where they can fall asleep
or get excited, identify or not, and possibly remain indiffer-
ent. Here, such indifference is hard to sustain, because the
viewers’ freedom to determine themselves how long they
wish to stay with a scene makes falling asleep contradictory.
MIEKE BAL 25 AN-ICON
This is the tentative design of the installation I made be-
forehand, suggesting the total arbitrariness of the lay-out.
The different installations follow this design roughly (Fig. 3).
Fig. 3. Mieke Bal, project for
the design of the 16-screen
installation Don Quijote: Sad
Countenances, 2019.
Courtesy the artist.
What Françoise Davoine calls, citing histori-
an Fernand Braudel: “poussières d’événements” (literally,
dust of events) is the motto of this work’s form: sprinkling
situations, moments, throughout the gallery space. This is
adequate to the state of trauma presented in the pieces
and in the juxtapositions among them. The disorderly dis-
play gives a shape, however unreadable and unclear, to
the trauma-induced madness of the novel’s form.
Cervantes, I presume, was one of those “mad”
ones. The trauma incurred by Cervantes after being held in
captivity as a slave, has been beautifully traced in his writ-
ings and those of contemporary witnesses by Colombian
literary historian María Antonia Garcés, a must-read book
for anyone interested in Cervantes, Don Quijote, or slavery,
then and now. Con-temporary. As it happens, Garcés was
held captive by the FARC terrorist guerillos for five months.
This contemporaneity is incompatible with the ridiculing
representation of the “mad Knight Errant” that is so routine,
both in cinematic representations and in much of the schol-
arship. Supported by Garcés’s well-documented analysis, I
MIEKE BAL 26 AN-ICON
see a haunting autobiographical spirit in the three chapters
on the Captive (pp. 39-41 of part I). But the shape of the
theatrical display does not “re-present” the madness. It
hints at it, makes us reflect on it.
The Denkbild is in the form, so that a contem-
porary aesthetic can reach out to, and touch, a situation
of long ago that, as befits the stilled temporality of trau-
ma, persists in the present. Through experimenting with
possible forms of the art of video, we attempted to invent
new forms for the formlessness of trauma. By means of
image-thinking this installation had to answer to the para-
doxical concept, or thought-image, of the shape of form-
lessness. Here, theatricality returns: ostensibly acting is
the form that does not overrule the history, the violence,
or the traumatic state. Acting, these videos suggest, is a
social role. Acting, and making videos, exhibiting them in
a thought-through immersive mode, is an attempt to give
the formlessness of society a form. This is an attempt to
do just that: to shape formlessness as the form of the trau-
matic state, by designing a display that is both theatrical,
in that it appeals to empathy, and turns “live,” that primary
characteristic of theatre, into “life,” which concerns the
social reality we live in and are responsible to sustain; and
the knowledge acquired through the integration of making,
analysing, reflecting, and boldly proposing new insights.
Filmmaking begins with casting. In the case of
Don Quijote, the actor cast himself; knowing he was the
spitting image of the character as we know, or think we
know him. An earlier significant casting decision occurred
when Michelle Williams Gamaker and I decided to cast the
three men in Emma’s life, in Madame B, in the same actor,
suggesting the woman was in love with love and its prom-
ises of excitement, not with any man in particular.
I have made many films and installation pieces,
over the last twenty years, and I guarantee you, there is
MIEKE BAL 27 AN-ICON
no more effective mode of doing research and developing
ideas than integrating these two activities. You can learn
more about these films on the relevant page of my web-
site. So, let me end on my personal motto, already cited,
which demands the remedy of immersion: “Every image of
the past that is not recognized by the present as one of its
own concerns threatens to disappear irretrievably.” This is
pre-posterous history. The past without present is pointless.
The present without past is empty. But as soon as we try
to fix either one, the future disappears.
MIEKE BAL 28 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19827 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19827",
"Description": "How does an artwork express an “environmentality?” Can we redefine immersion, in critical terms, as a form of environmental projection? In taking up such questions from my latest book, Atmospheres of Projection: Environmentality in Art and Screen Media, my text addresses the relation between projection and environmentality in the visual arts in order to question immersivity. Confronted with the phenomenon of environmentalization, we need to re-imagine the ecology of representation. Positing ecology as an environmental relation, I will consider its artistic imagination both historically and theoretically. I propose that we revisit the environmentality of media archaeology to understand how this impulse is furthered in current moving-image projections in the art gallery that call themselves immersive. I will especially address environmentality as it relates to movement and scale, questioning the relation between immersion and magnification. I will advance my argument by presenting the large-scale moving-image installations of the Danish-born, New York artist Jesper Just. Does magnification always, only imply spectatorial immersion? Other forms of experience arise when confronting an ecology of scale in art. What else happens when we scale? Can immersion be understood, more critically, as a form of environmental absorption? In recasting immersion in environmental terms, I propose that we consider absorption as empathic projection with space. In shifting from the human subject’s own immersive identification to this critically aware, enveloping field of empathic projection with the non-human, we can discard the prevalent human-centric position that pervades most immersive discourses. A different ecology of immersivity rises to the surface by relating the empathic “projective imagination” to “atmospheric thinking.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19827",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giuliana Bruno",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Jesper Just",
"Title": "The Environmentality of Immersive Projection: The Nature of Scale",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-02-09",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giuliana Bruno",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19827",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Jesper Just",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Youngblood, G., “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton, 1970).",
"spatial": null,
"temporal": null,
"title": "The Environmentality of Immersive Projection: The Nature of Scale",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19827/20020",
"volume": "2"
}
] | The
Environmentality
of Immersive Projection:
The NatureAtmospheric
of Scal
by Giuliana Bruno
e
thinking
Ecology of immersivity
Empathy and immersion
Scale and magnification
Jesper Just
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
The Environmentality
of Immersive Projection:
The Nature of Scale
GIULIANA BRUNO, Harvard University – https://doi.org/10.54103/ai/19827
Abstract How does an artwork express an “environ-
mentality?” Can we redefine immersion, in critical terms,
as a form of environmental projection? In taking up such
questions from my latest book, Atmospheres of Projection:
Environmentality in Art and Screen Media, my text address-
es the relation between projection and environmentality in
the visual arts in order to question immersivity. Confronted
with the phenomenon of environmentalization, we need to
re-imagine the ecology of representation. Positing ecolo-
gy as an environmental relation, I will consider its artistic
imagination both historically and theoretically. I propose
that we revisit the environmentality of media archaeology
to understand how this impulse is furthered in current mov-
ing-image projections in the art gallery that call themselves
immersive. I will especially address environmentality as it
relates to movement and scale, questioning the relation
between immersion and magnification. I will advance my
argument by presenting the large-scale moving-image in-
stallations of the Danish-born, New York artist Jesper Just.
Does magnification always, only imply spectatorial immer-
sion? Other forms of experience arise when confronting an
ecology of scale in art. What else happens when we scale?
Can immersion be understood, more critically, as a form of
environmental absorption? In recasting immersion in envi-
ronmental terms, I propose that we consider absorption as
empathic projection with space. In shifting from the human
GIULIANA BRUNO 29 AN-ICON
subject’s own immersive identification to this critically aware,
enveloping field of empathic projection with the non-human,
we can discard the prevalent human-centric position that
pervades most immersive discourses. A different ecology
of immersivity rises to the surface by relating the empathic
“projective imagination” to “atmospheric thinking.”
Keywords Atmospheric thinking Ecology of immersivity
Empathy and immersion Scale and magnification
Jesper Just
To quote this essay: G. Bruno, “The Environmentality of Immersive Projection: The Nature of Scale,”
AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 29-55,
https://doi.org/10.54103/ai/19827.
GIULIANA BRUNO 30 AN-ICON
For some years now the activity of the artist in our society has
been trending more toward the function of the ecologist: one who
deals with environmental relationships. Ecology is the [...] pattern
of relations between organisms and their environment.1
How does an installation artist construct an
atmosphere? What are the “elements” of its architecture
– the visuals and sound – that design the ambiance of an
aesthetic environment? In other words, how does an art-
work express an “environmentality?” These questions are
central to my latest book, Atmospheres of Projection: Envi-
ronmentality in Art and Screen Media, and will be reprised
in this essay with regard to the topic of this publication.2 I
will address the relation between projection and environ-
mentality in the visual arts with the aim of questioning the
notion of immersivity and critiquing a strain of its dominant
discourse. I am interested in exploring whether we can
understand immersion as an atmospheric ambiance and
redefine it, critically, as a form of environmental projection.
We are indeed confronted today with various forms of envi-
ronmentalization.3 This phenomenon asks us to reimagine
the very ecology of immersivity.
I understand ecology, as Gene Youngblood
prefigured in envisioning an “expanded cinema,” to be a
fundamental form of environmental relation and related-
ness. Such a form of relationality needs to be considered
in the realms of history and geography in order to discern
how the phenomenon of environmentalization affects the
space of the visual arts and its transformations in time. In
this respect, I propose that we reconsider the early history
1 G. Youngblood, “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton,
1970): 346.
2 See G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media
(Chicago: University of Chicago Press, 2022), which considers the interrelations of projection,
atmosphere, and environment, linking “the projective imagination” to forms of “atmospheric
thinking.”
3 See A. Pinotti, “Towards An-Iconology: The Image as Environment,” Screen 61, no. 4 (Winter
2020): 594-603, https://doi.org/10.1093/screen/hjaa060.
GIULIANA BRUNO 31 AN-ICON
of projection to account for the changes in its environment
that are occurring in the arts and media of our time. I have
long argued that an environmentality is rooted in the gene-
alogy of the moving image in modernity.4 It was particularly
present in the panoramic visual culture that emerged at
the birth of the art of projection. The extensive phenom-
enon that involved spectators flocking to experience the
enveloping ambiance of a panorama might be considered
an early experiential form of immersivity.5 In an effort to
recast immersion in this historic setting and understand it
as a more panoramic and ambient situation, I will consider
the environmentality of this form of media archaeology. I
will do so in order to explore how a panoramic impulse is
furthered in contemporary moving-image projections in the
art gallery that call themselves immersive.
Such an exploration will redefine immersivity
in spatiotemporal terms as an atmospheric envelopment,
while analyzing the making of this ambient space in visual
art. In linking up the early environmental impulse of pre-
cinematic projection to the post-cinematic art installation
of our times, I will especially address issues of movement
and scale. I pursue this path of mobility and scaling to
question the passivity, inactivity, and individuality that is
usually attributed to immersivity, and to challenge a fixation
on the subject’s optical identification with the device that
produces immersion. In contrast to these views that often
color both the practice and discourse of immersion, I wish
to establish a much less static and more haptic paradigm
4 See G. Bruno, Atlas of Emotion: Journeys in Art, Architecture, and Film (London: Verso,
2002); and G. Bruno, “The Screen as Object: Art and the Atmospheres of Projection,” in C.
Iles, ed., Dreamlands: Immersive Cinema and Art, 1905-2016 (New York: Whitney Museum of
American Art, 2016, exhibition catalogue): 156-67.
5 On the subject of early immersive views, see, among others, A. Griffiths, Shivers Down Your
Spine: Cinema, Museum, and the Immersive View (New York: Columbia University Press, 2008).
GIULIANA BRUNO 32 AN-ICON
that emphasizes the relational activation of spectatorial
mobilities and the mobilizing force of atmosphere.
To this end, I will especially rethink the relation
between immersion and a specific architecture: the “mag-
nification” of the image. This phenomenon, first defined by
early film theorist and filmmaker Jean Epstein, has itself
today become magnified.6 In current popular and even the-
oretical discourses on virtual or augmented reality, there
is a tendency to believe that a large projective image nec-
essarily induces immersion. But do we really need to col-
lapse these two notions? Does magnification always imply
spectatorial immersion?
I am interested in pursuing other forms of ex-
perience that arise when confronting an ecology of scale.
Scaling has long been practiced in art history, where mag-
nification has gone hand in hand with miniaturization.7 And
large scale has not always manifested itself as an immersive
condition. Nor has it necessarily implied an affirmation of
the sublime, with its immersive vision of boundless infinity
and arresting effects of awe. In my view, the most interest-
ing way of understanding scale is in relation to other aes-
thetic histories and especially as an architectural practice.
This is because in architecture scaling is an essential tool
for building an environment. Hence a central question for
me is: What happens to a projective environment when
we scale? Can the effects of large forms of scaling imply
a critical awareness, a participatory relationality? Finally,
can immersion be redefined, more critically, as an active,
transformative form of absorption in an environment?
In recasting immersion in these different, more
dynamic environmental terms, I propose that we consid-
er its perceptual affects as well as effects. For immersive
6 See J. Epstein, “Magnification and Other Writings,” October, no. 3 (Spring 1977): 9-25,
https://doi.org/10.2307/778434.
7 For a treatment of scale in art history, see J. Kee, E. Lugli, eds., To Scale (Oxford: Wiley
Blackwell, 2015).
GIULIANA BRUNO 33 AN-ICON
effects are indeed affects. To be aesthetically absorbed in
space mobilizes a particular affect: a feeling of empathy
and sympathy with the space itself – the atmosphere – in
which one is immersed. As an aesthetic practice, absorp-
tion engages an empathic “projection” into an environment.
It is a form of envelopment in an atmosphere. And thus, to
move away from optical immersivity toward an awareness
of this atmospheric environmentality, I suggest in my book
turning to theories of empathy and sympathies with space,
and advancing their discourse in contemporary ways.8
Let me simply mention here the writings of
Theodor Lipps, who developed a vision of Einfühlung, or
in-feeling, as a spatial empathy, and whose notion of em-
pathic projection in ambiance possessed an atmospheric
quality and tonality that aligns closely with the discourse
on Stimmung.9 This atmospheric, tonal interpretation of the
transmission of affects in art has been inspirational to my
work, and some aspects of empathy and sympathy appear
to be returning, with different interpretations, in other new
materialist, “sympathetic” forms of aesthetic philosophy.10
With the specific aim here of expanding the
projective reach of absorption in aesthetic space, one might
turn in particular to “the laying bare of empathic projec-
tion” as recently reconsidered by Michael Fried.11 The art
historian has long been interested in the “the invention of
8 For further articulation of this subject, see G. Bruno, Atmospheres of Projection, especially:
chapters 2-3.
9 See, among others, T. Lipps, “Empathy and Aesthetic Pleasure” (1905), in K. Aschenbrenner,
A. Isenberg, eds, Aesthetic Theories: Studies in the Philosophy of Art (Englewood Cliffs NJ:
Prentice-Hall, 1965): 403-12; H. F. Mallgrave, E. Ikonomou, eds., Empathy, Form, and Space:
Problems in German Aesthetics, 1873-1893 (Santa Monica: Getty Center for the History of Art
and the Humanities, 1994).
10 See J. Bennett, “Of Material Sympathies, Paracelsus, and Whitman,” in S. Iovino, S.
Oppermann, eds., Material Ecocriticism (Bloomington: Indiana University Press, 2014): 239-52;
J. Bennett, Influx & Efflux: Writing Up with Walt Whitman (Durham NC: Duke University Press,
2020).
11 M. Fried, “The Laying Bare of Empathic Projection,” in Four Honest Outlaws: Sala, Ray,
Marioni, Gordon (New Haven CT: Yale University Press, 2011): 205-15. For a different
interpretation of empathy in art, grounded in the political force of trauma and sensitive to
its cultural memory, see J. Bennett, Empathic Vision: Affect, Trauma, and Contemporary Art
(Stanford CA: Stanford University Press, 2005).
GIULIANA BRUNO 34 AN-ICON
absorption:”12 what he calls “a powerful mode of emotional
communication [that] can be actuated by absolutely mini-
mal physiognomic and gestural means.”13 Such a minimal,
non-representational form of “empathic projection” com-
municates an atmosphere of inner absorption. It is interest-
ing that Fried borrows the term “empathic projection” from
the philosopher Stanley Cavell, for whom this is a path for
overcoming the borders of separation and creating “a seam
in human experience.”14
If understood as such a projection, an immer-
sive process can create relational seams that are atmo-
spheric joinings and affective joints. To perceive empathy
with space is to sense the ecology of its atmospheric, situ-
ational existence in time. This experience of an atmospheric
tonality has the connective capacity to bridge the divide
between subjects and objects. An empathic absorption
in an environment further connects the human and the
nonhuman, creating an experiential seam between the an-
imate and the inanimate. If we become attuned to sensing
immersivity as such an active, interstitial space of relation,
we can access an ecology of relationality that is not con-
fined to anthropocentric modalities. Environmentality, then,
offers a way not only to reclaim empathic projection in art
but to project it into larger ecologies.
In the form of “empathic projection” practiced
in the art of cine-projection, the work of technology extends
to the surroundings, and this affects its atmosphere. The
projective apparatus itself plays an important part in this
process of absorption. A deeper absorptive modality sur-
faces in environmental artworks that do not hide their own
12 M. Fried, “Four Honest Outlaws:” 208.
13 M. Fried, The Moment of Caravaggio (Princeton NJ: Princeton University Press, 2010): 76-7.
14 S. Cavell, The Claim of Reason: Wittgenstein, Skepticism, Morality, and Tragedy (New York:
Oxford University Press, 1999): 425.
GIULIANA BRUNO 35 AN-ICON
projective mechanism in their temporality and spatiality.15
The energy of a diffused projective empathy is mobilized
when a self-reflexive technology reveals its own mechanism
at play, laying it bare and activating it in ambiance. If we
recast immersivity with this sense of environmentality – that
is, with awareness of the cultural techniques that make it
possible – we can discard the prevalent human-centric, per-
spectival position that pervades most immersive discours-
es. We can overcome the fixation on the human subject’s
visual identification and singular preoccupation with the
projective apparatus, especially those of VR or AR, to focus
instead on the inanimate, the environment, and the natural
realm. It is time to stop putting individuality and opticality
at the center of immersivity, and to pursue a more critically
aware, haptic field of empathic projections. In this way, a
different ecology of immersivity and relationality can rise to
the surface in enveloping forms of environmental screening
that link the “projective imagination” to an “atmospheric
thinking.”
Environmentality and Empathic
Projection in Art
Having laid out my theoretical premises, let me
now turn to an artistic practice that is in line with what I have
proposed. I like to think closely, along and through the work
of contemporary artists who perform analytical gestures of
environmental projection. Hence, I will pursue my critical
argumentation about immersion by navigating through the
work of the Danish-born, New York-based artist Jesper Just,
whose forms of empathic projection express an atmospher-
ic thinking. I will specifically address the manifestation of
15 On this subject, see K. Wilder, “Projective Art and the ‘Staging’ of Empathic Projection,”
Moving Image Review & Art Journal 5, no. 1-2 (2016): 125-40, https://doi.org/10.1386/
miraj.5.1-2.124_1. Wilder analyzes in particular the experimental landscape films of Chris
Welsby.
GIULIANA BRUNO 36 AN-ICON
scale and the magnification of the image in these works
to challenge the notion that these are totalizing immersive
conditions. His work will also enable us to rethink a crucial
architectural component of immersivity: the design of an
installation.
A projection that is “environ-mental” – that cre-
ates a psychic atmosphere of empathy with space, its size
and motion – arises in the ambiance of Just’s moving-image
installation This Nameless Spectacle, presented several
times since 2011. This is due to the self-aware design and
spatial construction of the installation. As viewers walk into
the gallery space, they confront two very large screens
that face each other. Each screen measures approximately
twenty meters in length by five meters in height. As they
are also placed more than twenty meters apart, it is hard
to escape the sense of magnitude of this projection.16 The
massive scale of the installation provokes a physical re-
action, demanding that the viewers become not simply
immersed but rather “incorporated” into it. Indeed, one
cannot help being absorbed into the space of this projec-
tion, empathetically enveloped in its atmosphere.
To understand what is going on in this magni-
fied ambiance of projection, gallery viewers must position
themselves in the midst of this moving work and negotiate
a space between the large ambient screens. Moving along
the course of the gallery, not only a physical displacement
but also an imaginary motion takes hold of one’s body. A
form of “empathic projection” is triggered here because
the work lays bare its exhibitionary mechanism, showing
off its magnificent projective scale in moving form.
Confronting this particularly large species of
screen, and the distance that both isolates and unites the
16 This Nameless Spectacle was conceived and exhibited with these dimensions as part of
the monographic exhibition This Unknown Spectacle, devoted to the work of Jesper Just, on
view October 21, 2011-February 5, 2012, at MAC/VAL, Musée d’Art Contemporain du Val-de-
Marne, France.
GIULIANA BRUNO 37 AN-ICON
two screen entities, one’s habitual relation to space, even
the space of one’s body, changes. Different types of scal-
ing are confronted, haptically sensed, resulting in a sculp-
tural experience of screen architecture. As the projective
screen becomes a sculptural object, it impels the viewer
to become more aware of volumes. One constantly has to
measure the scale of one’s body against the scale of this
milieu of projection.
Corporeally absorbed in the space of this vid-
eo work, rather than being optically, passively immersed,
viewers physically experience a form of spatial, even atmo-
spheric “perturbation.” Nothing is static on these encom-
passing screens, including the landscape they present. At
the beginning of the film, the camera tracks through the
space of a park. An atmosphere blossoms into being here:
as the light shimmers on the leaves of trees for a long while,
the sound of movement can be heard. You follow the sound
cue that propels you to continue through the space of the
park, sensing its atmosphere, breathing its “air.”17 There is
a breeze, and the tree branches tremble and quiver. The
motion of leaves in the wind on one screen always finds
corresponding atmospheric movement on the other. These
screens, you discover, always move in unison, often giving
the impression of a movement advancing through space.
Different views and vistas are presented, and you feel as if
you were actually “tracking” through the park, sympathet-
ically absorbing its atmospheric scenery.
17 As further developed in Atmospheres of Projection, an “air” is here understood to be the
atmosphere of a site, and an affect that affects us. On the effects of air in painting, see G. Didi-
Huberman, “The Imaginary Breeze: Remarks on the Air of the Quattrocento,” Journal of Visual
Culture 2, no. 3 (2003): 275-89, https://doi.org/10.1177/1470412903002003001; S. Connor,
The Matter of Air: Science and Art of the Ethereal (London: Reaktion, 2010).
GIULIANA BRUNO 38 AN-ICON
Panorama of a Historical Movement,
while Absorbed in the Atmosphere
of a Park
A park [is] a process of ongoing relationships existing in a physical
region [...] a “thing-for-us.”18
As you navigate the sea of images of this en-
vironment, you end up displaced back in time as well as
destabilized by atmospheric perturbations. The scale of
the installation space communicates a geology of strat-
ified temporalities and nonlinear times. With This Name-
less Spectacle, Just has created a post-cinematic ride that
takes us inside the prehistory of large-scale visual display.
As it transports us through the atmosphere of the park, it
leads us to rediscover the environmental configuration of
modern visual culture and the emergence of a form of im-
mersive projection from its very atmosphere.
The point of entry that Just stages for This
Nameless Spectacle is the Parc des Buttes Chaumont, a
public garden, developed as part of the plan for remodel-
ing the urban fabric of Paris directed by Georges-Eugène
Haussmann. The manner in which Just films in this park,
employing scale and movement in its depiction, reveals the
cultural ambiance of environmentalization of which the park
is a part. In the nineteenth century, an ambient movement
arose across diverse cultural expressions, including land-
scape design. Moving along the path of modernity from
view painting to garden views, from travel sketches to itiner-
ant viewing boxes, from panoramas and other geographical
“-oramas” to forms of interior/exterior mapping, from the
mobile views of train travel to urban promenades, a trans-
formative experience of spatial absorption was born. This
18 R. Smithson, “Frederick Law Olmsted and the Dialectical Landscape,” in N. Holt, ed., The
Writings of Robert Smithson, (New York: New York University Press, 1979): 119.
GIULIANA BRUNO 39 AN-ICON
new geography was the product of a “panoramic vision”
that dynamically reconfigured the environment.19
In this novel geovisuality, sites were set in mov-
ing perspectives, expanding both outward and inward as
they were absorbed and consumed in movement by the
spectator. This new ambient sensibility engaged the phys-
icality of the observers, challenging their ability to take in
a mobilized space. And from this moving panorama at the
end of the nineteenth century a new observer emerged
in the persona of the film spectator, a body empathically
“projected” into an environment of moving images.20
With This Nameless Spectacle, Jesper Just im-
pels us to travel back to this history of “site-seeing.” He
employs a panoramic mode of spatio-visual construction,
and does so to expand the potential of this precinematic
history in our times. Absorbed in this projective space, one
can experience in particular the sense of scale and the at-
mospheric touch of garden vistas. Garden views created
the experience of embracing an environmental terrain, and
of being enveloped in its ambiance. They combined a sen-
sualist theory of the imagination with a touch of physicality.
The garden designs of modernity engaged the corporeality
of the body in the moving absorption of an environment.
Automata, sculptures, and playful fluid mechanisms that
included fountains and watery landscapes enhanced this
natural atmospherics, as is the case with the Parisian park
Just films. The vistas themselves incited viewers to move
into the transformation of an ambiance. Ultimately, then,
19 See W. Schivelbusch, The Railway Journey: The Industrialization of Time and Space in the
Nineteenth Century (Berkeley: University of California Press, 1977).
20 For a more extensive treatment of the history of modern, mobilized space, see, among
others, G. Bruno, Atlas of Emotion; A. Friedberg, The Virtual Window: From Alberti to Microsoft
(Cambridge MA: MIT Press, 2006); F. Casetti, Eye of the Century: Film, Experience, Modernity
(New York: Columbia University Press, 2008); L. Charney ,V.R. Schwartz, eds., Cinema and the
Invention of Modern Life (Los Angeles: University of California Press, 1995).
GIULIANA BRUNO 40 AN-ICON
landscape offered the body an ever-changing experience
of atmospheric spatio-visual display.
As one ponders the origin of this embracing
space – a landscape of “atmospheric screening” – one
realizes why Just chose this setting for This Nameless
Spectacle. This is an installation that enhances the mate-
rial apparatus of visual display to create an environmental
projection. Landscape is not at all a simple background
here but rather the moving core of a technology of projec-
tion that self-reflexively incorporates a historical setting in
its very ambiance. Its design holds within itself the actual
movement in space that led from garden views to the es-
tablishment of the filmic screen as a place for pictures to
be “sensed” in projective, atmospheric motion.
This Nameless Spectacle reminds us that the
garden, like the cinema, is not an optical but a haptical af-
fair, inviting empathy with space. The picturesque garden,
in particular, was the place that historically “enable[d] the
imagination to form the habit of feeling through the eye.”21
It was an affective “mode of processing the physical world
for our consumption.”22 This modern landscape initiated a
form of immersivity that is a virtual form of touch, putting
us “in touch” with inner space and engaging all senses syn-
esthetically in shifting sensations of ambiance. Empathic
projection would be felt as one’s interiority was mobilized
in the process of relational connection with the natural site.
A reciprocal, sympathetic relation with the nuances of am-
biance was thus established in architecting the atmosphere
of the garden.
In moving through the Parisian park in This
Nameless Spectacle, Just retraces this ambient genealogy
of modernity: the mobilization of atmosphere, understood
21 C. Hussey, The Picturesque: Studies in a Point of View (London: G. P. Putnam’s Sons,
1927): 4.
22 J. Dixon Hunt, Gardens and the Picturesque: Studies in the History of Landscape
Architecture (Cambridge MA: MIT Press, 1992): 4.
GIULIANA BRUNO 41 AN-ICON
also as affective ambiance, in an environmental process
that traveled from landscape design to cine-projection. In
this ambient sense, as the shimmering light of the projec-
tion, the breath of air, and the motion of the wind come to
be virtually sensed on one’s skin, a real atmospheric “per-
turbation” can be felt in the installation. Even an effect of
weather arises in this empathic projection. And so environ-
mental phenomena that are present in a natural landscape
come to join the very atmosphere of projection.
Environments of Projection:
A Digital Mareorama
Announcing an upheaval in the relation of art to technology, pan-
oramas are at the same time an expression of a new attitude
toward life.23
In the context of this environmental panorama,
the technique of projective display of This Nameless Spec-
tacle is also to be considered, especially as it regards ab-
sorption in scale. The spatial arrangement of the work, set
on two large screens that appear to roll out moving images
for a spectator in their midst, mediates a haptic, atmospher-
ic communication that clearly reinvents modernity’s pan-
oramic forms of immersive exhibition. This contemporary
mode of enveloping display exhibits a fluid technological
history of environmentality, especially in its way of mobiliz-
ing scale. In its gigantic mobility, it specifically recalls the
technique of the “moving panorama.”
A product of nineteenth-century’s exhibitionary
culture, the panorama form is usually associated with enor-
mous paintings exhibited in circular spaces, surrounding
23 W. Benjamin, “Paris, the Capital of the Nineteenth Century (Exposé of 1935),” in The
Arcades Project, trans. H. Eiland, K. McLaughlin (Cambridge, MA: Belknap Press-Harvard
University Press, 1999), 6.
GIULIANA BRUNO 42 AN-ICON
the observer with the weight of their scale.24 One applica-
tion of this giant form of display included movement. In-
spired by the circular panorama, the moving panorama was
particularly engaged with geography.25 A popular form of
entertainment across Europe and the United States, mov-
ing panoramas offered spectators the sensation that they
themselves were being transported as images of space
scrolled panoramically before their eyes, with sound and
light effects that enhanced the overall sense of transport.
The apparatus of display played an import-
ant part in the construction of this absorbing geography,
which was not merely representational. A framed fabric of
drawable curtains, moved by a mechanical cranking system,
could suffice to produce the effect of a moving screen, turn-
ing into an enveloping scrolling screen. But more complex
mechanisms were also devised, and the most advanced
were exhibited at the 1900 Exposition Universelle Interna-
tionale, in Paris. The Stereorama, for one, let spectators
imagine they were taking a sea voyage, sailing along the
Mediterranean coast, aboard a ship rocked by waves. This
elaborate form of environmental display involved a feat of
technological imagination and execution. The point of this
technique of moving exhibition was the scale of motion.
“Unlike the usual panoramas,” as a contemporary article
tells us, “the background is painted on the outer mantle
of a slowly revolving cylinder with a wide protruding edge
carrying forty concentric sheet-metal screens four inches
in height on which the waves have been painted.” As for
the screens, they “are moved up and down by an electric
24 See, among other works, R. Hyde, Panoramania! The Art and Entertainment of the “All-
Embracing” View, (London: Trefoil-Barbican Art Gallery, 1988, exhibition catalogue); S. Bordini,
Storia del panorama. La visione totale nella pittura del XIX secolo (Rome: Officina Edizioni,
1984); K. Trumpener, T. Barringer, eds., On the Viewing Platform: The Panorama between
Canvas and Screen (New Haven CT: Yale University Press, 2020).
25 As media archaeologist Erkki Huhtamo shows in his comprehensive history of these
panoramas, motion, both virtual and actual, was an essential sensory component of this
particular precinematic form, which produced kinesthetic effects in the audience. See
E. Huhtamo, Illusions in Motion: Media Archaeology of the Moving Panorama and Related
Spectacles (Cambridge MA: MIT Press, 2013): 46-54.
GIULIANA BRUNO 43 AN-ICON
motor through a linkage system including rods, hinges, and
wheels.” 26
Considering this history of exhibition, we can
venture to propose that the invention of the projection of
moving images on a screen, and the function of active
immersivity that is reinvented today, arose from the scale
of the enterprise of the moving panorama, which not only
produced scrolling motion and waves of perturbation but
was also an itinerant medium.27 Spectators were offered
the virtual sensation of being absorbed in a journey through
the shifting atmospheres of a landscape.28 With this public
spectacle, open to the environment, a majestic, virtual form
of imaging atmospheric change took hold of one’s body.
The panoramic object of display, capable of offering the
pleasure of scrolling through an ambiance, thus created
the material condition of existence of the cinematic screen
as itself a space of atmospheric projection.
The projective screen, then, did not come into
being as a small, flat, frontal, windowed geometry, as is
usually assumed is some media studies, but rather as a
gigantic geographic and moving display.29 In other words,
the screen emerged as an environmental medium. It is im-
portant to acknowledge this lack of frontality, fixity, and
flatness in early forms of screening, and to underscore an
expansive milieu of volumetric plasticity and movement, if
we wish to rewrite the genealogic course of the projective
26 “Die neuesten Panoramen,” in De Natuur (1900): 257-58, as cited in S. Oettermann, The
Panorama: History of a Mass Medium (1980), trans. D. L. Schneider (New York: Zone Books,
1997): 177.
27 This was an apparatus of haptic mobility, for it not only produced scrolling motion and
waves of perturbation with its mechanism but was also an itinerant medium. It was often taken
from place to place by itinerant showmen.
28 A particularly precinematic development of this traveling medium, also presented at the
Exposition Universelle in Paris, was the exhibition Trans-Siberian Railway Panorama, which
simulated a trip from Moscow to Beijing aboard the famous railway. A succession of images
of the diverse environment viewers were imaginatively traversing appeared as if rolling past a
framed window of the train car.
29 In arguing that the screen performs an environmental operation, and challenging a narrow
interpretation of its geometry, I specifically respond to claims put forth in L. Manovich, “The
Screen and the User,” in The Language of New Media (Cambridge MA: MIT Press, 2001): 94-
115.
GIULIANA BRUNO 44 AN-ICON
apparatus as a set of environmental operations. It is crucial
as well to stress for my argument regarding the atmospher-
ic ecology of visual display that, in the moving panorama,
atmosphere was not only displayed but cultivated. The
display constituted an environment in itself, and it was ca-
pable of registering change in the atmosphere of a site.
The changes in ambiance were at times en-
hanced by cutouts that depicted objects in the surround-
ing scenery, moving in zones that extended from the fore-
ground to trees far out in the field. Rotating in endless
loops around the scrolling canvas of the panorama, these
cutouts “projected” a sense of depth to the transformation
of the landscape. Multiple backdrops operated at different
speeds to create a sense of rolling vistas, with the added
effect that the differences in speed between each of them
created variable combinations of scenes. In this display,
which turned a means of transport into the emerging cin-
ematic screen, endowing it with the ability to modify an
ambiance, the scale of the display was as relevant as the
rolling, diffracted, dispersed movement.
An Oceanic Voyage from Postcinema
to Precinema
As this form of “projective imagination” merged,
at time of modernity, with an “atmospheric thinking,” a
projective future was also envisaged, for inscribed here is
also the kind of magnification that characterizes display in
our digital age. As we ponder the elaborate construction
of Just’s This Nameless Spectacle, it becomes evident that
his giant installation has, built into it, a mechanism that
reinvents the environmental history of projective display
we have just outlined. In its digital configuration, it cre-
ates virtual traveling through atmospheres that reenact the
GIULIANA BRUNO 45 AN-ICON
immersive ambiance and environmentality of the moving
panorama.
The perambulating movement through the Parc
des Buttes Chaumont recalls in particular the function of
the early roll transparencies created by Louis Carrogis de
Carmontelle, representing the moving vistas of the Parc
Monceau, near Paris.30 But it is not only the motion of the
representation that creates the emotion and triggers the
empathic projection with the garden space but also the
moving mechanism of the projective dispositif, and espe-
cially its scale. The corresponding, diffracted motion that
occurs in the space of the installation, not simply on but
between the two large screens that face each other, is
laid bare, and it is closely connected to the empathy with
space created in a particularly absorptive form of moving
panorama.
The configuration of Just’s moving-image in-
stallation recalls especially the dynamic, atmospheric use
of display that characterized the environment of the Mareo-
rama.31 This was a spectacular form of moving panorama
that used two “screens” simultaneously, rolling out a set
of moving scenes that simulated the atmosphere of a voy-
age at sea. Spectators were positioned in the middle of
the display, aboard a ship, which rocked back and forth to
enhance the sensation of motion and perturbation of being
projected into the natural environment of a seascape. An
article written at the time tells us that
the plan for the Mareorama presented [...] two screens, each 2,500
feet long and forty feet in height [...] to be unrolled,” with “a double,
swinging movement [that] was to be imparted to the spectator’s
platform which was shaped like a ship.
30 See E. Huhtamo, Illusions in Motion: 40-6.
31 The topic of the moving panorama was discussed in an interview with the artist in New
York on September 16, 2011. Just has generously shared his artistic process with me on
several other occasions, for which I thank him.
GIULIANA BRUNO 46 AN-ICON
The scale of the scrolling screens was grandi-
ose, for “215,000 square feet of screen was to be unrolled
before the visitor’s eye.” And the movement produced was
impressive and destabilizing: “One of the screens moves
on the port side, the other on the starboard.”32 In addition
to this mechanics of perturbation, elaborate effects repro-
duced atmospheric changes related to different times of
day and rendered shifts in weather and actual perturbations.
Absorption in the Mareorama was an experi-
ence of unfolding events in a floating, situational ambiance
– even in climatic perturbation – precisely as happens in
Just’s installation. Viewers were sandwiched between two
giant, moving screens that enhanced the sensation of tak-
ing in an atmosphere and experiencing its changing states.
All the kinesthetic effects made the visitors to the space of
the Mareorama not only feel the motions but empathize with
them. In a similar manner, spectators of Just’s installation
who negotiate their own movement between complex ap-
paratuses of rolling projective display, do so kinesthetically,
imaginatively, and virtually as well as with actual motion.
In This Nameless Spectacle, architectural mag-
nitude contributes greatly to the empathic absorption in the
shifting, fluid ambiance, that is, in the environment itself
of the projection.33 The Mareorama “ship” could accom-
modate seven hundred spectators. Just’s double-screen
movement likewise relies on the scale of the gallery in which
it is exhibited, and on a physically grandiose sense of space
that underscores the environmental root of the emergence
32 S. Oettermann, “Die neuesten Panoramen,” in The Panorama: 179.
33 Although conceived in the extremely large format discussed, the screens have been
adapted to the architecture of the gallery site for subsequent exhibitions. A reduced scale, for
instance, at J. Cohan in New York in 2012, created a more intimate feeling for the spectator,
who was sandwiched between the still-large screens of the mareoramic display.
GIULIANA BRUNO 47 AN-ICON
of projection in forms of giant, moving display.34 The Mareo-
rama ultimately magnified the sensory, sympathetic impact
of exposure to an affecting atmosphere; following its cur-
rents, Just’s own liquid mode of exhibition activates this
ambient “sense” of display in installation form in its own
empathic projection. Laying bare the projective dispositif
that turns the gallery space into a moving vessel, it makes
it into a vehicle of atmospheric perturbations. In this sense,
the space of the art gallery constitutes a real part of the
installation, and the persona of the gallery viewer becomes,
quite poignantly, “installed.”
On this screen interface, the turn of the last
century thus joins the beginning of the new millennium in a
reflection on the environment of projection and its cultural
ecology. Just links together the energy of potentiality that
characterized the space of visual display in early modernity
with the potential expressed today when experimenting
environmentally with digital technology. The artist not only
shows us how central the environment of projection is in
our time but argues that the desire for absorption in geo-
graphic display is truly enduring. Ultimately, This Nameless
Spectacle demonstrates how the large-scale architecture
of the screen has traveled across time in projection while
exhibiting the screen itself as an environment, even an am-
bient architecture – the atmospheric form in which projec-
tion comes into being, and can even dissolve.
34 Just’s installation returns us to that historically dynamic, multiple form of ambient display
without, however, reproducing the construction literally. He does not exhibit the actual
machine or mechanism that is at the origin of the work but rather incorporates the scale of
the Mareorama and its movement across screens in the physical spatiality of the installation,
which encompasses the transit of viewers in gallery space. In this sense, the installation does
not follow the trend of display that has been spreading since the arrival of the digital age, in
which artists have taken to exhibiting outmoded forms of visual technology in the gallery. Just
does not belabor the obsolescence of the cinematic apparatus or its panoramic predecessor
or show any sense of nostalgia for older forms of display. This Nameless Spectacle rather
works at historicizing from within, reinventing the possibilities of screening expressed by the
moving, modern mode of ambient display that gave rise to the cinematic era of projection.
GIULIANA BRUNO 48 AN-ICON
Scaling an Environment
As screens become prominently incorporated
into both our private and public lives, the work of scalar
reinterpretation that Just pursues becomes particularly sig-
nificant, for a reinvention of the act of screening in the en-
vironment is especially pressing today. Screens proliferate
in widely different forms in our surroundings. They have
decreased in size, becoming more portable: computers,
smart phones, and iPads, which enable us to scroll hapti-
cally, now travel with us at all times as our personal pan-
oramas. The rise of the miniature form goes hand in hand
with magnification. In contrast to the shrinking size of our
personal screens, we are witnessing an increasing use of
the gigantic as screens have become especially magnified
in the spectacle of three-dimensional exhibition.
Digital technology has enlarged the possibilities
of projection in expanded cinematic forms of immersivity.
Large-scale panoramic forms of projection, such as LED
video walls, proliferate and have changed the very pan-
orama of our environment, creating a veritable immersive
screenscape.35 The technique of 3-D projection mapping,
in particular, can turn an entire building or landscape into
a screen environment.36 Heirs of the atmospheres of “son
et lumière” shows, and of modernity’s dioramas and pan-
oramic spectacles, these magnified projections can even
design a performative environment. A haptic, immersive
landscape is digitally fashioned as the façade of an edifice
35 On the urban screen, see, among others, S. McQuire, M. Martin, S. Niederer, eds., Urban
Screens Reader (Amsterdam: Institute of Network Cultures, 2009); N. Verhoeff, “Screens in the
City,” in D. Chateau, J. Moure, eds., Screens: From Materiality to Spectatorship (Amsterdam:
Amsterdam University Press, 2016): 125-39; C. Berry, J. Harbord, R. Moore, eds., Public
Space, Media Space (London: Palgrave Macmillan, 2013).
36 S. Chakravorty, “Spaces of Spectatorship: Architectures of the Projected Image,” Polished
Panels 1, no. 2, Mediapolis: A Journal of Cities and Culture (March 7, 2016), http://www.
mediapolisjournal.com/2016/03/spaces-of-spectatorship-architectures-of-the-projected-
image/, accessed August 30, 2023. In projection mapping, a two- or three-dimensional object
is spatially mapped by using specialized software that mimics the real environment it is to be
projected upon. This software can interact with a projector to fit any desired image onto any
surface, small or large.
GIULIANA BRUNO 49 AN-ICON
turns into a projective skin. Cities are punctuated by these
seductive large-scale projective envelopes that create am-
biance.
But in projection mapping, the idea of an en-
vironment of projection risks becoming literalized. If the
ambiance of projection is remapped in a reductive way, the
notion of ambient media itself shrinks. The effects of media
façades created in literal ways are often questionable, as
“ambient” begins to take on environmental connotations
that are pacifying and not far removed from commerce.37
After all, large-scale projection mapping is mostly used,
contiguously with artistic and urban-branding pursuits, by
publicity and advertising firms. Basking in the glow of giant
projections can lead to opiate effects or the simple encour-
agement of consumption as opposed to the production of
engagement and perturbation.
As the ambiance of projection is being trans-
formed by digital technology, artists are increasingly re-
sponding creatively and critically to these issues of the
sculptural and panoramic scale of immersive projection.
Just, for instance, critically exposed how large-scale projec-
tion transforms the urban environment with the projection
of his Servitudes (2015), a cinematic, architectural work
consisting of eight sequences filmed in and around the
World Trade Center in New York. Originally conceived for
the subterranean gallery space of the Palais de Tokyo in
Paris, this filmic work was scaled up in November 2015
and displayed on a series of large electronic billboards
on the building façades of New York’s Times Square. In
2019, the same work was also projected onto layers of
semitransparent fabric in yet another geographic location,
in museum space – a fact that makes one question the
function of scaling as well as further reflect on the nature
37 For a critical reading of the ambient, see P. Roquet, Ambient Media: Japanese
Atmospheres of Self (Minneapolis: University of Minnesota Press, 2016); S. Kim-Cohen,
Against Ambience and Other Essays (London: Bloomsbury, 2016).
GIULIANA BRUNO 50 AN-ICON
and fabric of projection in relation to its specific geography
and location.38
Projecting a Global Urban Scale
These experiments on the vast projective po-
tential of digital technology thus force us to rethink the issue
of large-scale immersive projection in light of its own com-
plex history. It is particularly urgent to ask ourselves ques-
tions about the nature and consequences of scaling. What
changes in an environment of projection when subjected
to different scales? How does scale change the nature of
the screen itself as an object? What kinds of projection,
understood as forms of cultural transmission, does mag-
nification comport?
With this variability of scale, Servitudes rein-
forces the penchant for “empathic” projection that Just
exhibited in his earlier works, for, as we have noted, this
process is set in motion when works actively lay bare their
own projective mechanism rather than keeping it static and
invisible. Intercourses, which premiered at the 2013 Venice
Biennale, took this up at a global scale.39 This five-channel
video and installation was set in a suburb of Hangzhou,
China, that has been built as a replica of Paris, France. The
38 When this work was commissioned by Paris’s Palais de Tokyo for their expansive
subterranean gallery space, Just began to research the exhibition hall, which dates from
Paris’s 1937 world’s fair. The 2015 projection of Servitudes in New York’s Times Square was
part of Times Square Arts, the public art program of the Times Square Alliance. Servitudes
was installed on semitransparent screen fabric in Kunsthal Charlottenborg in Copenhagen,
Denmark, June 15 - August 11, 2019.
39 Reflecting on how a pavilion at the Biennale represents a country inside another country,
Just engaged the architectural configuration of this conflated projection and intervened in
the site of the Danish Pavilion, itself a composite structure. By walling in the grand entrance
of the building’s neoclassic façade, he enticed viewers to walk around the colonnade and
enter instead through a courtyard, which ushered them inside the modernist part of the
pavilion. Here, the interior space had been transformed into a construction site. Walls built
from concrete cinder blocks created another architectural path within the already hybrid space
of the pavilion. The rough, impermanent fabrication of the concrete blocks lent a sense of
eeriness to the site: though it appeared to be a place in the making, it felt as if it were already
in ruins. In constructing an installation space that evoked the atmosphere of a ruin in progress,
Just made material the layered process inherent in the imaginary fabrication of such sites,
closely engaging their imaginative “projections.”
GIULIANA BRUNO 51 AN-ICON
large scale of the projection inside the pavilion created a
feeling of cultural displacement. In it, three Black men me-
ander in a desolate ambiance of empty streets, uninhabited
façades, and unfinished staircases that lead nowhere. This
Paris imagined in China had a postapocalyptic feeling, even
a quasi–science fiction dimension, despite actually being a
real place. The projected images worked together with the
architectural design of the pavilion to instill in us a concrete
sense of how a global urban imaginary is made, and what
scale this process has assumed. What is performed and
projected here is a becoming of global scale – a state that
contains processes of dislocation, hybridization, and entropy.
Intercourses is named after that which lies in
between: relational things like processes of interstitial con-
struction. It deals with the actual process of projection as
a space of relation and intermediation. In this sense, it fol-
lows the course of Just’s investigation of environmentality
as a magnified psychogeography. The very magnitude of
the exhibition space drives a navigation of atmospheres,
engaging viewers in the scale of the destabilizing projec-
tive ambiance in which they are themselves empathically
projected.
Intercourses confronts even more directly than
This Nameless Spectacle the effects and affects of the tech-
nology of scaling in contemporary digital culture. This is a
work of actual scalar construction, for its five screens have
different configurations that generate further geographic
dislocation through their differing positions in space and
angles of view. Moreover, this Paris-in-China suspended
between states of ruin and construction offers projections
that can vary radically in size, from one to fifteen meters,
depending on the site of the installation.
In such a way, Just questions the different
forms of screen scale that proliferate in our digital envi-
ronment. In laying bare the architecture of the projective
GIULIANA BRUNO 52 AN-ICON
mechanism, he triggers a critical response to the cultural
phenomenon of variable screen size, making us reflect on
how miniaturization relates to magnification in digital cul-
ture. By confronting what happens in the process of scaling
up or down, from one size to the other, he creates cultural
awareness of the state of screening today while exhibiting
the process itself of flexible projection. This architectural
scaling makes gallery viewers aware of the very architec-
ture of screening, and especially attuned to how ambiance
changes in scale.
Furthermore, for Just, large scale does not
consist in simple magnification or simplistic immersivity.
The magnitude of the largest screen in Intercourses, rather,
challenges the conventional use of magnitude in film.40 Less
associated with figurative facial close-ups, as is traditionally
most often the case in cinema, it is more attuned to the
vastness and complexity of the geographic and cultural
landscapes it renders. Scale is here also anything but mon-
umental and does not constitute a direct correlate of the
aesthetic of the sublime, so often evoked when speaking
of immersion. Rather than monumentalizing its own object,
the large scale of the projection takes the gallery viewer
into an ambiguous affective and cognitive space that asks
for attentive, even contemplative absorption – displaying
a critical form of empathic projection.
This process of projective absorption in scale
leads to deciphering the geographic hybridity of the site
shown on screen while enveloped in the siting of the pro-
jection. After all, wandering through a look-alike Paris with
French actors of African descent, one could easily believe
that this is in fact Paris – and that would be an acceptable
response. But if, galvanized by the scale of the large screen,
the installation viewer scans the surface and “screens” the
40 On magnification and the close-up in film, see M. A. Doane, Bigger than Life: The Close-up
and Scale in the Cinema (Durham NC: Duke University Press, 2021).
GIULIANA BRUNO 53 AN-ICON
space closely, she can sense that something is off: the ur-
ban scale here is quite different than that of Paris. As one
tunes in to surface, scale, and atmosphere, scanning the
big screen, and further notices the presence of Chinese
inscriptions or too many air conditioners dotting the build-
ing façades, one can finally understand how, working with
and against architecture, inhabitants of this replica of Paris
in China, located in the district of Tianducheng, adapt the
space to their own use.
In Intercourses, then, Just enhances scale as
a geography, detecting defining nuances in ambient pro-
jection and working with dimension in culturally affecting
ways that defy the simple effect of immersive viewing. Here,
immersion is not understood, as conventionally assumed,
to produce virtual illusion but, rather, spatial awareness. As
was the case in This Nameless Spectacle, the artist also
works specifically against the astonishing use of magni-
fication one finds in digital hyperrealism, with its purely
spectacular effects of immersivity.41 For Just, scale rather
functions as a real environmental modality. His installations
invite close discernment of the surrounding space and en-
gage contact with the larger environment. They resist using
scale as a building block to create virtual monuments and,
working with movement and active screening, also resist
the arresting sense of awe associated with boundless im-
mersive magnitude. In other words, Just is an artist who
does not fall into the trap of large projection as mere man-
ifestation of a technological sublime.
Jesper Just’s critical investigation of this press-
ing subject of immersivity finds correspondence in the prac-
tices of other artists who are attentive to scale, reconfigure
scalar paradigms, and also engage the panoramic form of
exhibition as a projective environment. In a compelling way,
41 This reminds us that, as Susan Stewart suggested long ago, “the gigantic” is a particularly
enveloping notion. See S. Stewart, On Longing: Narratives of the Miniature, the Gigantic, the
Souvenir, the Collection (Durham NC: Duke University Press, 1993).
GIULIANA BRUNO 54 AN-ICON
Lisa Reihana also questioned the scale and atmosphere
of immersive projection at the New Zealand Pavilion of the
2017 Venice Biennale with her large-scale installation In Pur-
suit of Venus [infected] (2015-17), for which she reinvented
the giant form of the panoramic spectacle in scrolling dig-
ital fashion. Inspired by the French scenic wallpaper Les
Sauvages de la Mer Pacifique (1804-1805), the installation
created a large-scale panorama in which real and invent-
ed narratives of colonial encounter take place. This work
took the very surface of a panoramic wallpaper and made
it into an animated, moving surface of unfolding projection.
Here, videographic and animation technologies contribute
to a reimagination of the nineteenth-century shape of the
moving panorama while probing its historical, ideological,
and political dimensions. In Reihana’s reinterpretation of
this mode, history is not only displayed but scrolls out and
drifts along panoramically, in a critical reading that ques-
tions the very form of its spectacular, colonial, scalar, im-
mersive projections.
In the face of digitally magnified immersion, and
the return of the spectacular phenomenon of large-scale
panoramic projection, one can only welcome the kind of
environmental research that motivates Jesper Just and Lisa
Reihana, for this is an exploration that is aimed at critically
excavating, and exhibiting, the complex history of large-
scale, immersive visual display, its forms of mediality, and
the culture that it transmits and circulates in the environment.
Here, the present not only exposes but challenges the past,
and finally, changes its course. Only if we are put in a posi-
tion to experience critically the cultural atmosphere that links
scale and motion to immersive screening, and consider this
multifaceted, nonlinear historicity, can we hope to redefine
the terms of, and give a new name to, the ecology of ab-
sorption in space – the environment itself of projection.
GIULIANA BRUNO 55 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19827 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19827",
"Description": "How does an artwork express an “environmentality?” Can we redefine immersion, in critical terms, as a form of environmental projection? In taking up such questions from my latest book, Atmospheres of Projection: Environmentality in Art and Screen Media, my text addresses the relation between projection and environmentality in the visual arts in order to question immersivity. Confronted with the phenomenon of environmentalization, we need to re-imagine the ecology of representation. Positing ecology as an environmental relation, I will consider its artistic imagination both historically and theoretically. I propose that we revisit the environmentality of media archaeology to understand how this impulse is furthered in current moving-image projections in the art gallery that call themselves immersive. I will especially address environmentality as it relates to movement and scale, questioning the relation between immersion and magnification. I will advance my argument by presenting the large-scale moving-image installations of the Danish-born, New York artist Jesper Just. Does magnification always, only imply spectatorial immersion? Other forms of experience arise when confronting an ecology of scale in art. What else happens when we scale? Can immersion be understood, more critically, as a form of environmental absorption? In recasting immersion in environmental terms, I propose that we consider absorption as empathic projection with space. In shifting from the human subject’s own immersive identification to this critically aware, enveloping field of empathic projection with the non-human, we can discard the prevalent human-centric position that pervades most immersive discourses. A different ecology of immersivity rises to the surface by relating the empathic “projective imagination” to “atmospheric thinking.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19827",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giuliana Bruno",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Jesper Just",
"Title": "The Environmentality of Immersive Projection: The Nature of Scale",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-02-09",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giuliana Bruno",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19827",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Jesper Just",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Youngblood, G., “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton, 1970).",
"spatial": null,
"temporal": null,
"title": "The Environmentality of Immersive Projection: The Nature of Scale",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19827/20020",
"volume": "2"
}
] | The
Environmentality
of Immersive Projection:
The NatureAtmospheric
of Scal
by Giuliana Bruno
e
thinking
Ecology of immersivity
Empathy and immersion
Scale and magnification
Jesper Just
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
The Environmentality
of Immersive Projection:
The Nature of Scale
GIULIANA BRUNO, Harvard University – https://doi.org/10.54103/ai/19827
Abstract How does an artwork express an “environ-
mentality?” Can we redefine immersion, in critical terms,
as a form of environmental projection? In taking up such
questions from my latest book, Atmospheres of Projection:
Environmentality in Art and Screen Media, my text address-
es the relation between projection and environmentality in
the visual arts in order to question immersivity. Confronted
with the phenomenon of environmentalization, we need to
re-imagine the ecology of representation. Positing ecolo-
gy as an environmental relation, I will consider its artistic
imagination both historically and theoretically. I propose
that we revisit the environmentality of media archaeology
to understand how this impulse is furthered in current mov-
ing-image projections in the art gallery that call themselves
immersive. I will especially address environmentality as it
relates to movement and scale, questioning the relation
between immersion and magnification. I will advance my
argument by presenting the large-scale moving-image in-
stallations of the Danish-born, New York artist Jesper Just.
Does magnification always, only imply spectatorial immer-
sion? Other forms of experience arise when confronting an
ecology of scale in art. What else happens when we scale?
Can immersion be understood, more critically, as a form of
environmental absorption? In recasting immersion in envi-
ronmental terms, I propose that we consider absorption as
empathic projection with space. In shifting from the human
GIULIANA BRUNO 29 AN-ICON
subject’s own immersive identification to this critically aware,
enveloping field of empathic projection with the non-human,
we can discard the prevalent human-centric position that
pervades most immersive discourses. A different ecology
of immersivity rises to the surface by relating the empathic
“projective imagination” to “atmospheric thinking.”
Keywords Atmospheric thinking Ecology of immersivity
Empathy and immersion Scale and magnification
Jesper Just
To quote this essay: G. Bruno, “The Environmentality of Immersive Projection: The Nature of Scale,”
AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 29-55,
https://doi.org/10.54103/ai/19827.
GIULIANA BRUNO 30 AN-ICON
For some years now the activity of the artist in our society has
been trending more toward the function of the ecologist: one who
deals with environmental relationships. Ecology is the [...] pattern
of relations between organisms and their environment.1
How does an installation artist construct an
atmosphere? What are the “elements” of its architecture
– the visuals and sound – that design the ambiance of an
aesthetic environment? In other words, how does an art-
work express an “environmentality?” These questions are
central to my latest book, Atmospheres of Projection: Envi-
ronmentality in Art and Screen Media, and will be reprised
in this essay with regard to the topic of this publication.2 I
will address the relation between projection and environ-
mentality in the visual arts with the aim of questioning the
notion of immersivity and critiquing a strain of its dominant
discourse. I am interested in exploring whether we can
understand immersion as an atmospheric ambiance and
redefine it, critically, as a form of environmental projection.
We are indeed confronted today with various forms of envi-
ronmentalization.3 This phenomenon asks us to reimagine
the very ecology of immersivity.
I understand ecology, as Gene Youngblood
prefigured in envisioning an “expanded cinema,” to be a
fundamental form of environmental relation and related-
ness. Such a form of relationality needs to be considered
in the realms of history and geography in order to discern
how the phenomenon of environmentalization affects the
space of the visual arts and its transformations in time. In
this respect, I propose that we reconsider the early history
1 G. Youngblood, “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton,
1970): 346.
2 See G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media
(Chicago: University of Chicago Press, 2022), which considers the interrelations of projection,
atmosphere, and environment, linking “the projective imagination” to forms of “atmospheric
thinking.”
3 See A. Pinotti, “Towards An-Iconology: The Image as Environment,” Screen 61, no. 4 (Winter
2020): 594-603, https://doi.org/10.1093/screen/hjaa060.
GIULIANA BRUNO 31 AN-ICON
of projection to account for the changes in its environment
that are occurring in the arts and media of our time. I have
long argued that an environmentality is rooted in the gene-
alogy of the moving image in modernity.4 It was particularly
present in the panoramic visual culture that emerged at
the birth of the art of projection. The extensive phenom-
enon that involved spectators flocking to experience the
enveloping ambiance of a panorama might be considered
an early experiential form of immersivity.5 In an effort to
recast immersion in this historic setting and understand it
as a more panoramic and ambient situation, I will consider
the environmentality of this form of media archaeology. I
will do so in order to explore how a panoramic impulse is
furthered in contemporary moving-image projections in the
art gallery that call themselves immersive.
Such an exploration will redefine immersivity
in spatiotemporal terms as an atmospheric envelopment,
while analyzing the making of this ambient space in visual
art. In linking up the early environmental impulse of pre-
cinematic projection to the post-cinematic art installation
of our times, I will especially address issues of movement
and scale. I pursue this path of mobility and scaling to
question the passivity, inactivity, and individuality that is
usually attributed to immersivity, and to challenge a fixation
on the subject’s optical identification with the device that
produces immersion. In contrast to these views that often
color both the practice and discourse of immersion, I wish
to establish a much less static and more haptic paradigm
4 See G. Bruno, Atlas of Emotion: Journeys in Art, Architecture, and Film (London: Verso,
2002); and G. Bruno, “The Screen as Object: Art and the Atmospheres of Projection,” in C.
Iles, ed., Dreamlands: Immersive Cinema and Art, 1905-2016 (New York: Whitney Museum of
American Art, 2016, exhibition catalogue): 156-67.
5 On the subject of early immersive views, see, among others, A. Griffiths, Shivers Down Your
Spine: Cinema, Museum, and the Immersive View (New York: Columbia University Press, 2008).
GIULIANA BRUNO 32 AN-ICON
that emphasizes the relational activation of spectatorial
mobilities and the mobilizing force of atmosphere.
To this end, I will especially rethink the relation
between immersion and a specific architecture: the “mag-
nification” of the image. This phenomenon, first defined by
early film theorist and filmmaker Jean Epstein, has itself
today become magnified.6 In current popular and even the-
oretical discourses on virtual or augmented reality, there
is a tendency to believe that a large projective image nec-
essarily induces immersion. But do we really need to col-
lapse these two notions? Does magnification always imply
spectatorial immersion?
I am interested in pursuing other forms of ex-
perience that arise when confronting an ecology of scale.
Scaling has long been practiced in art history, where mag-
nification has gone hand in hand with miniaturization.7 And
large scale has not always manifested itself as an immersive
condition. Nor has it necessarily implied an affirmation of
the sublime, with its immersive vision of boundless infinity
and arresting effects of awe. In my view, the most interest-
ing way of understanding scale is in relation to other aes-
thetic histories and especially as an architectural practice.
This is because in architecture scaling is an essential tool
for building an environment. Hence a central question for
me is: What happens to a projective environment when
we scale? Can the effects of large forms of scaling imply
a critical awareness, a participatory relationality? Finally,
can immersion be redefined, more critically, as an active,
transformative form of absorption in an environment?
In recasting immersion in these different, more
dynamic environmental terms, I propose that we consid-
er its perceptual affects as well as effects. For immersive
6 See J. Epstein, “Magnification and Other Writings,” October, no. 3 (Spring 1977): 9-25,
https://doi.org/10.2307/778434.
7 For a treatment of scale in art history, see J. Kee, E. Lugli, eds., To Scale (Oxford: Wiley
Blackwell, 2015).
GIULIANA BRUNO 33 AN-ICON
effects are indeed affects. To be aesthetically absorbed in
space mobilizes a particular affect: a feeling of empathy
and sympathy with the space itself – the atmosphere – in
which one is immersed. As an aesthetic practice, absorp-
tion engages an empathic “projection” into an environment.
It is a form of envelopment in an atmosphere. And thus, to
move away from optical immersivity toward an awareness
of this atmospheric environmentality, I suggest in my book
turning to theories of empathy and sympathies with space,
and advancing their discourse in contemporary ways.8
Let me simply mention here the writings of
Theodor Lipps, who developed a vision of Einfühlung, or
in-feeling, as a spatial empathy, and whose notion of em-
pathic projection in ambiance possessed an atmospheric
quality and tonality that aligns closely with the discourse
on Stimmung.9 This atmospheric, tonal interpretation of the
transmission of affects in art has been inspirational to my
work, and some aspects of empathy and sympathy appear
to be returning, with different interpretations, in other new
materialist, “sympathetic” forms of aesthetic philosophy.10
With the specific aim here of expanding the
projective reach of absorption in aesthetic space, one might
turn in particular to “the laying bare of empathic projec-
tion” as recently reconsidered by Michael Fried.11 The art
historian has long been interested in the “the invention of
8 For further articulation of this subject, see G. Bruno, Atmospheres of Projection, especially:
chapters 2-3.
9 See, among others, T. Lipps, “Empathy and Aesthetic Pleasure” (1905), in K. Aschenbrenner,
A. Isenberg, eds, Aesthetic Theories: Studies in the Philosophy of Art (Englewood Cliffs NJ:
Prentice-Hall, 1965): 403-12; H. F. Mallgrave, E. Ikonomou, eds., Empathy, Form, and Space:
Problems in German Aesthetics, 1873-1893 (Santa Monica: Getty Center for the History of Art
and the Humanities, 1994).
10 See J. Bennett, “Of Material Sympathies, Paracelsus, and Whitman,” in S. Iovino, S.
Oppermann, eds., Material Ecocriticism (Bloomington: Indiana University Press, 2014): 239-52;
J. Bennett, Influx & Efflux: Writing Up with Walt Whitman (Durham NC: Duke University Press,
2020).
11 M. Fried, “The Laying Bare of Empathic Projection,” in Four Honest Outlaws: Sala, Ray,
Marioni, Gordon (New Haven CT: Yale University Press, 2011): 205-15. For a different
interpretation of empathy in art, grounded in the political force of trauma and sensitive to
its cultural memory, see J. Bennett, Empathic Vision: Affect, Trauma, and Contemporary Art
(Stanford CA: Stanford University Press, 2005).
GIULIANA BRUNO 34 AN-ICON
absorption:”12 what he calls “a powerful mode of emotional
communication [that] can be actuated by absolutely mini-
mal physiognomic and gestural means.”13 Such a minimal,
non-representational form of “empathic projection” com-
municates an atmosphere of inner absorption. It is interest-
ing that Fried borrows the term “empathic projection” from
the philosopher Stanley Cavell, for whom this is a path for
overcoming the borders of separation and creating “a seam
in human experience.”14
If understood as such a projection, an immer-
sive process can create relational seams that are atmo-
spheric joinings and affective joints. To perceive empathy
with space is to sense the ecology of its atmospheric, situ-
ational existence in time. This experience of an atmospheric
tonality has the connective capacity to bridge the divide
between subjects and objects. An empathic absorption
in an environment further connects the human and the
nonhuman, creating an experiential seam between the an-
imate and the inanimate. If we become attuned to sensing
immersivity as such an active, interstitial space of relation,
we can access an ecology of relationality that is not con-
fined to anthropocentric modalities. Environmentality, then,
offers a way not only to reclaim empathic projection in art
but to project it into larger ecologies.
In the form of “empathic projection” practiced
in the art of cine-projection, the work of technology extends
to the surroundings, and this affects its atmosphere. The
projective apparatus itself plays an important part in this
process of absorption. A deeper absorptive modality sur-
faces in environmental artworks that do not hide their own
12 M. Fried, “Four Honest Outlaws:” 208.
13 M. Fried, The Moment of Caravaggio (Princeton NJ: Princeton University Press, 2010): 76-7.
14 S. Cavell, The Claim of Reason: Wittgenstein, Skepticism, Morality, and Tragedy (New York:
Oxford University Press, 1999): 425.
GIULIANA BRUNO 35 AN-ICON
projective mechanism in their temporality and spatiality.15
The energy of a diffused projective empathy is mobilized
when a self-reflexive technology reveals its own mechanism
at play, laying it bare and activating it in ambiance. If we
recast immersivity with this sense of environmentality – that
is, with awareness of the cultural techniques that make it
possible – we can discard the prevalent human-centric, per-
spectival position that pervades most immersive discours-
es. We can overcome the fixation on the human subject’s
visual identification and singular preoccupation with the
projective apparatus, especially those of VR or AR, to focus
instead on the inanimate, the environment, and the natural
realm. It is time to stop putting individuality and opticality
at the center of immersivity, and to pursue a more critically
aware, haptic field of empathic projections. In this way, a
different ecology of immersivity and relationality can rise to
the surface in enveloping forms of environmental screening
that link the “projective imagination” to an “atmospheric
thinking.”
Environmentality and Empathic
Projection in Art
Having laid out my theoretical premises, let me
now turn to an artistic practice that is in line with what I have
proposed. I like to think closely, along and through the work
of contemporary artists who perform analytical gestures of
environmental projection. Hence, I will pursue my critical
argumentation about immersion by navigating through the
work of the Danish-born, New York-based artist Jesper Just,
whose forms of empathic projection express an atmospher-
ic thinking. I will specifically address the manifestation of
15 On this subject, see K. Wilder, “Projective Art and the ‘Staging’ of Empathic Projection,”
Moving Image Review & Art Journal 5, no. 1-2 (2016): 125-40, https://doi.org/10.1386/
miraj.5.1-2.124_1. Wilder analyzes in particular the experimental landscape films of Chris
Welsby.
GIULIANA BRUNO 36 AN-ICON
scale and the magnification of the image in these works
to challenge the notion that these are totalizing immersive
conditions. His work will also enable us to rethink a crucial
architectural component of immersivity: the design of an
installation.
A projection that is “environ-mental” – that cre-
ates a psychic atmosphere of empathy with space, its size
and motion – arises in the ambiance of Just’s moving-image
installation This Nameless Spectacle, presented several
times since 2011. This is due to the self-aware design and
spatial construction of the installation. As viewers walk into
the gallery space, they confront two very large screens
that face each other. Each screen measures approximately
twenty meters in length by five meters in height. As they
are also placed more than twenty meters apart, it is hard
to escape the sense of magnitude of this projection.16 The
massive scale of the installation provokes a physical re-
action, demanding that the viewers become not simply
immersed but rather “incorporated” into it. Indeed, one
cannot help being absorbed into the space of this projec-
tion, empathetically enveloped in its atmosphere.
To understand what is going on in this magni-
fied ambiance of projection, gallery viewers must position
themselves in the midst of this moving work and negotiate
a space between the large ambient screens. Moving along
the course of the gallery, not only a physical displacement
but also an imaginary motion takes hold of one’s body. A
form of “empathic projection” is triggered here because
the work lays bare its exhibitionary mechanism, showing
off its magnificent projective scale in moving form.
Confronting this particularly large species of
screen, and the distance that both isolates and unites the
16 This Nameless Spectacle was conceived and exhibited with these dimensions as part of
the monographic exhibition This Unknown Spectacle, devoted to the work of Jesper Just, on
view October 21, 2011-February 5, 2012, at MAC/VAL, Musée d’Art Contemporain du Val-de-
Marne, France.
GIULIANA BRUNO 37 AN-ICON
two screen entities, one’s habitual relation to space, even
the space of one’s body, changes. Different types of scal-
ing are confronted, haptically sensed, resulting in a sculp-
tural experience of screen architecture. As the projective
screen becomes a sculptural object, it impels the viewer
to become more aware of volumes. One constantly has to
measure the scale of one’s body against the scale of this
milieu of projection.
Corporeally absorbed in the space of this vid-
eo work, rather than being optically, passively immersed,
viewers physically experience a form of spatial, even atmo-
spheric “perturbation.” Nothing is static on these encom-
passing screens, including the landscape they present. At
the beginning of the film, the camera tracks through the
space of a park. An atmosphere blossoms into being here:
as the light shimmers on the leaves of trees for a long while,
the sound of movement can be heard. You follow the sound
cue that propels you to continue through the space of the
park, sensing its atmosphere, breathing its “air.”17 There is
a breeze, and the tree branches tremble and quiver. The
motion of leaves in the wind on one screen always finds
corresponding atmospheric movement on the other. These
screens, you discover, always move in unison, often giving
the impression of a movement advancing through space.
Different views and vistas are presented, and you feel as if
you were actually “tracking” through the park, sympathet-
ically absorbing its atmospheric scenery.
17 As further developed in Atmospheres of Projection, an “air” is here understood to be the
atmosphere of a site, and an affect that affects us. On the effects of air in painting, see G. Didi-
Huberman, “The Imaginary Breeze: Remarks on the Air of the Quattrocento,” Journal of Visual
Culture 2, no. 3 (2003): 275-89, https://doi.org/10.1177/1470412903002003001; S. Connor,
The Matter of Air: Science and Art of the Ethereal (London: Reaktion, 2010).
GIULIANA BRUNO 38 AN-ICON
Panorama of a Historical Movement,
while Absorbed in the Atmosphere
of a Park
A park [is] a process of ongoing relationships existing in a physical
region [...] a “thing-for-us.”18
As you navigate the sea of images of this en-
vironment, you end up displaced back in time as well as
destabilized by atmospheric perturbations. The scale of
the installation space communicates a geology of strat-
ified temporalities and nonlinear times. With This Name-
less Spectacle, Just has created a post-cinematic ride that
takes us inside the prehistory of large-scale visual display.
As it transports us through the atmosphere of the park, it
leads us to rediscover the environmental configuration of
modern visual culture and the emergence of a form of im-
mersive projection from its very atmosphere.
The point of entry that Just stages for This
Nameless Spectacle is the Parc des Buttes Chaumont, a
public garden, developed as part of the plan for remodel-
ing the urban fabric of Paris directed by Georges-Eugène
Haussmann. The manner in which Just films in this park,
employing scale and movement in its depiction, reveals the
cultural ambiance of environmentalization of which the park
is a part. In the nineteenth century, an ambient movement
arose across diverse cultural expressions, including land-
scape design. Moving along the path of modernity from
view painting to garden views, from travel sketches to itiner-
ant viewing boxes, from panoramas and other geographical
“-oramas” to forms of interior/exterior mapping, from the
mobile views of train travel to urban promenades, a trans-
formative experience of spatial absorption was born. This
18 R. Smithson, “Frederick Law Olmsted and the Dialectical Landscape,” in N. Holt, ed., The
Writings of Robert Smithson, (New York: New York University Press, 1979): 119.
GIULIANA BRUNO 39 AN-ICON
new geography was the product of a “panoramic vision”
that dynamically reconfigured the environment.19
In this novel geovisuality, sites were set in mov-
ing perspectives, expanding both outward and inward as
they were absorbed and consumed in movement by the
spectator. This new ambient sensibility engaged the phys-
icality of the observers, challenging their ability to take in
a mobilized space. And from this moving panorama at the
end of the nineteenth century a new observer emerged
in the persona of the film spectator, a body empathically
“projected” into an environment of moving images.20
With This Nameless Spectacle, Jesper Just im-
pels us to travel back to this history of “site-seeing.” He
employs a panoramic mode of spatio-visual construction,
and does so to expand the potential of this precinematic
history in our times. Absorbed in this projective space, one
can experience in particular the sense of scale and the at-
mospheric touch of garden vistas. Garden views created
the experience of embracing an environmental terrain, and
of being enveloped in its ambiance. They combined a sen-
sualist theory of the imagination with a touch of physicality.
The garden designs of modernity engaged the corporeality
of the body in the moving absorption of an environment.
Automata, sculptures, and playful fluid mechanisms that
included fountains and watery landscapes enhanced this
natural atmospherics, as is the case with the Parisian park
Just films. The vistas themselves incited viewers to move
into the transformation of an ambiance. Ultimately, then,
19 See W. Schivelbusch, The Railway Journey: The Industrialization of Time and Space in the
Nineteenth Century (Berkeley: University of California Press, 1977).
20 For a more extensive treatment of the history of modern, mobilized space, see, among
others, G. Bruno, Atlas of Emotion; A. Friedberg, The Virtual Window: From Alberti to Microsoft
(Cambridge MA: MIT Press, 2006); F. Casetti, Eye of the Century: Film, Experience, Modernity
(New York: Columbia University Press, 2008); L. Charney ,V.R. Schwartz, eds., Cinema and the
Invention of Modern Life (Los Angeles: University of California Press, 1995).
GIULIANA BRUNO 40 AN-ICON
landscape offered the body an ever-changing experience
of atmospheric spatio-visual display.
As one ponders the origin of this embracing
space – a landscape of “atmospheric screening” – one
realizes why Just chose this setting for This Nameless
Spectacle. This is an installation that enhances the mate-
rial apparatus of visual display to create an environmental
projection. Landscape is not at all a simple background
here but rather the moving core of a technology of projec-
tion that self-reflexively incorporates a historical setting in
its very ambiance. Its design holds within itself the actual
movement in space that led from garden views to the es-
tablishment of the filmic screen as a place for pictures to
be “sensed” in projective, atmospheric motion.
This Nameless Spectacle reminds us that the
garden, like the cinema, is not an optical but a haptical af-
fair, inviting empathy with space. The picturesque garden,
in particular, was the place that historically “enable[d] the
imagination to form the habit of feeling through the eye.”21
It was an affective “mode of processing the physical world
for our consumption.”22 This modern landscape initiated a
form of immersivity that is a virtual form of touch, putting
us “in touch” with inner space and engaging all senses syn-
esthetically in shifting sensations of ambiance. Empathic
projection would be felt as one’s interiority was mobilized
in the process of relational connection with the natural site.
A reciprocal, sympathetic relation with the nuances of am-
biance was thus established in architecting the atmosphere
of the garden.
In moving through the Parisian park in This
Nameless Spectacle, Just retraces this ambient genealogy
of modernity: the mobilization of atmosphere, understood
21 C. Hussey, The Picturesque: Studies in a Point of View (London: G. P. Putnam’s Sons,
1927): 4.
22 J. Dixon Hunt, Gardens and the Picturesque: Studies in the History of Landscape
Architecture (Cambridge MA: MIT Press, 1992): 4.
GIULIANA BRUNO 41 AN-ICON
also as affective ambiance, in an environmental process
that traveled from landscape design to cine-projection. In
this ambient sense, as the shimmering light of the projec-
tion, the breath of air, and the motion of the wind come to
be virtually sensed on one’s skin, a real atmospheric “per-
turbation” can be felt in the installation. Even an effect of
weather arises in this empathic projection. And so environ-
mental phenomena that are present in a natural landscape
come to join the very atmosphere of projection.
Environments of Projection:
A Digital Mareorama
Announcing an upheaval in the relation of art to technology, pan-
oramas are at the same time an expression of a new attitude
toward life.23
In the context of this environmental panorama,
the technique of projective display of This Nameless Spec-
tacle is also to be considered, especially as it regards ab-
sorption in scale. The spatial arrangement of the work, set
on two large screens that appear to roll out moving images
for a spectator in their midst, mediates a haptic, atmospher-
ic communication that clearly reinvents modernity’s pan-
oramic forms of immersive exhibition. This contemporary
mode of enveloping display exhibits a fluid technological
history of environmentality, especially in its way of mobiliz-
ing scale. In its gigantic mobility, it specifically recalls the
technique of the “moving panorama.”
A product of nineteenth-century’s exhibitionary
culture, the panorama form is usually associated with enor-
mous paintings exhibited in circular spaces, surrounding
23 W. Benjamin, “Paris, the Capital of the Nineteenth Century (Exposé of 1935),” in The
Arcades Project, trans. H. Eiland, K. McLaughlin (Cambridge, MA: Belknap Press-Harvard
University Press, 1999), 6.
GIULIANA BRUNO 42 AN-ICON
the observer with the weight of their scale.24 One applica-
tion of this giant form of display included movement. In-
spired by the circular panorama, the moving panorama was
particularly engaged with geography.25 A popular form of
entertainment across Europe and the United States, mov-
ing panoramas offered spectators the sensation that they
themselves were being transported as images of space
scrolled panoramically before their eyes, with sound and
light effects that enhanced the overall sense of transport.
The apparatus of display played an import-
ant part in the construction of this absorbing geography,
which was not merely representational. A framed fabric of
drawable curtains, moved by a mechanical cranking system,
could suffice to produce the effect of a moving screen, turn-
ing into an enveloping scrolling screen. But more complex
mechanisms were also devised, and the most advanced
were exhibited at the 1900 Exposition Universelle Interna-
tionale, in Paris. The Stereorama, for one, let spectators
imagine they were taking a sea voyage, sailing along the
Mediterranean coast, aboard a ship rocked by waves. This
elaborate form of environmental display involved a feat of
technological imagination and execution. The point of this
technique of moving exhibition was the scale of motion.
“Unlike the usual panoramas,” as a contemporary article
tells us, “the background is painted on the outer mantle
of a slowly revolving cylinder with a wide protruding edge
carrying forty concentric sheet-metal screens four inches
in height on which the waves have been painted.” As for
the screens, they “are moved up and down by an electric
24 See, among other works, R. Hyde, Panoramania! The Art and Entertainment of the “All-
Embracing” View, (London: Trefoil-Barbican Art Gallery, 1988, exhibition catalogue); S. Bordini,
Storia del panorama. La visione totale nella pittura del XIX secolo (Rome: Officina Edizioni,
1984); K. Trumpener, T. Barringer, eds., On the Viewing Platform: The Panorama between
Canvas and Screen (New Haven CT: Yale University Press, 2020).
25 As media archaeologist Erkki Huhtamo shows in his comprehensive history of these
panoramas, motion, both virtual and actual, was an essential sensory component of this
particular precinematic form, which produced kinesthetic effects in the audience. See
E. Huhtamo, Illusions in Motion: Media Archaeology of the Moving Panorama and Related
Spectacles (Cambridge MA: MIT Press, 2013): 46-54.
GIULIANA BRUNO 43 AN-ICON
motor through a linkage system including rods, hinges, and
wheels.” 26
Considering this history of exhibition, we can
venture to propose that the invention of the projection of
moving images on a screen, and the function of active
immersivity that is reinvented today, arose from the scale
of the enterprise of the moving panorama, which not only
produced scrolling motion and waves of perturbation but
was also an itinerant medium.27 Spectators were offered
the virtual sensation of being absorbed in a journey through
the shifting atmospheres of a landscape.28 With this public
spectacle, open to the environment, a majestic, virtual form
of imaging atmospheric change took hold of one’s body.
The panoramic object of display, capable of offering the
pleasure of scrolling through an ambiance, thus created
the material condition of existence of the cinematic screen
as itself a space of atmospheric projection.
The projective screen, then, did not come into
being as a small, flat, frontal, windowed geometry, as is
usually assumed is some media studies, but rather as a
gigantic geographic and moving display.29 In other words,
the screen emerged as an environmental medium. It is im-
portant to acknowledge this lack of frontality, fixity, and
flatness in early forms of screening, and to underscore an
expansive milieu of volumetric plasticity and movement, if
we wish to rewrite the genealogic course of the projective
26 “Die neuesten Panoramen,” in De Natuur (1900): 257-58, as cited in S. Oettermann, The
Panorama: History of a Mass Medium (1980), trans. D. L. Schneider (New York: Zone Books,
1997): 177.
27 This was an apparatus of haptic mobility, for it not only produced scrolling motion and
waves of perturbation with its mechanism but was also an itinerant medium. It was often taken
from place to place by itinerant showmen.
28 A particularly precinematic development of this traveling medium, also presented at the
Exposition Universelle in Paris, was the exhibition Trans-Siberian Railway Panorama, which
simulated a trip from Moscow to Beijing aboard the famous railway. A succession of images
of the diverse environment viewers were imaginatively traversing appeared as if rolling past a
framed window of the train car.
29 In arguing that the screen performs an environmental operation, and challenging a narrow
interpretation of its geometry, I specifically respond to claims put forth in L. Manovich, “The
Screen and the User,” in The Language of New Media (Cambridge MA: MIT Press, 2001): 94-
115.
GIULIANA BRUNO 44 AN-ICON
apparatus as a set of environmental operations. It is crucial
as well to stress for my argument regarding the atmospher-
ic ecology of visual display that, in the moving panorama,
atmosphere was not only displayed but cultivated. The
display constituted an environment in itself, and it was ca-
pable of registering change in the atmosphere of a site.
The changes in ambiance were at times en-
hanced by cutouts that depicted objects in the surround-
ing scenery, moving in zones that extended from the fore-
ground to trees far out in the field. Rotating in endless
loops around the scrolling canvas of the panorama, these
cutouts “projected” a sense of depth to the transformation
of the landscape. Multiple backdrops operated at different
speeds to create a sense of rolling vistas, with the added
effect that the differences in speed between each of them
created variable combinations of scenes. In this display,
which turned a means of transport into the emerging cin-
ematic screen, endowing it with the ability to modify an
ambiance, the scale of the display was as relevant as the
rolling, diffracted, dispersed movement.
An Oceanic Voyage from Postcinema
to Precinema
As this form of “projective imagination” merged,
at time of modernity, with an “atmospheric thinking,” a
projective future was also envisaged, for inscribed here is
also the kind of magnification that characterizes display in
our digital age. As we ponder the elaborate construction
of Just’s This Nameless Spectacle, it becomes evident that
his giant installation has, built into it, a mechanism that
reinvents the environmental history of projective display
we have just outlined. In its digital configuration, it cre-
ates virtual traveling through atmospheres that reenact the
GIULIANA BRUNO 45 AN-ICON
immersive ambiance and environmentality of the moving
panorama.
The perambulating movement through the Parc
des Buttes Chaumont recalls in particular the function of
the early roll transparencies created by Louis Carrogis de
Carmontelle, representing the moving vistas of the Parc
Monceau, near Paris.30 But it is not only the motion of the
representation that creates the emotion and triggers the
empathic projection with the garden space but also the
moving mechanism of the projective dispositif, and espe-
cially its scale. The corresponding, diffracted motion that
occurs in the space of the installation, not simply on but
between the two large screens that face each other, is
laid bare, and it is closely connected to the empathy with
space created in a particularly absorptive form of moving
panorama.
The configuration of Just’s moving-image in-
stallation recalls especially the dynamic, atmospheric use
of display that characterized the environment of the Mareo-
rama.31 This was a spectacular form of moving panorama
that used two “screens” simultaneously, rolling out a set
of moving scenes that simulated the atmosphere of a voy-
age at sea. Spectators were positioned in the middle of
the display, aboard a ship, which rocked back and forth to
enhance the sensation of motion and perturbation of being
projected into the natural environment of a seascape. An
article written at the time tells us that
the plan for the Mareorama presented [...] two screens, each 2,500
feet long and forty feet in height [...] to be unrolled,” with “a double,
swinging movement [that] was to be imparted to the spectator’s
platform which was shaped like a ship.
30 See E. Huhtamo, Illusions in Motion: 40-6.
31 The topic of the moving panorama was discussed in an interview with the artist in New
York on September 16, 2011. Just has generously shared his artistic process with me on
several other occasions, for which I thank him.
GIULIANA BRUNO 46 AN-ICON
The scale of the scrolling screens was grandi-
ose, for “215,000 square feet of screen was to be unrolled
before the visitor’s eye.” And the movement produced was
impressive and destabilizing: “One of the screens moves
on the port side, the other on the starboard.”32 In addition
to this mechanics of perturbation, elaborate effects repro-
duced atmospheric changes related to different times of
day and rendered shifts in weather and actual perturbations.
Absorption in the Mareorama was an experi-
ence of unfolding events in a floating, situational ambiance
– even in climatic perturbation – precisely as happens in
Just’s installation. Viewers were sandwiched between two
giant, moving screens that enhanced the sensation of tak-
ing in an atmosphere and experiencing its changing states.
All the kinesthetic effects made the visitors to the space of
the Mareorama not only feel the motions but empathize with
them. In a similar manner, spectators of Just’s installation
who negotiate their own movement between complex ap-
paratuses of rolling projective display, do so kinesthetically,
imaginatively, and virtually as well as with actual motion.
In This Nameless Spectacle, architectural mag-
nitude contributes greatly to the empathic absorption in the
shifting, fluid ambiance, that is, in the environment itself
of the projection.33 The Mareorama “ship” could accom-
modate seven hundred spectators. Just’s double-screen
movement likewise relies on the scale of the gallery in which
it is exhibited, and on a physically grandiose sense of space
that underscores the environmental root of the emergence
32 S. Oettermann, “Die neuesten Panoramen,” in The Panorama: 179.
33 Although conceived in the extremely large format discussed, the screens have been
adapted to the architecture of the gallery site for subsequent exhibitions. A reduced scale, for
instance, at J. Cohan in New York in 2012, created a more intimate feeling for the spectator,
who was sandwiched between the still-large screens of the mareoramic display.
GIULIANA BRUNO 47 AN-ICON
of projection in forms of giant, moving display.34 The Mareo-
rama ultimately magnified the sensory, sympathetic impact
of exposure to an affecting atmosphere; following its cur-
rents, Just’s own liquid mode of exhibition activates this
ambient “sense” of display in installation form in its own
empathic projection. Laying bare the projective dispositif
that turns the gallery space into a moving vessel, it makes
it into a vehicle of atmospheric perturbations. In this sense,
the space of the art gallery constitutes a real part of the
installation, and the persona of the gallery viewer becomes,
quite poignantly, “installed.”
On this screen interface, the turn of the last
century thus joins the beginning of the new millennium in a
reflection on the environment of projection and its cultural
ecology. Just links together the energy of potentiality that
characterized the space of visual display in early modernity
with the potential expressed today when experimenting
environmentally with digital technology. The artist not only
shows us how central the environment of projection is in
our time but argues that the desire for absorption in geo-
graphic display is truly enduring. Ultimately, This Nameless
Spectacle demonstrates how the large-scale architecture
of the screen has traveled across time in projection while
exhibiting the screen itself as an environment, even an am-
bient architecture – the atmospheric form in which projec-
tion comes into being, and can even dissolve.
34 Just’s installation returns us to that historically dynamic, multiple form of ambient display
without, however, reproducing the construction literally. He does not exhibit the actual
machine or mechanism that is at the origin of the work but rather incorporates the scale of
the Mareorama and its movement across screens in the physical spatiality of the installation,
which encompasses the transit of viewers in gallery space. In this sense, the installation does
not follow the trend of display that has been spreading since the arrival of the digital age, in
which artists have taken to exhibiting outmoded forms of visual technology in the gallery. Just
does not belabor the obsolescence of the cinematic apparatus or its panoramic predecessor
or show any sense of nostalgia for older forms of display. This Nameless Spectacle rather
works at historicizing from within, reinventing the possibilities of screening expressed by the
moving, modern mode of ambient display that gave rise to the cinematic era of projection.
GIULIANA BRUNO 48 AN-ICON
Scaling an Environment
As screens become prominently incorporated
into both our private and public lives, the work of scalar
reinterpretation that Just pursues becomes particularly sig-
nificant, for a reinvention of the act of screening in the en-
vironment is especially pressing today. Screens proliferate
in widely different forms in our surroundings. They have
decreased in size, becoming more portable: computers,
smart phones, and iPads, which enable us to scroll hapti-
cally, now travel with us at all times as our personal pan-
oramas. The rise of the miniature form goes hand in hand
with magnification. In contrast to the shrinking size of our
personal screens, we are witnessing an increasing use of
the gigantic as screens have become especially magnified
in the spectacle of three-dimensional exhibition.
Digital technology has enlarged the possibilities
of projection in expanded cinematic forms of immersivity.
Large-scale panoramic forms of projection, such as LED
video walls, proliferate and have changed the very pan-
orama of our environment, creating a veritable immersive
screenscape.35 The technique of 3-D projection mapping,
in particular, can turn an entire building or landscape into
a screen environment.36 Heirs of the atmospheres of “son
et lumière” shows, and of modernity’s dioramas and pan-
oramic spectacles, these magnified projections can even
design a performative environment. A haptic, immersive
landscape is digitally fashioned as the façade of an edifice
35 On the urban screen, see, among others, S. McQuire, M. Martin, S. Niederer, eds., Urban
Screens Reader (Amsterdam: Institute of Network Cultures, 2009); N. Verhoeff, “Screens in the
City,” in D. Chateau, J. Moure, eds., Screens: From Materiality to Spectatorship (Amsterdam:
Amsterdam University Press, 2016): 125-39; C. Berry, J. Harbord, R. Moore, eds., Public
Space, Media Space (London: Palgrave Macmillan, 2013).
36 S. Chakravorty, “Spaces of Spectatorship: Architectures of the Projected Image,” Polished
Panels 1, no. 2, Mediapolis: A Journal of Cities and Culture (March 7, 2016), http://www.
mediapolisjournal.com/2016/03/spaces-of-spectatorship-architectures-of-the-projected-
image/, accessed August 30, 2023. In projection mapping, a two- or three-dimensional object
is spatially mapped by using specialized software that mimics the real environment it is to be
projected upon. This software can interact with a projector to fit any desired image onto any
surface, small or large.
GIULIANA BRUNO 49 AN-ICON
turns into a projective skin. Cities are punctuated by these
seductive large-scale projective envelopes that create am-
biance.
But in projection mapping, the idea of an en-
vironment of projection risks becoming literalized. If the
ambiance of projection is remapped in a reductive way, the
notion of ambient media itself shrinks. The effects of media
façades created in literal ways are often questionable, as
“ambient” begins to take on environmental connotations
that are pacifying and not far removed from commerce.37
After all, large-scale projection mapping is mostly used,
contiguously with artistic and urban-branding pursuits, by
publicity and advertising firms. Basking in the glow of giant
projections can lead to opiate effects or the simple encour-
agement of consumption as opposed to the production of
engagement and perturbation.
As the ambiance of projection is being trans-
formed by digital technology, artists are increasingly re-
sponding creatively and critically to these issues of the
sculptural and panoramic scale of immersive projection.
Just, for instance, critically exposed how large-scale projec-
tion transforms the urban environment with the projection
of his Servitudes (2015), a cinematic, architectural work
consisting of eight sequences filmed in and around the
World Trade Center in New York. Originally conceived for
the subterranean gallery space of the Palais de Tokyo in
Paris, this filmic work was scaled up in November 2015
and displayed on a series of large electronic billboards
on the building façades of New York’s Times Square. In
2019, the same work was also projected onto layers of
semitransparent fabric in yet another geographic location,
in museum space – a fact that makes one question the
function of scaling as well as further reflect on the nature
37 For a critical reading of the ambient, see P. Roquet, Ambient Media: Japanese
Atmospheres of Self (Minneapolis: University of Minnesota Press, 2016); S. Kim-Cohen,
Against Ambience and Other Essays (London: Bloomsbury, 2016).
GIULIANA BRUNO 50 AN-ICON
and fabric of projection in relation to its specific geography
and location.38
Projecting a Global Urban Scale
These experiments on the vast projective po-
tential of digital technology thus force us to rethink the issue
of large-scale immersive projection in light of its own com-
plex history. It is particularly urgent to ask ourselves ques-
tions about the nature and consequences of scaling. What
changes in an environment of projection when subjected
to different scales? How does scale change the nature of
the screen itself as an object? What kinds of projection,
understood as forms of cultural transmission, does mag-
nification comport?
With this variability of scale, Servitudes rein-
forces the penchant for “empathic” projection that Just
exhibited in his earlier works, for, as we have noted, this
process is set in motion when works actively lay bare their
own projective mechanism rather than keeping it static and
invisible. Intercourses, which premiered at the 2013 Venice
Biennale, took this up at a global scale.39 This five-channel
video and installation was set in a suburb of Hangzhou,
China, that has been built as a replica of Paris, France. The
38 When this work was commissioned by Paris’s Palais de Tokyo for their expansive
subterranean gallery space, Just began to research the exhibition hall, which dates from
Paris’s 1937 world’s fair. The 2015 projection of Servitudes in New York’s Times Square was
part of Times Square Arts, the public art program of the Times Square Alliance. Servitudes
was installed on semitransparent screen fabric in Kunsthal Charlottenborg in Copenhagen,
Denmark, June 15 - August 11, 2019.
39 Reflecting on how a pavilion at the Biennale represents a country inside another country,
Just engaged the architectural configuration of this conflated projection and intervened in
the site of the Danish Pavilion, itself a composite structure. By walling in the grand entrance
of the building’s neoclassic façade, he enticed viewers to walk around the colonnade and
enter instead through a courtyard, which ushered them inside the modernist part of the
pavilion. Here, the interior space had been transformed into a construction site. Walls built
from concrete cinder blocks created another architectural path within the already hybrid space
of the pavilion. The rough, impermanent fabrication of the concrete blocks lent a sense of
eeriness to the site: though it appeared to be a place in the making, it felt as if it were already
in ruins. In constructing an installation space that evoked the atmosphere of a ruin in progress,
Just made material the layered process inherent in the imaginary fabrication of such sites,
closely engaging their imaginative “projections.”
GIULIANA BRUNO 51 AN-ICON
large scale of the projection inside the pavilion created a
feeling of cultural displacement. In it, three Black men me-
ander in a desolate ambiance of empty streets, uninhabited
façades, and unfinished staircases that lead nowhere. This
Paris imagined in China had a postapocalyptic feeling, even
a quasi–science fiction dimension, despite actually being a
real place. The projected images worked together with the
architectural design of the pavilion to instill in us a concrete
sense of how a global urban imaginary is made, and what
scale this process has assumed. What is performed and
projected here is a becoming of global scale – a state that
contains processes of dislocation, hybridization, and entropy.
Intercourses is named after that which lies in
between: relational things like processes of interstitial con-
struction. It deals with the actual process of projection as
a space of relation and intermediation. In this sense, it fol-
lows the course of Just’s investigation of environmentality
as a magnified psychogeography. The very magnitude of
the exhibition space drives a navigation of atmospheres,
engaging viewers in the scale of the destabilizing projec-
tive ambiance in which they are themselves empathically
projected.
Intercourses confronts even more directly than
This Nameless Spectacle the effects and affects of the tech-
nology of scaling in contemporary digital culture. This is a
work of actual scalar construction, for its five screens have
different configurations that generate further geographic
dislocation through their differing positions in space and
angles of view. Moreover, this Paris-in-China suspended
between states of ruin and construction offers projections
that can vary radically in size, from one to fifteen meters,
depending on the site of the installation.
In such a way, Just questions the different
forms of screen scale that proliferate in our digital envi-
ronment. In laying bare the architecture of the projective
GIULIANA BRUNO 52 AN-ICON
mechanism, he triggers a critical response to the cultural
phenomenon of variable screen size, making us reflect on
how miniaturization relates to magnification in digital cul-
ture. By confronting what happens in the process of scaling
up or down, from one size to the other, he creates cultural
awareness of the state of screening today while exhibiting
the process itself of flexible projection. This architectural
scaling makes gallery viewers aware of the very architec-
ture of screening, and especially attuned to how ambiance
changes in scale.
Furthermore, for Just, large scale does not
consist in simple magnification or simplistic immersivity.
The magnitude of the largest screen in Intercourses, rather,
challenges the conventional use of magnitude in film.40 Less
associated with figurative facial close-ups, as is traditionally
most often the case in cinema, it is more attuned to the
vastness and complexity of the geographic and cultural
landscapes it renders. Scale is here also anything but mon-
umental and does not constitute a direct correlate of the
aesthetic of the sublime, so often evoked when speaking
of immersion. Rather than monumentalizing its own object,
the large scale of the projection takes the gallery viewer
into an ambiguous affective and cognitive space that asks
for attentive, even contemplative absorption – displaying
a critical form of empathic projection.
This process of projective absorption in scale
leads to deciphering the geographic hybridity of the site
shown on screen while enveloped in the siting of the pro-
jection. After all, wandering through a look-alike Paris with
French actors of African descent, one could easily believe
that this is in fact Paris – and that would be an acceptable
response. But if, galvanized by the scale of the large screen,
the installation viewer scans the surface and “screens” the
40 On magnification and the close-up in film, see M. A. Doane, Bigger than Life: The Close-up
and Scale in the Cinema (Durham NC: Duke University Press, 2021).
GIULIANA BRUNO 53 AN-ICON
space closely, she can sense that something is off: the ur-
ban scale here is quite different than that of Paris. As one
tunes in to surface, scale, and atmosphere, scanning the
big screen, and further notices the presence of Chinese
inscriptions or too many air conditioners dotting the build-
ing façades, one can finally understand how, working with
and against architecture, inhabitants of this replica of Paris
in China, located in the district of Tianducheng, adapt the
space to their own use.
In Intercourses, then, Just enhances scale as
a geography, detecting defining nuances in ambient pro-
jection and working with dimension in culturally affecting
ways that defy the simple effect of immersive viewing. Here,
immersion is not understood, as conventionally assumed,
to produce virtual illusion but, rather, spatial awareness. As
was the case in This Nameless Spectacle, the artist also
works specifically against the astonishing use of magni-
fication one finds in digital hyperrealism, with its purely
spectacular effects of immersivity.41 For Just, scale rather
functions as a real environmental modality. His installations
invite close discernment of the surrounding space and en-
gage contact with the larger environment. They resist using
scale as a building block to create virtual monuments and,
working with movement and active screening, also resist
the arresting sense of awe associated with boundless im-
mersive magnitude. In other words, Just is an artist who
does not fall into the trap of large projection as mere man-
ifestation of a technological sublime.
Jesper Just’s critical investigation of this press-
ing subject of immersivity finds correspondence in the prac-
tices of other artists who are attentive to scale, reconfigure
scalar paradigms, and also engage the panoramic form of
exhibition as a projective environment. In a compelling way,
41 This reminds us that, as Susan Stewart suggested long ago, “the gigantic” is a particularly
enveloping notion. See S. Stewart, On Longing: Narratives of the Miniature, the Gigantic, the
Souvenir, the Collection (Durham NC: Duke University Press, 1993).
GIULIANA BRUNO 54 AN-ICON
Lisa Reihana also questioned the scale and atmosphere
of immersive projection at the New Zealand Pavilion of the
2017 Venice Biennale with her large-scale installation In Pur-
suit of Venus [infected] (2015-17), for which she reinvented
the giant form of the panoramic spectacle in scrolling dig-
ital fashion. Inspired by the French scenic wallpaper Les
Sauvages de la Mer Pacifique (1804-1805), the installation
created a large-scale panorama in which real and invent-
ed narratives of colonial encounter take place. This work
took the very surface of a panoramic wallpaper and made
it into an animated, moving surface of unfolding projection.
Here, videographic and animation technologies contribute
to a reimagination of the nineteenth-century shape of the
moving panorama while probing its historical, ideological,
and political dimensions. In Reihana’s reinterpretation of
this mode, history is not only displayed but scrolls out and
drifts along panoramically, in a critical reading that ques-
tions the very form of its spectacular, colonial, scalar, im-
mersive projections.
In the face of digitally magnified immersion, and
the return of the spectacular phenomenon of large-scale
panoramic projection, one can only welcome the kind of
environmental research that motivates Jesper Just and Lisa
Reihana, for this is an exploration that is aimed at critically
excavating, and exhibiting, the complex history of large-
scale, immersive visual display, its forms of mediality, and
the culture that it transmits and circulates in the environment.
Here, the present not only exposes but challenges the past,
and finally, changes its course. Only if we are put in a posi-
tion to experience critically the cultural atmosphere that links
scale and motion to immersive screening, and consider this
multifaceted, nonlinear historicity, can we hope to redefine
the terms of, and give a new name to, the ecology of ab-
sorption in space – the environment itself of projection.
GIULIANA BRUNO 55 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19938 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19938",
"Description": "Art in general, more than other fields, appears to lie at the heart of immersivity. As argued by Oliver Grau, it is art that still deploys a considerable genealogy with examples that resonate with the immersivity as proposed in contemporaneity. It is the current immersivity that constructs “constellations” which, as Benjamin put it, dynamically enact “the history of art [as] the history of prophesies […] which can be written only starting from the point of view of an immediate present,” where “every present is determined by those images that are synchronous to it: each now is the now of a given knowability.” In the art history field, however, it is almost mandatory to re-evoke a fully mannerist ambience where “painting” creates – without the aid of particular instruments – the near-total immersion, acting fully on the passional dimension. The case in point is the Camera dei Giganti/Chamber of the Giants, made by Giulio Romano between 1532 and 1536 in Palazzo Te in Mantua. A stunning illusionist artifice that catapults the viewers into the heart of the ongoing event, to produce in them a sense of awe and estrangement beyond the “frame.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19938",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Lucia Corrain",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Fiction",
"Title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lucia Corrain",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19938",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Fiction",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Spazi e tempi dell’installazione (Rome: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19938/20021",
"volume": "2"
}
] | Art and Artifice:
The Machine of
Immersivity in the Camera
dei Giganti/ Chamber
Of The GiImage
ants
by Lucia Corrain
Immersivity
Giulio Romano
Painting
Fiction
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Art and Artifice:
The Machine of Immersivity
in the Camera dei Giganti/
Chamber Of The Giants
LUCIA CORRAIN, Università degli Studi di Bologna – https://orcid.org/0000-0002-8437-969X
https://doi.org/10.54103/ai/19938
Abstract Art in general, more than other fields, appears
to lie at the heart of immersivity. As argued by Oliver Grau,
it is art that still deploys a considerable genealogy with
examples that resonate with the immersivity as proposed
in contemporaneity. It is the current immersivity that con-
structs “constellations” which, as Benjamin put it, dynam-
ically enact “the history of art [as] the history of prophesies
[…] which can be written only starting from the point of
view of an immediate present,” where “every present is de-
termined by those images that are synchronous to it: each
now is the now of a given knowability.” In the art history
field, however, it is almost mandatory to re-evoke a fully
mannerist ambience where “painting” creates – without
the aid of particular instruments – the near-total immersion,
acting fully on the passional dimension. The case in point
is the Camera dei Giganti/Chamber of the Giants, made
by Giulio Romano between 1532 and 1536 in Palazzo Te
in Mantua. A stunning illusionist artifice that catapults the
viewers into the heart of the ongoing event, to produce in
them a sense of awe and estrangement beyond the “frame.”
Keywords Image Immersivity Giulio Romano Painting Fiction
To quote this essay: L. Corrain, “Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/
Chamber Of The Giants,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023):
56-73, https://doi.org/10.54103/ai/19938.
LUCIA CORRAIN 56 AN-ICON
A piece many years
in doing and now newly performed by that rare
Italian master, Julio Romano, who, had he himself
eternity and could put breath into his work, would
beguile Nature of her custom, so perfectly he is her
ape.1
By way of introduction
Undoubtedly – in a chronological field conven-
tionally defined as Mannerism – the Camera dei Giganti/
Chamber of the Giants, frescoed between 1532 and 1536
by Giulio Romano and his collaborators in Palazzo Te in
Mantua, occupies a position of great importance. The high-
ly original solution adopted by the Roman artist, already
acknowledged in his day and age, in the light of today’s
immersive technologies, can indeed manifest all its extraor-
dinary innovative force.2
Virtual reality, as we know it today, is obtained
by means of a digital instrument capable of generating
“three-dimensional” scenes, narratives and landscapes
within which subjects have the impression of actually mov-
ing and interacting with the ambience surrounding them.
Thanks to the evolution in computer graphics and the imple-
mentation of the computational power, representations ever
1 W. Shakespeare, The Winter’s Tale (1611) (New York-London-Toronto-Sydney: Simon &
Schuster Paperbacks, 1998): V.II.95-100, 219.
2 The bibliography concerning Palazzo Te is currently rather substantial, but it was Ernst
Gombrich who took this whole building outside of the shadows in which it found itself. In 1933
he dedicated to it his graduation thesis at the University of Vienna, E. Gombrich, “Der Palazzo
del Te,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 8 (1934): 79-104; “Versuch
einer Deuteung,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 9 (1936): 121-150;
it. trans. A.M. Conforti, Giulio Romano. Il palazzo del Te (Mantua: Tre Lune, 1984). Cfr. among
the many others F. Hart, Giulio Romano (New Haven: Yale University Press, 1958); K.W. Forster,
R.J. Tuttle, “The Palazzo del Te,” Journal of the Society of Architectural Historians 30, no. 4
(1971): 267-293; A. Belluzzi, W. Capezzali, II palazzo dei lucidi inganni: Palazzo Te a Mantova
(Florence: Centro Studi Architettura Ouroboros, 1976); E. Verheyen, The Palazzo del Te in
Mantua: Images of Love and Politics (Baltimore-London: The John Hopkins University Press,
1977); A. Belluzzi, M. Tafuri, eds., Giulio Romano (Milan: Electa, 1989, exhibition catalogue);
A. Belluzzi, Palazzo Te a Mantova, 2 vols. (Modena: Cosimo Panini, 1998). About the Camera
dei Giganti/Chamber of Giants specifically, cfr. R. Piccinelli, I Giganti: Palazzo Te (Milan: Skira,
2020).
LUCIA CORRAIN 57 AN-ICON
closer to reality can be obtained. Nonetheless, so-called
“reality media” are not yet a “perfect” mimesis of the real.3
The relationship between the current immersive
devices and the more dated optical instruments of the so-
called pre-cinematographic phase has already been widely
brought to light: it is the case of the scene of the eighteenth
century4 and the stereoscope of the subsequent century5
that share, with the more recent immersive technologies,
the question of a “channelled aesthetic perception.”6 In
rather similar fashion, at the pictorial level, the Quadratur-
ismo and the trompe-l’œil raise questions relating to both
the continuity between the space of experience and the
space represented, and to the methods of construction of
a gaze “from the inside” in which proximity allows for the
perception of esthesis, verdictives and passion.
Oliver Grau7 – the scholar who perhaps more
than any other has outlined a genealogy of immersivity –
has identified a possible origin even in Pompeian painting,
to then look to the Renaissance and Baroque illusionist
spaces, all the way down to the more recent scenarios
3 E. Modena, Nelle storie: Arte, cinema e media immersivi (Rome: Carocci, 2022); A.
Pinotti, “VR, AR, MR, XR,” in Enciclopedia dell’Arte Contemporanea, vol. 4 (Rome: Istituto
dell’Enciclopedia Italiana “Giovanni Treccani,” 2021): 685-686.
4 O. Grau, Virtual Art: From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA:
MIT Press, 2003).
5 J. Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
(Cambridge MA: MIT Press 1992).
6 P. Montani, Tecnologie della sensibilità: Estetica e immaginazione interattiva (Milan: Raffaello
Cortina, 2014): 25.
7 O. Grau, Virtual Art: From Illusion to Immersion, opens his reconnaissance on the Pompeian
frescoes, where the creation of a pictorial surface with the simulation of depth generates
the effect of an ambience of greater extension that what it is in reality, capturing the gaze of
the observer who does not seem to perceive the actual distinction between real space and
the space of the image. Grau then lists the subsequent examples: the Chamber of the Deer
in the Avignon Palace of the Popes (1343); the Hall of Perspectives by Baldassare Peruzzi
in villa Farnesina (1516), the neoclassical “village rooms” or “sylvans.” The latter is a kind
that, “while it dilates to the extreme the portrait of landscape taking it to the dimensions of
the environmental room, it applies at the same time scenic criteria relevant to organising the
decorations unitarily, with the illusionist effect of the plein air,” R. Roli, Pittura bolognese 1650-
1800: Dal Cignani ai Gandolfi (Bologna: Alfa Edizioni, 1977): 70 [my translation].
LUCIA CORRAIN 58 AN-ICON
(panorama).8 Grau, however, does not refer specifically to
the striking example of the Chamber of the Giants, where
the immersivity reaches a very high level of passional in-
volvement on the part of the spectator, moreover without
resorting to an auxiliary devices (as is the case today with
headsets, overalls). A stunning illusionistic artifice defined
by Frederick Hart as “surely the most fantastic and fright-
ening creation of the entire Italian Renaissance in any medi-
um”9 capable of catapulting the spectator into the heart of
the event portrayed; as stated in 1934 by Ernst Gombrich:
“into the deafening vortex of a frightening catastrophe,”10
capable of engendering astonishment and awe.11
Harking back to the renowned words of Wal-
ter Benjamin: “the history of art is a history of prophecies”
which “can only be written from the standpoint of the im-
mediate, actual present,”12 where “every present day is
determined by the images that are synchronic with it: each
“now” is the now of a particular recognizability.”13 It can be
stated that the case we wish to investigate here can be con-
sidered in the light of a premise. In short, the machine fres-
coed in the Chamber of the Giants in Palazzo Te appears
to be the height of an illusion that involves the spectator in
a dimension that can be defined as being fully immersive.
Moreover, if we carefully observe, in the cham-
ber in question of Palazzo Te, all the “instructions […] which
8 In 1792 Robert Baker, in London, made the first Panorama, which consists in a circular
shaped ambience, where on the interior walls are projected images of times of distant places,
offering the chance to the spectators of having a travel experience whilst being “stationary.”
Cfr., besides O. Grau, Virtual Art: From Illusion to Immersion, also S. Bordini, Storia del
panorama: La visione totale della pittura nel XIX secolo (Rome: Nuova Cultura, 2009); M.
Cometa, La scrittura delle immagini: Letteratura e cultura visuale (Milan: Raffaello Cortina,
2012); M. Cometa, Cultura visuale (Milan: Raffaello Cortina, 2021). E. Gombrich, Giulio
Romano: 94, in 1934 had already related the Chamber of the Giants with the nineteenth
century panoramas, stating: “that indeed Giulio, and he alone, was the first to try out in a work
of art that which is called the hall of the Giants” [my translation].
9 F. Hart, Giulio Romano: 32.
10 E. Gombrich, Giulio Romano: 79.
11 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021):
107-109, in the chapter dedicated to the environment-image states that the Chamber of the
Giants is a paradigmatic example, “an illusionistic machine that invites one to reflect on the
viewer’s visual act as a participative response to the iconic act.”
12 W. Benjamin, Gesammelte Schriften (Berlin: Suhrkamp, 1991), vol. 1, no. 2:1046-7. Quoted
in English in B. Doherty, “Between the Artwork and its ‘Actualization’: A Footnote to Art History
in Benjamin’s Work of Art,” Paragraph 32, no. 3 (2009): 331-358, 336.
13 W. Benjamin, The Arcades Project (1982), trans. H. Eiland, K. McLaughlin (Cambridge MA:
Harvard University Press, 2003): 462-463.
LUCIA CORRAIN 59 AN-ICON
[in the planar paintings] direct the gaze, guide the reading,
intimidate and can, at times, seduce the viewer subjecting
them to the representation,”14 have been completely dis-
avowed.15 They have been totally cancelled. And, not by
chance, in their place some decidedly more cogent ones
have been created in an interplay of different disciplines,
taking one another by the hand, offering a wholly original
reading of the Chamber in question that can fully manifest
the active nature of perception.
An exceptional visitor
Let us now try to enter the Chamber of the
Giants, highlighting its most salient characteristics. And
we shall do so starting from an exceptional witness, Gior-
gio Vasari (Arezzo, 1511-1574), the art historian who was
able to visit the Mantuan Palazzo Te on two occasions:
the first time when the Chamber of the Giants was under
construction; the second when the works had already been
completed. His testimony can to all intents and purposes
be considered an ekphrasis of great efficacy that “overlaps
with the pictorial [story], and at times gives the impression
of eclipsing it.”16 Here is the description Vasari gives of the
space created and painted by Giulio Romano:
After laying deep, double foundations in that corner, which was in a
swampy spot, Giulio had built over that angle a large, round room
with extremely thick walls, so that the four corners of the outside
walls would be stronger and could support a double vault rounded
like an oven. And having done this, since the room had corners,
he built here and there all the way around it the doors, windows,
and a fireplace of rusticated stones with worn-away edges, which
14 G. Careri, “Prefazione,” in L. Marin, Opacità della pittura: Sulla rappresentazione nel
Quattrocento (Florence: La Casa Usher, 2012): 7-13.
15 On the role of the frame in the work of art see D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milan: Johan & Levi, 2018) and S. Zuliani, Spazi e tempi dell’installazione (Rome:
Arshake, 2015).
16 A. Belluzzi, Giulio Romano: 446 [my translation]. On the text/image problem cfr. W.J.T.
Mitchell, Image Science: Iconology, Visual Culture, and Media Aesthetics (Chicago: The
University of Chicago Press, 2015).
LUCIA CORRAIN 60 AN-ICON
were disjointed and crooked almost to the extent that they
17
even
seemed to lean over on one side and actually to collapse.
Giulio Romano – as can be inferred – gave a
particular form to the environment: it is not a “round room,”
as Vasari might lead us to believe, but a “a double vault
rounded like an oven,” which did not have sharp corners
and whose doors and windows were “disjointed and crook-
ed,” which almost certainly means that the windows were
closed by painted blinds and the doors were in continuity
with respect to the frescoes.
A singular space, which also disposed of a par-
ticular flooring, as confirmed by Vasari himself:
He had made the floor with polished river slingstones that ran
around the walls, and those on the painting plane, which fell down-
wards had counterfeited: for a part those painted inwards escaped,
and at times were
18
occupied and adorned by grass and at times
by larger stones.
But, as can well be imagined, it was, in those
days, a cobbled floor with slingstones that, albeit creating
seamless continuity with the upright walls, did not represent
an assurance of a steady support for the visitor.19
It is not possible, however, to be outside the
space to talk about it; you need to traverse it to know it, for
17 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 370. In the first edition by types of
Lorenzo Torrentino (Florence, 1550), the historiographer was even more articulate: “He
therefore had double foundations of great depth sunk at that corner, which was in a marshy
place, and over that angle he constructed a large round room, with very thick walls, to the end
that the four external corners of the masonry might be strong enough to be able to support
a double vault, round after the manner of an oven. This done, he caused to be built at the
corners right round the room, in the proper places, the doors, windows, and fireplace, all of
rustic stones rough-hewn as if by chance, and, as it were, disjointed and awry, insomuch
that they appeared to be really hanging over to one side and falling down).” G. Vasari, “Giulio
Romano pittore e architetto,” in Le vite de’ più eccellenti architetti, pittori, et scultori italiani
(1550) (Turin: Einaudi, 1986): 833 [my translation].
18 Ibidem: 834 [my translation].
19 The flooring was made anew by Paolo Pozzo in the eighteenth-century restoration of the
palazzo, in which very likely the fireplace of which Vasari speaks was bricked up, and which
is testified to in some drawings preserved at the Louvre, Windsor and Palazzo Te (donated in
2015 by Monroe Warshaw), cfr. R. Piccinelli, I Giganti: 27. Furthermore, in 1781, the archduke
Ferdinand of Habsburg commissioned Giovanni Bottani to “have made a picket fence in
the hall of the Giants […]. Also, he would promptly have the fireplace sealed and walled up,”
citation reported in A. Belluzzi, Giulio Romano: 236.
LUCIA CORRAIN 61 AN-ICON
it to become a true object of analysis. The analysts must
become an integral part of the space, immerse themselves
in it like a percipient body, like the users of the place, going
through it and letting themselves be guided by the logic
imposed by the context in which they find themselves. The
visitors are, so to speak, literally “manipulated” by this un-
usual spatial environment.
The system of the spatial expression is in it-
self meaningful, that here acquires an even more complete
meaning with what is portrayed on the walls: the signifi-
cance of the space is “the final result of a stratified and
complex series of procedures, articulations and sub-artic-
ulations, where an element is meaningful only if related to
the others.”20
The spatial configurations prefigure, that is, the
virtuality, of the possible ways of using the morphology
itself of the places. In this sense, a semiotic reading can
come to our aid which – as Giannitrapani writes – “consid-
ers space not as a straightforward container of subjects,
objects, events, but as a meaningful structure capable of
speaking of a multiplicity of aspects of life.”21 This means
that: “The significance of the space lies in the efficacious
action that it provokes on the subjects coming into contact
with it.” And in order for space to completely “influence the
body it must work on the ambience, it must give a shape
to the architecture of the space.”22
The Fall of the Giants
There is no doubt that the space of the Cham-
bers of the Giants, already in itself significant, finds fulfil-
ment with what it portrayed on the ceiling and on the walls.
Although this interest of this analysis is focused on the
immersive dimension, it is necessary to briefly go over the
20 G. Marrone, “Efficacia simbolica dello spazio: Azioni e passioni,” in P. Bertetti, G. Manetti,
eds., Forme della testualità: Teoria, modelli, storia e prospettive (Turin: Testo&immagine, 2001):
85-96.
21 A. Giannitrapani, Introduzione alla semiotica dello spazio (Rome: Carrocci, 2013): 45.
22 On the space cfr. also M. Hammad, Lire l’espace, comprendre l’architecture (Limoges:
Presses Universitaires, 2001), trans. G. Festi (Rome: Meltemi, 2003).
LUCIA CORRAIN 62 AN-ICON
iconography of the whole figurative apparatus because ̶ as
we shall see – it is closely related to Federico II Gonzaga,
the patron, and Charles V over whose empire the sun never
set. The whole room, as is well-known, portrays the fall of
the Giants drawn from Ovid’s Metamorphoses.23 The myth
tells of the giants’ attempted attack on the gods: with the
intent to reach Mount Olympus, the vicious inhabitants of
the earth superimpose one another on two mountains, that
of Pelion and that of Ossa.
Portrayed on the ceiling (Fig. 1) is the gods’ ire
against the giants’ attempt to scale the mountains, with
Jupiter who abandons his throne to place himself along-
side Juno, who, with her gaze and index finger, points to
the direction towards which to cast the thunderbolts. The
plot hatched by the giants fails, of course, and Jupiter’s
intervention makes the mountains collapse; by tumbling
precipitously, they overwhelm the giants burying them be-
neath the heavy boulders. A daring view from the bottom
upwards, always on the ceiling, portrays a circular temple
with twelve columns from whose balustrade some char-
acters, concerned and awestruck by what is happening
beneath them, look out; in the same way the numerous
other divinities display impassioned states of agitation. The
throne, left vacant by Jupiter, is occupied by the imperial
eagle with its wings outspread, while the menacing clouds
surround the whole empyrean in a role of transition from
the world of the gods to the terrestrial terrain of the com-
mon mortals.
On the walls, above the fireplace, the giant Ty-
phon (monstruous son of Gaia – Fig. 2) is depicted: for
having tried to depose Jupiter, he is struck by lightning and
sinks under Etna, and here, crushed by the boulders, in an
attempt to defend himself he spews fire and lapilli causing
an earthquake.24 The fireplace, in turn, was supposed to
suggest the illusion of the youth condemned by the flames:
the flames that issue from the mouth of the giant Typhon,
23 Ovid, Metamorphoses I vv. 151-154 (I A.D), trans. A.D. Melville (Oxford: Oxford University
Press, 2008): 5.
24 Ovid, Metamorphoses V: 109.
LUCIA CORRAIN 63 AN-ICON
Fig. 1. G. Romano,
Camera dei Giganti/Chamber of the Giants,
ceiling, 1532-1536, Mantua, Palazzo Te.
in the pictorial fiction, thus ended up “conversing” with the
real fire of the fireplace.
Examining more closely the remaining frescoed
parts, Vasari took note of further details:
the entire world is upside-down and almost at its final end [...] many
giants can be seen in flight, all struck down by Jove’s thunderbolts
and on the verge of being overwhelmed by the landslides from the
mountains just like the others. In another part, Giulio represented
other giants upon whom are crashing down temples, columns, and
other parts of buildings, creating
25
among these arrogant creatures
great havoc and loss of life.
And, in actual fact, three walls propose land-
scapes (Figg. 3-4) and another one proposes an architec-
ture – a serliana – that too about to collapse under the fire
of the lightning bolts of the gods (Fig. 5).
25 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
LUCIA CORRAIN 64 AN-ICON
Fig. 2. G. Romano, Fig. 3. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall est, 1532-1536, Mantua, Palazzo Te. wall sud, 1532-1536, Mantua, Palazzo Te.
Fig. 4. G. Romano, Fig. 5. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall ovest, 1532-1536, Mantua, Palazzo Te. wall nord, 1532-1536, Mantua, Palazzo Te.
LUCIA CORRAIN 65 AN-ICON
At this point it is worthwhile turning our atten-
tion to the time when the action portrayed takes place.
The time in itself is not representable, it is represented by
means of movement and transformation: it is a function of
the movement and the last is a function of space. Any ac-
tion, which is never a perpetual motion, contains phases: a
beginning, a climax and an end. In the course of each one
of those, every action leads to the memory of what had
come before and what will come afterwards. In short, the
climax is the moment of utmost tension. In the Chamber
of the Giants it corresponds to the phase when everything
collapses: the technique is that of breaking down natural
and architectural elements into parts that gradually lose
their natural order to follow one that has gone completely
haywire. If it is true that the rendering of the fatal moment
is accentuated in mannerism, it can be said that here it has
touched some very elevated heights.
The particularity of the fatal instant had been
highlighted, once again, by Vasari (Fig. 6):
Fig. 6. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant,
1532-1536,
Mantua, Palazzo Te.
LUCIA CORRAIN 66 AN-ICON
Giulio [...] made plans to build a corner-room [...] in which the walls
would correspond with the paintings, in order
26
to deceive the people
who would see it as much as he could.
a marvellous work where
the entire painting has neither beginning nor end, and that it is all
tied together
27
and runs on continuously without boundary or dec-
oration.
This is a room completely without frames,28 of
any delimitation, with an enveloping continuity, in which
the space – as Gombrich points out –
runs homogeneous to the floor as far as the apex of the roof
with not edges and no frame to interrupt the seamlessness of the
surfaces, it is completely transformed into a pictorial scene: it is29
part of a single action, animated by the same emotional impetus.
But, Vasari adds, it is a horrible scene:
Therefore, let no one ever imagine seeing a work from the brush
that is more horrible or frightening or more realistic than this one.
And anyone who enters that room and sees the windows, doors,
and other such details all distorted and almost on the verge of
crashing down, as well as the mountains and buildings collapsing,
can only fear that everything is toppling down upon him. Especially
when he sees 30
all the gods in that heaven running this way and
that in flight.
In short, a stunning illusionistic artifice that
seeks to catapult the viewer into the throbbing heart of
the event in progress, where “the boundaries of space
26 Ibid.: 370.
27 Ibid.: 373.
28 Cfr. P. Carabell, “Breaking the Frame: Transgression and Transformation in Giulio Romano’s
Sala dei Giganti,” Artibus et Historiae 18, no. 36 (1997): 87-100.
29 E. Gombrich, Giulio Romano: 81.
30 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372-373.
LUCIA CORRAIN 67 AN-ICON
disappear [...] and the laws of statics, in which the eye
can find tranquillizing points of reference, are completely
lacking.”31 Inside the environment: “the walls themselves
move and, soon, everything is disarranged and collapses
upon the viewer” who, in this way, shares “the same fate
that submits and destroys the very powerful giants that
tried in vain to sustain the walls.”32 (Figg. 7-8)
Fig. 7. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant, 1532-1536,
Mantua, Palazzo Te.
Fig. 8. G. Romano, copy of,
Disegno della parete con il camino,
Paris, Louvre, Département des
Arts graphiques, inv. 3636, recto
31 E. Gombrich, Giulio Romano: 79.
32 Ibid.
LUCIA CORRAIN 68 AN-ICON
Being at the end of the world
At this point – and to delve once more into the
immersivity that generates the environment – it comes nat-
ural to wonder why the patron, duke Federico II Gonzaga,
decided to make such a particular and unique ambience
in what is considered to be his villa of pleasures. What role
would the Chamber of the Giants play in that precise his-
torical moment?33 We should not try to imagine the visitor
guided by the Lord of Mantua in the palazzo: Federico II
leads his guest in a space whose boundaries are well de-
fined, through ambiences of different sizes, decorated with
specific iconographic themes, in a crescendo that takes
him gradually as far as the Chamber of the Giants. An ini-
tiatory pathway through which the duke proposes to his
guest a sort of progressive estrangement with respect to
the real world and that reaches its climax in the immense
“catastrophe” of the dark cave, with the doors and win-
dows shut and only the flickering light coming from the lit
fireplace. A status of anguish and terror, apparently with
no exit, in which the guest “with the highest mastery is de-
prived of every chance to take a distance, to evaluate the
actual spaces.”34 In this regard, Ernst Gombrich’s personal
experience seems truly exemplary:
The kind of oppression that we have experienced is absolutely
new and the sentiment from which it is born and which Giulio has
been able to give shape to, is that of anguish. [...] There, we have
experienced directly and in an absolutely new way the anguished
nightmare of our involvement in an ineluctable catastrophe.35
33 The Duke of Mantua invested colossal amounts and a special interest in the project for
Palazzo Te: a work that had no residential function, which was not a fortress and in which even
a room, that of the Giants, was in no way inhabitable.
34 E. Gombrich, Giulio Romano: 81 [my traslation].
35 Ibid.: 111 [my translation].
LUCIA CORRAIN 69 AN-ICON
Who is behind the enormous cave remains,
therefore, captured by the representation, perceiving step
by step that everything is being twisted, being destroyed:
in the room lit up only by the fire burning in the fireplace,
the visitor “experiences” the end of the world just as it is
taking place, he experiences the torment – as Vasari writes
– “that everything [...] is toppling down upon him.”36
It is important to understand what happens to
the viewer’s body and how the space substantiated in the
representation is capable of triggering sensorial percep-
tions. As seems obvious, one’s eyesight is the first sense
brought into play, and not only because the visitor’s eye is
engaged by the enormous eyes of the Giants, but rather by
the particular luminosity of the environment: indeed, one’s
eyes must adapt to the light conditions produced by the
fire in the fireplace; entering the ambience from conditions
of full light, the adaptation to the poor light comes about
slowly, one’s pupils must dilate as much as possible to be
able to embrace the vision. The fireplace fire, moreover, is
also responsible for the arousal of other senses: the sense
of smell, because the burning wood diffuses its smell in all
of the room; the sense of hearing, owing to the crackling
and the rustling of the burning wood; the sense of touch,
in that the fire warms up the ambience and consequent-
ly the visitor. Even the flooring can fall within the tactile
sensoriality – in “small, round stones,” but “set in with a
knife” –37 which make the visitor’s movements unstable,
reinforcing the precipice effect that is the central theme of
the ambience.
Amongst those who in the course of time have
had the chance to live a sensorial experience inside the
Chamber of the Giants we can also name a scientist like
Ulisse Aldrovandi (Bologna, 1522-1605): his interest, in
particular, is addressed to the sonorous refraction of the
ambience on the basis of which a word whispered in one
36 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
37 G. Vasari, “Giulio Romano:” 373.
LUCIA CORRAIN 70 AN-ICON
corner is perfectly heard in the opposite corner.38 Ultimately,
the tremulous, mobile and never total illumination produced
by the flames in the fireplace, the sonority itself of the fire,
the amplified voice, the insecurity that the visitor experi-
ences owing to the “stones set in edge” of the flooring, are
all aspects that confer a powerful dynamicity to the whole,
generating what can be defined a proto-cinematographic
effect or, paradoxically, a distressing trompe-l’œil that at
length deceives the feelings of the viewer.39
In practice, what did this exceptional spatial
and sensorial machine which acts with such terrifying effi-
cacy on the viewer try to convey? Undoubtedly, the icono-
graphic subject was not chosen by chance; in fact, the
mythological fable is accompanied by an interpretative
tradition of a moral sort: the Gigantomachia is an example
of chastised pride, with Jupiter who performs an act of
supremacy to restore justice. And in Mantua, in the early
Cinquecento, the imperial ideology resorted to the fall of
the Giants to celebrate the victories of Charles V against
the infidels; Jupiter thus prefigures Charles V who, in the
guise of Jupiter, leads to the demise of the Italian princ-
es who rebelled against his sovereignty.40 Alongside this
reading of international politics, however, another one of
a purely local sort gains headway: “Jupiter would be the
ambitious Federico who, amongst other things, chooses
to insert in the family coat of arms precisely the feat of
Mount Olympus.”41 Whoever enters the Chamber of the
Giants, in short, is put in contact with the ineluctability of
the sovereignty of the gods against the “bestiality” of the
38 D.A. Franchini, C. Tellini Perina, A. Zanca, R. Margonari, G. Olmi, R. Signorini, La scienza
a corte: Collezionismo eclettico, natura e immagine a Mantova fra Rinascimento e Manierismo
(Rome: Bulzoni, 1979): 192-194. The manuscript is cited (136, XXI, cc. 27v-29v), preserved in
the University Library of Bologna in which Aldrovandi tells of his journeys to Mantua and, in
particular, to the Chamber of the Giants.
39 S.A. Hickson, “More than meets the eye: Giulio Romano, Federico II Gonzaga, and the
triumph of trompe-l’œil at the Palazzo Te in Mantua,” in L. A. Boldt-Irons, C. Federici, E.
Virgulti, eds., Disguise, Deception, Trompe-l’oeil: Interdisciplinary Perspectives (New York:
Peter Lang, 2009): 41-59.
40 For a more detailed argumentation cfr. D. Sogliani, M. Grosso, eds., L’imperatore e il
duca: Carlo V a Mantova (Milan: Skira, 2023). The exhibition offers a reflection on the cultural
meaning of Europe starting from the figure of Charles V and his alliances with the Italian courts,
narrating the emperor’s arrival in Mantua in 1530, feted by grand celebrations that Federico II
Gonzaga organised in the halls of Palazzo Te under the masterful direction of Giulio Romano.
41 R. Piccinelli, I Giganti: 19.
LUCIA CORRAIN 71 AN-ICON
Giants. A clear message addressed to recalling the correct
moral and political behaviour to engage in vis-à-vis those
who hold power.
By way of conclusion
As will have become apparent by now, the
Chamber of the Giants avails itself of a perceptive setting
foreshadowing what, almost five centuries later, finds a re-
newed materialisation in the most advanced technologies of
construction of the images that see, in the progressive can-
cellation of the aesthetic threshold and the disappearance
of the “frontier” between the world of representation and
that of reality, their final point of arrival. The ambience-im-
ages that emerge are capable of generating an effect of
reality so immanent that whoever perceives them has the
feeling of being part of that fictitious world. And the spec-
tators, wearing a visor “that blinds them with respect to the
physical reality that surrounds them,”42 isolate themselves
completely from the real world. But if – as Elisabetta Mode-
na writes – “the immersion occurs […] mostly according
to a process of environmental reduction: the format of the
experiences is central, [as is] that entanglement that is cre-
ated between the image world and the experiencer who,
in becoming a part of it, experiences what […] happens in
history.”43
The spatial-pictorial construction of the Cham-
ber of the Giants, without a frame, with interruptions, must
in short be considered – as noted by Andrea Pinotti – the
perfect example ante litteram that “it is certainly not neces-
sary to await contemporaneity to witness the advent of an
immersive and enveloping space.”44 This does not prevent
us from testing the new immersive technologies to try to
42 E. Modena, Nelle storie: 145. Cfr. also E. Modena “Immersi nel reale: Prospettive an-
iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte Semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine, L. Corrain, M. Vannoni, eds., Annali 7,
Figure dell’immersività (2021): 71-78.
43 Ibid.: 146.
44 A. Pinotti, Alla soglia dell’immagine: 109.
LUCIA CORRAIN 72 AN-ICON
‘simulate’ in every part the original ambience,45 proposing,
through virtual reality, what can no longer be perceived
in situ today. By introducing, from the top of the chimney
stack, the photons into the hearth and making use of high
definition orthophotographs of the walls and the ceiling, we
virtually recreate the flickering light of the flames, as well
as the sensorial effect of the heat as they must have been
perceived in the original Chamber of the Giants. Ultimately,
if Giulio Romano was a full-fledged forerunner of immersive
environments, then the new technologies can represent a
further aid to fully restoring the original perception of the
Chamber of the Giants, leading us back to the ingenious
“invention” that the artist had made for his cultured and
refined patron. With an apt reference, through the anticlas-
sical taste for the outlandish and for contamination, to that
Mannerism that – in the vulgate of Giorgio Vasari – must
contain “an abundance of beautiful costumes, variety in
imaginative details, charm in their colours, diversity in their
buildings, and distance and variety in their landscapes;” in
short, “a copious invention in every particular.”46
45 The bibliography on immersivity in the contemporary is vast: M. A. Moser, D. MacLeod,
eds., Immersed in Technology: Art and Virtual Environments (Cambridge MA: MIT Press, 1996);
W. Wolf, W. Bernhart, A, Mahler, eds., Immersion and Distance: Aesthetic Illusion in Literature
and Other Media (Amsterdam-New York: Rodopi, 2013); R. Pinto, “La mostra come esperienza
immersive: Damien Hirst – Treasures from the Wrech of the Unbelievable,” in C.G. Morandi,
C. Sinigaglia, eds., L’esperienza dello spazio: Collezioni, mostre, musei, (Bologna: Bononia
University Press, 2020): 324-334; J. Voorhies, J. Postsensual, Aesthetics: On the Logic of
the Curatorial (Cambridge MA: MIT Press, 2003). Cfr. also P. Conte, Unframing Aesthetics
(Milan: Mimesis International, 2020) and the recent J. Bodin, A. De Cesaris, eds., “Immersivity:
Philosophical Perspectives on Technologically Mediated Experience,” Philosophical
Coordinates in Modern and Contemporary Age 10, no. 20 (2022).
46 G. Vasari, “Preface to Part Three” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 278.
LUCIA CORRAIN 73 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19938 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19938",
"Description": "Art in general, more than other fields, appears to lie at the heart of immersivity. As argued by Oliver Grau, it is art that still deploys a considerable genealogy with examples that resonate with the immersivity as proposed in contemporaneity. It is the current immersivity that constructs “constellations” which, as Benjamin put it, dynamically enact “the history of art [as] the history of prophesies […] which can be written only starting from the point of view of an immediate present,” where “every present is determined by those images that are synchronous to it: each now is the now of a given knowability.” In the art history field, however, it is almost mandatory to re-evoke a fully mannerist ambience where “painting” creates – without the aid of particular instruments – the near-total immersion, acting fully on the passional dimension. The case in point is the Camera dei Giganti/Chamber of the Giants, made by Giulio Romano between 1532 and 1536 in Palazzo Te in Mantua. A stunning illusionist artifice that catapults the viewers into the heart of the ongoing event, to produce in them a sense of awe and estrangement beyond the “frame.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19938",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Lucia Corrain",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Fiction",
"Title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lucia Corrain",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19938",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Fiction",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Spazi e tempi dell’installazione (Rome: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19938/20021",
"volume": "2"
}
] | Art and Artifice:
The Machine of
Immersivity in the Camera
dei Giganti/ Chamber
Of The GiImage
ants
by Lucia Corrain
Immersivity
Giulio Romano
Painting
Fiction
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Art and Artifice:
The Machine of Immersivity
in the Camera dei Giganti/
Chamber Of The Giants
LUCIA CORRAIN, Università degli Studi di Bologna – https://orcid.org/0000-0002-8437-969X
https://doi.org/10.54103/ai/19938
Abstract Art in general, more than other fields, appears
to lie at the heart of immersivity. As argued by Oliver Grau,
it is art that still deploys a considerable genealogy with
examples that resonate with the immersivity as proposed
in contemporaneity. It is the current immersivity that con-
structs “constellations” which, as Benjamin put it, dynam-
ically enact “the history of art [as] the history of prophesies
[…] which can be written only starting from the point of
view of an immediate present,” where “every present is de-
termined by those images that are synchronous to it: each
now is the now of a given knowability.” In the art history
field, however, it is almost mandatory to re-evoke a fully
mannerist ambience where “painting” creates – without
the aid of particular instruments – the near-total immersion,
acting fully on the passional dimension. The case in point
is the Camera dei Giganti/Chamber of the Giants, made
by Giulio Romano between 1532 and 1536 in Palazzo Te
in Mantua. A stunning illusionist artifice that catapults the
viewers into the heart of the ongoing event, to produce in
them a sense of awe and estrangement beyond the “frame.”
Keywords Image Immersivity Giulio Romano Painting Fiction
To quote this essay: L. Corrain, “Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/
Chamber Of The Giants,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023):
56-73, https://doi.org/10.54103/ai/19938.
LUCIA CORRAIN 56 AN-ICON
A piece many years
in doing and now newly performed by that rare
Italian master, Julio Romano, who, had he himself
eternity and could put breath into his work, would
beguile Nature of her custom, so perfectly he is her
ape.1
By way of introduction
Undoubtedly – in a chronological field conven-
tionally defined as Mannerism – the Camera dei Giganti/
Chamber of the Giants, frescoed between 1532 and 1536
by Giulio Romano and his collaborators in Palazzo Te in
Mantua, occupies a position of great importance. The high-
ly original solution adopted by the Roman artist, already
acknowledged in his day and age, in the light of today’s
immersive technologies, can indeed manifest all its extraor-
dinary innovative force.2
Virtual reality, as we know it today, is obtained
by means of a digital instrument capable of generating
“three-dimensional” scenes, narratives and landscapes
within which subjects have the impression of actually mov-
ing and interacting with the ambience surrounding them.
Thanks to the evolution in computer graphics and the imple-
mentation of the computational power, representations ever
1 W. Shakespeare, The Winter’s Tale (1611) (New York-London-Toronto-Sydney: Simon &
Schuster Paperbacks, 1998): V.II.95-100, 219.
2 The bibliography concerning Palazzo Te is currently rather substantial, but it was Ernst
Gombrich who took this whole building outside of the shadows in which it found itself. In 1933
he dedicated to it his graduation thesis at the University of Vienna, E. Gombrich, “Der Palazzo
del Te,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 8 (1934): 79-104; “Versuch
einer Deuteung,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 9 (1936): 121-150;
it. trans. A.M. Conforti, Giulio Romano. Il palazzo del Te (Mantua: Tre Lune, 1984). Cfr. among
the many others F. Hart, Giulio Romano (New Haven: Yale University Press, 1958); K.W. Forster,
R.J. Tuttle, “The Palazzo del Te,” Journal of the Society of Architectural Historians 30, no. 4
(1971): 267-293; A. Belluzzi, W. Capezzali, II palazzo dei lucidi inganni: Palazzo Te a Mantova
(Florence: Centro Studi Architettura Ouroboros, 1976); E. Verheyen, The Palazzo del Te in
Mantua: Images of Love and Politics (Baltimore-London: The John Hopkins University Press,
1977); A. Belluzzi, M. Tafuri, eds., Giulio Romano (Milan: Electa, 1989, exhibition catalogue);
A. Belluzzi, Palazzo Te a Mantova, 2 vols. (Modena: Cosimo Panini, 1998). About the Camera
dei Giganti/Chamber of Giants specifically, cfr. R. Piccinelli, I Giganti: Palazzo Te (Milan: Skira,
2020).
LUCIA CORRAIN 57 AN-ICON
closer to reality can be obtained. Nonetheless, so-called
“reality media” are not yet a “perfect” mimesis of the real.3
The relationship between the current immersive
devices and the more dated optical instruments of the so-
called pre-cinematographic phase has already been widely
brought to light: it is the case of the scene of the eighteenth
century4 and the stereoscope of the subsequent century5
that share, with the more recent immersive technologies,
the question of a “channelled aesthetic perception.”6 In
rather similar fashion, at the pictorial level, the Quadratur-
ismo and the trompe-l’œil raise questions relating to both
the continuity between the space of experience and the
space represented, and to the methods of construction of
a gaze “from the inside” in which proximity allows for the
perception of esthesis, verdictives and passion.
Oliver Grau7 – the scholar who perhaps more
than any other has outlined a genealogy of immersivity –
has identified a possible origin even in Pompeian painting,
to then look to the Renaissance and Baroque illusionist
spaces, all the way down to the more recent scenarios
3 E. Modena, Nelle storie: Arte, cinema e media immersivi (Rome: Carocci, 2022); A.
Pinotti, “VR, AR, MR, XR,” in Enciclopedia dell’Arte Contemporanea, vol. 4 (Rome: Istituto
dell’Enciclopedia Italiana “Giovanni Treccani,” 2021): 685-686.
4 O. Grau, Virtual Art: From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA:
MIT Press, 2003).
5 J. Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
(Cambridge MA: MIT Press 1992).
6 P. Montani, Tecnologie della sensibilità: Estetica e immaginazione interattiva (Milan: Raffaello
Cortina, 2014): 25.
7 O. Grau, Virtual Art: From Illusion to Immersion, opens his reconnaissance on the Pompeian
frescoes, where the creation of a pictorial surface with the simulation of depth generates
the effect of an ambience of greater extension that what it is in reality, capturing the gaze of
the observer who does not seem to perceive the actual distinction between real space and
the space of the image. Grau then lists the subsequent examples: the Chamber of the Deer
in the Avignon Palace of the Popes (1343); the Hall of Perspectives by Baldassare Peruzzi
in villa Farnesina (1516), the neoclassical “village rooms” or “sylvans.” The latter is a kind
that, “while it dilates to the extreme the portrait of landscape taking it to the dimensions of
the environmental room, it applies at the same time scenic criteria relevant to organising the
decorations unitarily, with the illusionist effect of the plein air,” R. Roli, Pittura bolognese 1650-
1800: Dal Cignani ai Gandolfi (Bologna: Alfa Edizioni, 1977): 70 [my translation].
LUCIA CORRAIN 58 AN-ICON
(panorama).8 Grau, however, does not refer specifically to
the striking example of the Chamber of the Giants, where
the immersivity reaches a very high level of passional in-
volvement on the part of the spectator, moreover without
resorting to an auxiliary devices (as is the case today with
headsets, overalls). A stunning illusionistic artifice defined
by Frederick Hart as “surely the most fantastic and fright-
ening creation of the entire Italian Renaissance in any medi-
um”9 capable of catapulting the spectator into the heart of
the event portrayed; as stated in 1934 by Ernst Gombrich:
“into the deafening vortex of a frightening catastrophe,”10
capable of engendering astonishment and awe.11
Harking back to the renowned words of Wal-
ter Benjamin: “the history of art is a history of prophecies”
which “can only be written from the standpoint of the im-
mediate, actual present,”12 where “every present day is
determined by the images that are synchronic with it: each
“now” is the now of a particular recognizability.”13 It can be
stated that the case we wish to investigate here can be con-
sidered in the light of a premise. In short, the machine fres-
coed in the Chamber of the Giants in Palazzo Te appears
to be the height of an illusion that involves the spectator in
a dimension that can be defined as being fully immersive.
Moreover, if we carefully observe, in the cham-
ber in question of Palazzo Te, all the “instructions […] which
8 In 1792 Robert Baker, in London, made the first Panorama, which consists in a circular
shaped ambience, where on the interior walls are projected images of times of distant places,
offering the chance to the spectators of having a travel experience whilst being “stationary.”
Cfr., besides O. Grau, Virtual Art: From Illusion to Immersion, also S. Bordini, Storia del
panorama: La visione totale della pittura nel XIX secolo (Rome: Nuova Cultura, 2009); M.
Cometa, La scrittura delle immagini: Letteratura e cultura visuale (Milan: Raffaello Cortina,
2012); M. Cometa, Cultura visuale (Milan: Raffaello Cortina, 2021). E. Gombrich, Giulio
Romano: 94, in 1934 had already related the Chamber of the Giants with the nineteenth
century panoramas, stating: “that indeed Giulio, and he alone, was the first to try out in a work
of art that which is called the hall of the Giants” [my translation].
9 F. Hart, Giulio Romano: 32.
10 E. Gombrich, Giulio Romano: 79.
11 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021):
107-109, in the chapter dedicated to the environment-image states that the Chamber of the
Giants is a paradigmatic example, “an illusionistic machine that invites one to reflect on the
viewer’s visual act as a participative response to the iconic act.”
12 W. Benjamin, Gesammelte Schriften (Berlin: Suhrkamp, 1991), vol. 1, no. 2:1046-7. Quoted
in English in B. Doherty, “Between the Artwork and its ‘Actualization’: A Footnote to Art History
in Benjamin’s Work of Art,” Paragraph 32, no. 3 (2009): 331-358, 336.
13 W. Benjamin, The Arcades Project (1982), trans. H. Eiland, K. McLaughlin (Cambridge MA:
Harvard University Press, 2003): 462-463.
LUCIA CORRAIN 59 AN-ICON
[in the planar paintings] direct the gaze, guide the reading,
intimidate and can, at times, seduce the viewer subjecting
them to the representation,”14 have been completely dis-
avowed.15 They have been totally cancelled. And, not by
chance, in their place some decidedly more cogent ones
have been created in an interplay of different disciplines,
taking one another by the hand, offering a wholly original
reading of the Chamber in question that can fully manifest
the active nature of perception.
An exceptional visitor
Let us now try to enter the Chamber of the
Giants, highlighting its most salient characteristics. And
we shall do so starting from an exceptional witness, Gior-
gio Vasari (Arezzo, 1511-1574), the art historian who was
able to visit the Mantuan Palazzo Te on two occasions:
the first time when the Chamber of the Giants was under
construction; the second when the works had already been
completed. His testimony can to all intents and purposes
be considered an ekphrasis of great efficacy that “overlaps
with the pictorial [story], and at times gives the impression
of eclipsing it.”16 Here is the description Vasari gives of the
space created and painted by Giulio Romano:
After laying deep, double foundations in that corner, which was in a
swampy spot, Giulio had built over that angle a large, round room
with extremely thick walls, so that the four corners of the outside
walls would be stronger and could support a double vault rounded
like an oven. And having done this, since the room had corners,
he built here and there all the way around it the doors, windows,
and a fireplace of rusticated stones with worn-away edges, which
14 G. Careri, “Prefazione,” in L. Marin, Opacità della pittura: Sulla rappresentazione nel
Quattrocento (Florence: La Casa Usher, 2012): 7-13.
15 On the role of the frame in the work of art see D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milan: Johan & Levi, 2018) and S. Zuliani, Spazi e tempi dell’installazione (Rome:
Arshake, 2015).
16 A. Belluzzi, Giulio Romano: 446 [my translation]. On the text/image problem cfr. W.J.T.
Mitchell, Image Science: Iconology, Visual Culture, and Media Aesthetics (Chicago: The
University of Chicago Press, 2015).
LUCIA CORRAIN 60 AN-ICON
were disjointed and crooked almost to the extent that they
17
even
seemed to lean over on one side and actually to collapse.
Giulio Romano – as can be inferred – gave a
particular form to the environment: it is not a “round room,”
as Vasari might lead us to believe, but a “a double vault
rounded like an oven,” which did not have sharp corners
and whose doors and windows were “disjointed and crook-
ed,” which almost certainly means that the windows were
closed by painted blinds and the doors were in continuity
with respect to the frescoes.
A singular space, which also disposed of a par-
ticular flooring, as confirmed by Vasari himself:
He had made the floor with polished river slingstones that ran
around the walls, and those on the painting plane, which fell down-
wards had counterfeited: for a part those painted inwards escaped,
and at times were
18
occupied and adorned by grass and at times
by larger stones.
But, as can well be imagined, it was, in those
days, a cobbled floor with slingstones that, albeit creating
seamless continuity with the upright walls, did not represent
an assurance of a steady support for the visitor.19
It is not possible, however, to be outside the
space to talk about it; you need to traverse it to know it, for
17 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 370. In the first edition by types of
Lorenzo Torrentino (Florence, 1550), the historiographer was even more articulate: “He
therefore had double foundations of great depth sunk at that corner, which was in a marshy
place, and over that angle he constructed a large round room, with very thick walls, to the end
that the four external corners of the masonry might be strong enough to be able to support
a double vault, round after the manner of an oven. This done, he caused to be built at the
corners right round the room, in the proper places, the doors, windows, and fireplace, all of
rustic stones rough-hewn as if by chance, and, as it were, disjointed and awry, insomuch
that they appeared to be really hanging over to one side and falling down).” G. Vasari, “Giulio
Romano pittore e architetto,” in Le vite de’ più eccellenti architetti, pittori, et scultori italiani
(1550) (Turin: Einaudi, 1986): 833 [my translation].
18 Ibidem: 834 [my translation].
19 The flooring was made anew by Paolo Pozzo in the eighteenth-century restoration of the
palazzo, in which very likely the fireplace of which Vasari speaks was bricked up, and which
is testified to in some drawings preserved at the Louvre, Windsor and Palazzo Te (donated in
2015 by Monroe Warshaw), cfr. R. Piccinelli, I Giganti: 27. Furthermore, in 1781, the archduke
Ferdinand of Habsburg commissioned Giovanni Bottani to “have made a picket fence in
the hall of the Giants […]. Also, he would promptly have the fireplace sealed and walled up,”
citation reported in A. Belluzzi, Giulio Romano: 236.
LUCIA CORRAIN 61 AN-ICON
it to become a true object of analysis. The analysts must
become an integral part of the space, immerse themselves
in it like a percipient body, like the users of the place, going
through it and letting themselves be guided by the logic
imposed by the context in which they find themselves. The
visitors are, so to speak, literally “manipulated” by this un-
usual spatial environment.
The system of the spatial expression is in it-
self meaningful, that here acquires an even more complete
meaning with what is portrayed on the walls: the signifi-
cance of the space is “the final result of a stratified and
complex series of procedures, articulations and sub-artic-
ulations, where an element is meaningful only if related to
the others.”20
The spatial configurations prefigure, that is, the
virtuality, of the possible ways of using the morphology
itself of the places. In this sense, a semiotic reading can
come to our aid which – as Giannitrapani writes – “consid-
ers space not as a straightforward container of subjects,
objects, events, but as a meaningful structure capable of
speaking of a multiplicity of aspects of life.”21 This means
that: “The significance of the space lies in the efficacious
action that it provokes on the subjects coming into contact
with it.” And in order for space to completely “influence the
body it must work on the ambience, it must give a shape
to the architecture of the space.”22
The Fall of the Giants
There is no doubt that the space of the Cham-
bers of the Giants, already in itself significant, finds fulfil-
ment with what it portrayed on the ceiling and on the walls.
Although this interest of this analysis is focused on the
immersive dimension, it is necessary to briefly go over the
20 G. Marrone, “Efficacia simbolica dello spazio: Azioni e passioni,” in P. Bertetti, G. Manetti,
eds., Forme della testualità: Teoria, modelli, storia e prospettive (Turin: Testo&immagine, 2001):
85-96.
21 A. Giannitrapani, Introduzione alla semiotica dello spazio (Rome: Carrocci, 2013): 45.
22 On the space cfr. also M. Hammad, Lire l’espace, comprendre l’architecture (Limoges:
Presses Universitaires, 2001), trans. G. Festi (Rome: Meltemi, 2003).
LUCIA CORRAIN 62 AN-ICON
iconography of the whole figurative apparatus because ̶ as
we shall see – it is closely related to Federico II Gonzaga,
the patron, and Charles V over whose empire the sun never
set. The whole room, as is well-known, portrays the fall of
the Giants drawn from Ovid’s Metamorphoses.23 The myth
tells of the giants’ attempted attack on the gods: with the
intent to reach Mount Olympus, the vicious inhabitants of
the earth superimpose one another on two mountains, that
of Pelion and that of Ossa.
Portrayed on the ceiling (Fig. 1) is the gods’ ire
against the giants’ attempt to scale the mountains, with
Jupiter who abandons his throne to place himself along-
side Juno, who, with her gaze and index finger, points to
the direction towards which to cast the thunderbolts. The
plot hatched by the giants fails, of course, and Jupiter’s
intervention makes the mountains collapse; by tumbling
precipitously, they overwhelm the giants burying them be-
neath the heavy boulders. A daring view from the bottom
upwards, always on the ceiling, portrays a circular temple
with twelve columns from whose balustrade some char-
acters, concerned and awestruck by what is happening
beneath them, look out; in the same way the numerous
other divinities display impassioned states of agitation. The
throne, left vacant by Jupiter, is occupied by the imperial
eagle with its wings outspread, while the menacing clouds
surround the whole empyrean in a role of transition from
the world of the gods to the terrestrial terrain of the com-
mon mortals.
On the walls, above the fireplace, the giant Ty-
phon (monstruous son of Gaia – Fig. 2) is depicted: for
having tried to depose Jupiter, he is struck by lightning and
sinks under Etna, and here, crushed by the boulders, in an
attempt to defend himself he spews fire and lapilli causing
an earthquake.24 The fireplace, in turn, was supposed to
suggest the illusion of the youth condemned by the flames:
the flames that issue from the mouth of the giant Typhon,
23 Ovid, Metamorphoses I vv. 151-154 (I A.D), trans. A.D. Melville (Oxford: Oxford University
Press, 2008): 5.
24 Ovid, Metamorphoses V: 109.
LUCIA CORRAIN 63 AN-ICON
Fig. 1. G. Romano,
Camera dei Giganti/Chamber of the Giants,
ceiling, 1532-1536, Mantua, Palazzo Te.
in the pictorial fiction, thus ended up “conversing” with the
real fire of the fireplace.
Examining more closely the remaining frescoed
parts, Vasari took note of further details:
the entire world is upside-down and almost at its final end [...] many
giants can be seen in flight, all struck down by Jove’s thunderbolts
and on the verge of being overwhelmed by the landslides from the
mountains just like the others. In another part, Giulio represented
other giants upon whom are crashing down temples, columns, and
other parts of buildings, creating
25
among these arrogant creatures
great havoc and loss of life.
And, in actual fact, three walls propose land-
scapes (Figg. 3-4) and another one proposes an architec-
ture – a serliana – that too about to collapse under the fire
of the lightning bolts of the gods (Fig. 5).
25 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
LUCIA CORRAIN 64 AN-ICON
Fig. 2. G. Romano, Fig. 3. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall est, 1532-1536, Mantua, Palazzo Te. wall sud, 1532-1536, Mantua, Palazzo Te.
Fig. 4. G. Romano, Fig. 5. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall ovest, 1532-1536, Mantua, Palazzo Te. wall nord, 1532-1536, Mantua, Palazzo Te.
LUCIA CORRAIN 65 AN-ICON
At this point it is worthwhile turning our atten-
tion to the time when the action portrayed takes place.
The time in itself is not representable, it is represented by
means of movement and transformation: it is a function of
the movement and the last is a function of space. Any ac-
tion, which is never a perpetual motion, contains phases: a
beginning, a climax and an end. In the course of each one
of those, every action leads to the memory of what had
come before and what will come afterwards. In short, the
climax is the moment of utmost tension. In the Chamber
of the Giants it corresponds to the phase when everything
collapses: the technique is that of breaking down natural
and architectural elements into parts that gradually lose
their natural order to follow one that has gone completely
haywire. If it is true that the rendering of the fatal moment
is accentuated in mannerism, it can be said that here it has
touched some very elevated heights.
The particularity of the fatal instant had been
highlighted, once again, by Vasari (Fig. 6):
Fig. 6. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant,
1532-1536,
Mantua, Palazzo Te.
LUCIA CORRAIN 66 AN-ICON
Giulio [...] made plans to build a corner-room [...] in which the walls
would correspond with the paintings, in order
26
to deceive the people
who would see it as much as he could.
a marvellous work where
the entire painting has neither beginning nor end, and that it is all
tied together
27
and runs on continuously without boundary or dec-
oration.
This is a room completely without frames,28 of
any delimitation, with an enveloping continuity, in which
the space – as Gombrich points out –
runs homogeneous to the floor as far as the apex of the roof
with not edges and no frame to interrupt the seamlessness of the
surfaces, it is completely transformed into a pictorial scene: it is29
part of a single action, animated by the same emotional impetus.
But, Vasari adds, it is a horrible scene:
Therefore, let no one ever imagine seeing a work from the brush
that is more horrible or frightening or more realistic than this one.
And anyone who enters that room and sees the windows, doors,
and other such details all distorted and almost on the verge of
crashing down, as well as the mountains and buildings collapsing,
can only fear that everything is toppling down upon him. Especially
when he sees 30
all the gods in that heaven running this way and
that in flight.
In short, a stunning illusionistic artifice that
seeks to catapult the viewer into the throbbing heart of
the event in progress, where “the boundaries of space
26 Ibid.: 370.
27 Ibid.: 373.
28 Cfr. P. Carabell, “Breaking the Frame: Transgression and Transformation in Giulio Romano’s
Sala dei Giganti,” Artibus et Historiae 18, no. 36 (1997): 87-100.
29 E. Gombrich, Giulio Romano: 81.
30 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372-373.
LUCIA CORRAIN 67 AN-ICON
disappear [...] and the laws of statics, in which the eye
can find tranquillizing points of reference, are completely
lacking.”31 Inside the environment: “the walls themselves
move and, soon, everything is disarranged and collapses
upon the viewer” who, in this way, shares “the same fate
that submits and destroys the very powerful giants that
tried in vain to sustain the walls.”32 (Figg. 7-8)
Fig. 7. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant, 1532-1536,
Mantua, Palazzo Te.
Fig. 8. G. Romano, copy of,
Disegno della parete con il camino,
Paris, Louvre, Département des
Arts graphiques, inv. 3636, recto
31 E. Gombrich, Giulio Romano: 79.
32 Ibid.
LUCIA CORRAIN 68 AN-ICON
Being at the end of the world
At this point – and to delve once more into the
immersivity that generates the environment – it comes nat-
ural to wonder why the patron, duke Federico II Gonzaga,
decided to make such a particular and unique ambience
in what is considered to be his villa of pleasures. What role
would the Chamber of the Giants play in that precise his-
torical moment?33 We should not try to imagine the visitor
guided by the Lord of Mantua in the palazzo: Federico II
leads his guest in a space whose boundaries are well de-
fined, through ambiences of different sizes, decorated with
specific iconographic themes, in a crescendo that takes
him gradually as far as the Chamber of the Giants. An ini-
tiatory pathway through which the duke proposes to his
guest a sort of progressive estrangement with respect to
the real world and that reaches its climax in the immense
“catastrophe” of the dark cave, with the doors and win-
dows shut and only the flickering light coming from the lit
fireplace. A status of anguish and terror, apparently with
no exit, in which the guest “with the highest mastery is de-
prived of every chance to take a distance, to evaluate the
actual spaces.”34 In this regard, Ernst Gombrich’s personal
experience seems truly exemplary:
The kind of oppression that we have experienced is absolutely
new and the sentiment from which it is born and which Giulio has
been able to give shape to, is that of anguish. [...] There, we have
experienced directly and in an absolutely new way the anguished
nightmare of our involvement in an ineluctable catastrophe.35
33 The Duke of Mantua invested colossal amounts and a special interest in the project for
Palazzo Te: a work that had no residential function, which was not a fortress and in which even
a room, that of the Giants, was in no way inhabitable.
34 E. Gombrich, Giulio Romano: 81 [my traslation].
35 Ibid.: 111 [my translation].
LUCIA CORRAIN 69 AN-ICON
Who is behind the enormous cave remains,
therefore, captured by the representation, perceiving step
by step that everything is being twisted, being destroyed:
in the room lit up only by the fire burning in the fireplace,
the visitor “experiences” the end of the world just as it is
taking place, he experiences the torment – as Vasari writes
– “that everything [...] is toppling down upon him.”36
It is important to understand what happens to
the viewer’s body and how the space substantiated in the
representation is capable of triggering sensorial percep-
tions. As seems obvious, one’s eyesight is the first sense
brought into play, and not only because the visitor’s eye is
engaged by the enormous eyes of the Giants, but rather by
the particular luminosity of the environment: indeed, one’s
eyes must adapt to the light conditions produced by the
fire in the fireplace; entering the ambience from conditions
of full light, the adaptation to the poor light comes about
slowly, one’s pupils must dilate as much as possible to be
able to embrace the vision. The fireplace fire, moreover, is
also responsible for the arousal of other senses: the sense
of smell, because the burning wood diffuses its smell in all
of the room; the sense of hearing, owing to the crackling
and the rustling of the burning wood; the sense of touch,
in that the fire warms up the ambience and consequent-
ly the visitor. Even the flooring can fall within the tactile
sensoriality – in “small, round stones,” but “set in with a
knife” –37 which make the visitor’s movements unstable,
reinforcing the precipice effect that is the central theme of
the ambience.
Amongst those who in the course of time have
had the chance to live a sensorial experience inside the
Chamber of the Giants we can also name a scientist like
Ulisse Aldrovandi (Bologna, 1522-1605): his interest, in
particular, is addressed to the sonorous refraction of the
ambience on the basis of which a word whispered in one
36 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
37 G. Vasari, “Giulio Romano:” 373.
LUCIA CORRAIN 70 AN-ICON
corner is perfectly heard in the opposite corner.38 Ultimately,
the tremulous, mobile and never total illumination produced
by the flames in the fireplace, the sonority itself of the fire,
the amplified voice, the insecurity that the visitor experi-
ences owing to the “stones set in edge” of the flooring, are
all aspects that confer a powerful dynamicity to the whole,
generating what can be defined a proto-cinematographic
effect or, paradoxically, a distressing trompe-l’œil that at
length deceives the feelings of the viewer.39
In practice, what did this exceptional spatial
and sensorial machine which acts with such terrifying effi-
cacy on the viewer try to convey? Undoubtedly, the icono-
graphic subject was not chosen by chance; in fact, the
mythological fable is accompanied by an interpretative
tradition of a moral sort: the Gigantomachia is an example
of chastised pride, with Jupiter who performs an act of
supremacy to restore justice. And in Mantua, in the early
Cinquecento, the imperial ideology resorted to the fall of
the Giants to celebrate the victories of Charles V against
the infidels; Jupiter thus prefigures Charles V who, in the
guise of Jupiter, leads to the demise of the Italian princ-
es who rebelled against his sovereignty.40 Alongside this
reading of international politics, however, another one of
a purely local sort gains headway: “Jupiter would be the
ambitious Federico who, amongst other things, chooses
to insert in the family coat of arms precisely the feat of
Mount Olympus.”41 Whoever enters the Chamber of the
Giants, in short, is put in contact with the ineluctability of
the sovereignty of the gods against the “bestiality” of the
38 D.A. Franchini, C. Tellini Perina, A. Zanca, R. Margonari, G. Olmi, R. Signorini, La scienza
a corte: Collezionismo eclettico, natura e immagine a Mantova fra Rinascimento e Manierismo
(Rome: Bulzoni, 1979): 192-194. The manuscript is cited (136, XXI, cc. 27v-29v), preserved in
the University Library of Bologna in which Aldrovandi tells of his journeys to Mantua and, in
particular, to the Chamber of the Giants.
39 S.A. Hickson, “More than meets the eye: Giulio Romano, Federico II Gonzaga, and the
triumph of trompe-l’œil at the Palazzo Te in Mantua,” in L. A. Boldt-Irons, C. Federici, E.
Virgulti, eds., Disguise, Deception, Trompe-l’oeil: Interdisciplinary Perspectives (New York:
Peter Lang, 2009): 41-59.
40 For a more detailed argumentation cfr. D. Sogliani, M. Grosso, eds., L’imperatore e il
duca: Carlo V a Mantova (Milan: Skira, 2023). The exhibition offers a reflection on the cultural
meaning of Europe starting from the figure of Charles V and his alliances with the Italian courts,
narrating the emperor’s arrival in Mantua in 1530, feted by grand celebrations that Federico II
Gonzaga organised in the halls of Palazzo Te under the masterful direction of Giulio Romano.
41 R. Piccinelli, I Giganti: 19.
LUCIA CORRAIN 71 AN-ICON
Giants. A clear message addressed to recalling the correct
moral and political behaviour to engage in vis-à-vis those
who hold power.
By way of conclusion
As will have become apparent by now, the
Chamber of the Giants avails itself of a perceptive setting
foreshadowing what, almost five centuries later, finds a re-
newed materialisation in the most advanced technologies of
construction of the images that see, in the progressive can-
cellation of the aesthetic threshold and the disappearance
of the “frontier” between the world of representation and
that of reality, their final point of arrival. The ambience-im-
ages that emerge are capable of generating an effect of
reality so immanent that whoever perceives them has the
feeling of being part of that fictitious world. And the spec-
tators, wearing a visor “that blinds them with respect to the
physical reality that surrounds them,”42 isolate themselves
completely from the real world. But if – as Elisabetta Mode-
na writes – “the immersion occurs […] mostly according
to a process of environmental reduction: the format of the
experiences is central, [as is] that entanglement that is cre-
ated between the image world and the experiencer who,
in becoming a part of it, experiences what […] happens in
history.”43
The spatial-pictorial construction of the Cham-
ber of the Giants, without a frame, with interruptions, must
in short be considered – as noted by Andrea Pinotti – the
perfect example ante litteram that “it is certainly not neces-
sary to await contemporaneity to witness the advent of an
immersive and enveloping space.”44 This does not prevent
us from testing the new immersive technologies to try to
42 E. Modena, Nelle storie: 145. Cfr. also E. Modena “Immersi nel reale: Prospettive an-
iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte Semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine, L. Corrain, M. Vannoni, eds., Annali 7,
Figure dell’immersività (2021): 71-78.
43 Ibid.: 146.
44 A. Pinotti, Alla soglia dell’immagine: 109.
LUCIA CORRAIN 72 AN-ICON
‘simulate’ in every part the original ambience,45 proposing,
through virtual reality, what can no longer be perceived
in situ today. By introducing, from the top of the chimney
stack, the photons into the hearth and making use of high
definition orthophotographs of the walls and the ceiling, we
virtually recreate the flickering light of the flames, as well
as the sensorial effect of the heat as they must have been
perceived in the original Chamber of the Giants. Ultimately,
if Giulio Romano was a full-fledged forerunner of immersive
environments, then the new technologies can represent a
further aid to fully restoring the original perception of the
Chamber of the Giants, leading us back to the ingenious
“invention” that the artist had made for his cultured and
refined patron. With an apt reference, through the anticlas-
sical taste for the outlandish and for contamination, to that
Mannerism that – in the vulgate of Giorgio Vasari – must
contain “an abundance of beautiful costumes, variety in
imaginative details, charm in their colours, diversity in their
buildings, and distance and variety in their landscapes;” in
short, “a copious invention in every particular.”46
45 The bibliography on immersivity in the contemporary is vast: M. A. Moser, D. MacLeod,
eds., Immersed in Technology: Art and Virtual Environments (Cambridge MA: MIT Press, 1996);
W. Wolf, W. Bernhart, A, Mahler, eds., Immersion and Distance: Aesthetic Illusion in Literature
and Other Media (Amsterdam-New York: Rodopi, 2013); R. Pinto, “La mostra come esperienza
immersive: Damien Hirst – Treasures from the Wrech of the Unbelievable,” in C.G. Morandi,
C. Sinigaglia, eds., L’esperienza dello spazio: Collezioni, mostre, musei, (Bologna: Bononia
University Press, 2020): 324-334; J. Voorhies, J. Postsensual, Aesthetics: On the Logic of
the Curatorial (Cambridge MA: MIT Press, 2003). Cfr. also P. Conte, Unframing Aesthetics
(Milan: Mimesis International, 2020) and the recent J. Bodin, A. De Cesaris, eds., “Immersivity:
Philosophical Perspectives on Technologically Mediated Experience,” Philosophical
Coordinates in Modern and Contemporary Age 10, no. 20 (2022).
46 G. Vasari, “Preface to Part Three” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 278.
LUCIA CORRAIN 73 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19910 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19910",
"Description": "Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, in a trans-medial imaginary genealogical perspective, the symptoms of this cultural topos and of the regressive desire for immersion and for transparent immediacy that shapes and drives it, dwelling in particular on the ambivalent phenomenological and ontological relations between living bodies, pictures and media as deep time-bending.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19910",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Filippo Fimiani",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Elemental media",
"Title": "Allegories of Immersion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-06",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Filippo Fimiani",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19910",
"firstpage": null,
"institution": "University of Salerno",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Elemental media",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA: MIT Press, MIT Press, 2006).",
"spatial": null,
"temporal": null,
"title": "Allegories of Immersion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19910/20022",
"volume": "2"
}
] | Allegories
of ImmersiAllegory
on
by Filippo Fimiani
Ekphrastic fear
Media imaginary
Materiality
Elemental media
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Allegories of Immersion
FILIPPO FIMIANI, Università degli Studi di Salerno – https://orcid.org/0000-0002-9689-5480
https://doi.org/10.54103/ai/19910
Abstract Fish Night, an episode of LOVE DEATH + RO-
BOTS (S01E12, 2019) based on a 1982 short story by Joe
R. Lansdale, can be interpreted as an allegory of the im-
possibility of immersive experience: if real, it is deadly, be-
cause the images are no longer such or ghosts but living
beings present in a shared environmental habitat, acting
with but also against the subject, in turn no longer a spec-
tator. Comparing the story and film, and ancient ekphrastic
literature, I discuss, in a trans-medial imaginary genealog-
ical perspective, the symptoms of this cultural topos and
of the regressive desire for immersion and for transparent
immediacy that shapes and drives it, dwelling in particular
on the ambivalent phenomenological and ontological re-
lations between living bodies, pictures and media as deep
time-bending.
Keywords Allegory Ekphrastic fear Media imaginary
Materiality Elemental media
To quote this essay: F. Fimiani, “Allegories of Immersion,” AN-ICON. Studies in Environmental Images
[ISSN 2785-7433] 2, no. 1 (2023): 74-87, https://doi.org/10.54103/ai/19910.
FILIPPO FIMIANI 74 AN-ICON
A premise
Fish Night is the twelfth episode of the first
season of LOVE DEATH + ROBOTS, an animated Netflix
series created by Tim Miller and David Fincher and broad-
cast on 15 March 2019.1 Directed by Damian Nenow, with
Gabriele Pennacchioli as supervising director and Rafał
Wojtunik as art director, it was produced by Platine Image
studio,2 based on 1982 short story by Joe R. Lansdale, in
an adaptation by Philip Gelat and Miller.
I see Fish Night as an allegory of the impossi-
bility of virtual immersion. Obviously, it regards coexistence
and interaction in a shared environment by a subject in
motion, one no longer merely observing moving images
at a remove, and images which are no longer concrete
pictures or simulacrums but, to full effect, real living and
acting beings. Why would such an experience be impos-
sible? In answering, I will focus on elements drawn from
both the literary account and the animated film, seen as
trans-medial symptoms of underlying issues which regard
the nature of bodies, images, technology, of the medium,
and their various interrelations with respect to the fictional
immersion and virtual immersivity. I shall cross-analyse the
animated short film and its narrative hypotext with another
classic literary text which describes what, in many respects,
is a complementary immersion.
This approach allows me to simultaneously ad-
dress: 1) the “quest for immersion” uncovered by Huhta-
mo’s media archaeology as a constant motif in the reprise
and recurrence of narratives and patterns both in media
history and, from my point of view, in the trans-medial story
of Fish Night, which is about ghosts, repetitions and reap-
pearances that ultimately affect the media themselves (the
spectator’s body, the images, the car, the landscape, as we
1 https://lovedeathandrobots.tilda.ws/index, accessed September 1, 2023.
2 https://platige.com/project/feature/fish-night/, accessed September 1, 2023.
FILIPPO FIMIANI 75 AN-ICON
will soon discover);3 2) the “[cultural] desire for transparent
immediacy” through visual representation found in the ge-
nealogy of Bolter and Grusin;4 3) “the moment of resistance
or counterdesire that occurs when we sense that the differ-
ence between the verbal and visual representation might
collapse and the figurative, imaginary desire of ekphrasis
might be realized literally and actually,” diagnosed by W.J.T.
Mitchell as alert for the literary description showing through
words and rhetorical tropes a strongly vivid impression of
a visual stimulus, object or scene, in summa as “ekphrasis
fear;”5 4) Paul de Man’s allegory6 of “potential confusion
between figural and referential statement,” between the
image and the real.
Of course, the four points just evoked should
not to be confused. Quite the contrary, aware of their dif-
ferences in approach, object and aim, I use them as ac-
cess points to the question of immersivity as tropism and
symptom of a desire and anxiety manifested and treated
differently in the literary texts and their media adaptations
that I am about to discuss. In the textual and audio-visual
issues I have chosen, or, as Foucault might say,7 in the
“myriad events through which – thanks to which, against
which –” “the unique aspect” of the cultural idea and topos
of the experience of immersion-immersivity has arisen, I
3 E. Huhtamo, “Encapsulated Bodies in Motion: Simulators and the Quest for Total
Immersion,” in S. Penny, ed., Critical Issues in Electronic Media (New York: State University of
New York Press, 1995): 160-161, and “Dismantling the Fairy Engine. Media Archaeology as
Topos Study,” in E. Huhtamo, J. Parikka, eds., Media Archaeology: Approaches, Applications
and Implications (Berkeley-Los Angeles: University of California Press, 2011): 27-47.
4 J.D. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
1998): 23ff.
5 W.J.T. Mitchell, “Ekphrasis and the Other,” in Id., Picture Theory: Essays on Verbal and
Visual Representation (Chicago: University of Chicago Press, 1994): 154. See R.P., Fletcher,
“Digital Ekphrasis and the Uncanny: Toward a Poetics of Augmented Reality,” Electropoetics 3,
no. 15 (2017) http://digitalcommons.wcupa.edu/eng_facpub/56
6 P. de Man, Allegories of Reading (New Haven-London: Yale University Press, 1979): 113.
7 M. Foucault, “Nietzsche, Genealogy, History” (1971), in Language, Counter-Memory,
Practice: Selected Essays and Interviews, ed. D.F. Bouchard (Ithaca NY: Cornell University
Press, 1977): 147.
FILIPPO FIMIANI 76 AN-ICON
shall detect the symptom of its impossibility and sketch its
singular trans-medial archaeology8 and imaginary.
The topos points to a yearning for fictional im-
mersion, a performative moment in which saying something
brings it into being, making it real in every sense, and fully
adherent to the referent, with language and synesthetic
perception becoming one. Introduced by a terrified alarm,
a seductive invitation or the command of “look!,” the very
essential wish is to make subject, image and thing coin-
cide. The intensive alteration of the corporeal identity and
peripersonal space that results involves not only the char-
acter described, narrated and represented in the act of a
self-denying vision that resists classification as merely an
ocular, remote beholding, but also the reader and specta-
tor drawn into an embodied simulation of the occurrences
and fantasies found in the images, both verbal and visual.
Fish Night, a never-ending trans-medial
story
I shall intertwine a summary and a commentary
of Lansdale’s short story with that of the episode of LD+R.
In this way, I will point out some differences and sources
of their imaginaries, and make some interlinear remarks on
both the literary text and the television adaptation, in order
to highlight the main theme of this defined trans-medial
corpus: the impossibility of immersion-immersiveness.
Two salesmen, one young, the other older, get
stuck in the desert when their car breaks down. The hours
pass and night falls. At first, the older man bemoans how
door-to-door sales are a thing of the past. Then he remem-
bers that twenty years earlier he was in this same deso-
late landscape, travelling an asphalted road amidst power
stanchions and the Rocky Mountains, between Arizona
and New Mexico. “There are memories of mine out here,”
8 T. Elsaesser, “Media Archaeology as Symptom,” New Review of Film and Television Studies
2, no. 14 (2016): 181-215.
FILIPPO FIMIANI 77 AN-ICON
he says, “and they’re visiting me again.”9 In the short story,
this is an unmistakable evocation of Death of a Salesman,
the Arthur Miller play directed by Elia Kazan, winner of the
1949 Pulitzer Prize and adapted on numerous occasions
for film and TV, in which past and present collapse into
the remembrance of the lead character, Willy Lowman, the
disillusioned, exhausted door-to-door salesman who, at
over sixty, struggles with a trauma not just personal, but
historical and collective.10 In Fish Night, the instant replay
of involuntary subjective memory gives way to a re-enact-
ment both psychic and geological, a Nachleben, a survival
and an afterlife of a story that is more than just human. The
desert through which the highway passes will once again
be a “petrified primal landscape,” allegorically manifesting
itself as a “Hippocratic face of history.”11
Lansdale describes the landscape as an im-
mersive – and devouring – space:
It’s fish night, boy. Tonight’s the full moon and this is the right part
of the desert if memory serves me, and the feel is right — I mean,
doesn’t the night feel like it’s made up of some fabric, that it’s dif-
ferent from other nights, that it’s like being inside a big dark bag,
the sides sprinkled with glitter, a spotlight at the top, at the open
mouth, to serve as a moon?
The function of the mouth metaphor in the
Lansdale’s writing is complex, but here it foreshadows the
finale’s explicit immersive embodiment: does one enter an
immersive space or get swallowed up by it? Space, we
can say with Bataille, “can become one fish that swallows
another.”12 Is immersion-immersivity an experience of “by”
9 J.R. Lansdale, Fish Night (1982), in G. Brown, A.J. Spedding, eds., Love Death + Robots:
The Official Anthology: Volume One (Bendigo: Cohesion Press, 2021): 193-200. Pages not
numbered; all citations in the text.
10 J. Schlueter, “Re-membering Willy’s Past: Introducing Postmodern Concerns through
Death of a Salesman,” in M. Roudané, ed., Approaches to Teaching Miller’s Death of a
Salesman (New York: The Modern Language Association of America, 1995): 142-154.
11 W. Benjamin, Ursprung des deutschen Trauerspiels (1928), in Gesammelte Schriften, ed. R.
Tiedmann and H. Schweppenhäuser (Frankfurt am Mein: Suhrkamp, 1991), vol. 1: 343, trans.
H. Eiland (Cambridge MA-London: Harvard University Press, 2019): 174.
12 G. Bataille, “Espace” (1930), Documents, no. 1, anastatic reprint, ed. D. Hollier (Paris:
Jean-Michel Place, 1991): 41.
FILIPPO FIMIANI 78 AN-ICON
or “in”? Is it penetration or impregnation? Transparency
or opacity? Immateriality or the materiality of the environ-
mental medium?
In Lansdale’s short story, evoking the past, the
older man brings up Native Americans, the Navajos and the
Hopi, and Manitou, the Great Living Spirit “still around” in
everything and every being. He read in a science book – he
goes on – that the desert was once a sea filled with fish and
“fantastical creatures,” maybe even man’s birthplace. “The
world’s an old place, and for longtime is nothing but sea,”
he concludes pensively. And – dwelling on the thought –
those beings may haunt this place the way human ghosts
haunt their former homes.
With these musings, the younger and the older
man fall asleep in the Plymouth station wagon. Whether
dreamed or real, lights from outside the car cause the older
man’s eyes to open. Facing him, close to the car window,
is an enormous eye. Octopuses, giant jellyfish, molluscs
and fish from way back in evolution – Coelacanths, Nau-
tilus, Limulus, marine fauna in existence prior to the great
Cambrian extinction, appear in the surrounding environ-
ment, where the men, now outside the car, can magically
breath. Strange beings, “like nothing [they have] ever seen
pictures of or imagined,” are present but almost incorpo-
real, “ghosts of older world,” disincarnate eidola that pass
through the men’s bodies, though they still feel and sense
them. But “what” does a man’s body feel when another
body passes through it? Symptomatic of the ambivalence
and ambiguity of the immersion-immersivity topos, and
its impossibility, Philip Gelat leaves this phrase out of the
adaptation of Lansdale’s short story for LD+R:
“Feel it, boy? Feel the presence of the sea? Doesn’t it feel like the
beating of your own mother’s heart while you float inside the womb?”
FILIPPO FIMIANI 79 AN-ICON
And the younger man had to admit that he felt it, that inner rolling
rhythm that is the tide of life and the pulsating heart of the sea.
Thus the “oceanic sentiment,” the “thalassic
regression” debated by psychoanalysis,13 also character-
istic of the “crisis of presence” in magical experiences dis-
cussed by anthropology,14 are pathic and phenomenological
equivalents of the sea’s “presence” as a primary medium,
a pre-individual fusion and condition for the possibility of
life. In this elemental medium, the bodies of the marine
beings are, first and foremost, traversable and diaphanous,
immaterial media-mediators permitting an equally immate-
rial engagement. They are “spectral,” like “soap bubbles,”
“smoke,” “flashes of light,” flitting and skirting, writes Lans-
dale. There is no mistaking the kinship with intermedial ex-
empla of the metaphorical repertoire of philosophies, both
ancient and modern, of visual perception, Renaissance and
eighteenth-century treatises on painting, plus contempo-
rary theories of optical devices and electric media.
In the LD+R episode, the ecstatic young man
shouts, “I wanna swim!,” as if he were a man-fish of folk
legend brought to life.15 Deaf to the alarmed pleas of the
older man, he joins the school of fish, swimming amongst
them in slow-motion,16 becoming like them. Stripped of his
individuality, he is transfigured, weightlessly transported
upward, only to have his ascension end in death. All the
other creatures flee in fright at the approach of an enormous
red megalodon, which, circling the car, devours the slower,
defenceless swimmer, meaning the human transformed into
13 On this essential topic of the symbolic return to the sea, I can only point to Ferenczi,
Freud, Alexander and Kerény, or Sloterdijk, plus the Mutterleibversenkung of Ėjzenštejn or
slow-motion, in the case of Epstein. See W.B. Parsons, The Enigma of the Oceanic Feeling:
Revisioning the Psychoanalytic Theory of Mysticism (Oxford: Oxford University Press, 1999).
14 E. de Martino, Il mondo magico: Prolegomeni a una storia del magismo (1945) (Turin:
Boringhieri, 1973): 144-145, and Magic: A Theory from the South (1959), trans. D.L. Zinn
(Chicago: Hau Books, 2015): 85-96.
15 B. Croce, Storie e leggende napoletane (1919) (Bari-Rome: Laterza, 1967): 306-313. See
G.B. Bronzini, “Cola Pesce il tuffatore: dalla leggenda moderna al mito antico,” Lares 66, no. 3
(2000): 341-376.
16 Under the slow-motion effect, our bodies look like “smooth muscles moving through a
dense medium in which thick currents always carry and shape this clear descendent of old
marine fauna and maternal waters.” J. Epstein, The Intelligence of a Machine (1946), trans. C.
Wall-Romana (Minneapolis: Univocal Publishing, 2014): 29.
FILIPPO FIMIANI 80 AN-ICON
a marine being. The Otus megalodon, which first lived at
the start of the Miocene period, succumbing to extinction
roughly 2.5 million years ago, has returned to the desert
between Arizona and New Mexico, only to slowly disappear
from view, leaving behind plumes of blood set against the
enormous, white, imperturbable moon. Left by himself, the
older man is stunned by what he has just seen.
From New Mexico to Greece, and back
In Fish Night, the impossibility of immersive ex-
perience, i.e. of the elimination of all substantial differences
between the gaze, the images and the environment, is tied
to the fact that, were it to become real, death would result.
Given the trans-medial imaginary genealogical perspective
indicated in the Premise, I read the lethal outcome of the
way up of the main character of Fish Night as comple-
mentary to the dark plunge down described in a masterful
scene from the Eikones, the influential classic of ekphrastic
literature and ancient rhetoric attributed to Philostratus the
Elder. Reactivating the Ancient Greek, I would then speak
of anabasis (from ana-, “up,” and baínō, “to go”), of a fatal
immersive ascent, for Fish Night, and of catabasis (from
kata-, “down,” and baínō, “to go”), of a descent down in
the underworld, for the Eikones.
Actually, the very protagonist of the episode
from the Eikones is the penetrating gaze of a lookout scan-
ning the sea, who, perched atop a pole on the shore, can
spot tuna in the sea and call out them to fishermen. This
fictional vision is enhanced by the pole, depicted as a sub-
lime lignum in Negri’s sixteenth-century Latin translation,
which acts as a technical mean and as rudimental pros-
thetic medium, allowing for a more powerful and detailed
gaze. Still, the outcome is ultimately catastrophic: for as
the lookout’s gaze gradually immerses itself in the mael-
strom of moving forms and flashing colours, it becomes
less penetrating, feebler, until the fish, barely discernible
as shadows, swallow it up, as in the journey of Ulysses to
Hades painted by Polignoto and described by Pausania.
FILIPPO FIMIANI 81 AN-ICON
In Fish Night as well, the immersive moment in which the
verbal, the visual and the real all become performatively
one, heralded by the ecstatic, ostentatious exhortation to
look,17 winds up being the exact opposite: blindness and
terror. And so it becomes an allegory of its own impossibility.
As Philostratus writes:
Now look at the painting and you will see just this going on. The
look-out gazes at the sea and turns his eyes in one direction and
another to get the number; and in the bright gleam of the sea the
colours of the fish vary, those near the surface seem to be black,
those just below are not so black, those lower still begin to elude
the sense of sight, then they seem shadowy, and finally they look
just like the water; for as the vision penetrates deeper and deeper
its power of discerning objects in the water is blunted. 18
In the story Fish Night, and even more so in the
animated film, what occurs is not simply a metaphorical
inversion of the yearning, for immersion and transparency.
The change that takes place is literally ontological, rather
than phenomenological: the inexorable law of the impene-
trability of bodies in space has been restored, having earlier
been suspended by the diaphanously spectral, almost im-
material state of the environmental medium. This elementa-
ry law of physics once again holds, even in the immersive
environment, where the body of the human being has lost
some of its species-specific characteristics – gravity, use
of the respiratory apparatus and motor skills – while that
of the image, finally possessed of a physical consistency
of its own, has also gained new properties, enabling it to
take actions that truly affect the other entities sharing the
surrounding environment.
17 N. Bryson, “Philostratus and the Imaginary Museum,” in S. Goldhill, R. Osborne, eds., Art
and Text in Ancient Greek Culture (Cambridge MA: Cambridge University Press, 1994): 266-267.
18 Philostratus the Younger, Imagines. Callistratus, Descriptions, trans. A. Fairbanks
(Cambridge MA: Harvard University, 1936): 57 (I.12); Pausanias, Description of Greece, trans.
W.H.S. Jones, H.A. Ormerod (Cambridge MA: Harvard University, 1918): 185 (10.28.1).
FILIPPO FIMIANI 82 AN-ICON
Which medium?
But in the final analysis, what does Fish Night
tell us about the material nature of the immersive medium
and its uniqueness compared to other media and technical
devices?
In Lansdale’s short story, the protagonist of
the deadly immersive experience is the older man, not the
younger one, as in the LD+R episode. Lansdale has in mind
the imagery of Death of a Salesman and Willy Lowman’s
irretrievable historical crisis. Charley, Willy’s well-off neigh-
bour, observes that: “A salesman is got to dream, boy. It
comes with the territory.”19 Thus the American Dream is a
territorialised rendering of the countryside by the moving
automobile, a “hot,” prosthetic medium which is culturally,
socially and aesthetically expansive, as Marshall McLuhan
was to point out soon after, in short an “excrescence of a
kinetic ego” and an agent of the “motorized narcissism.”20
The automobile stands as the technological condition that
makes possible the conquest of the last frontier, as the
material and historical a-priori of the aesthetic experience
of the wilderness, be it rebellious or liberating, ostentatious
or touristic, with the complementary evolution of the car
being its domestication to transport and distribute tangible
and intangible goods. At the turn of the 60’s-70’s,21 road
movies were both reflections and wellsprings of the cultural
and mythopoetic topos of the automobile as a means to
attaining individual freedom or reification, or to crafting the
iconography of the American sublime. Indeed, the choice
of a Plymouth Fury for the LD+R episode may not have
19 A. Miller, Death of a Salesman: Certain Private Conversations in Two Acts and a Requiem
(1949) (London: Penguin, 1998): 111.
20 M. McLuhan, Motorcar: The Mechanical Bride (1951), in Understanding Media: The
Extensions of Man (1964) (Cambridge MA-London: MIT Press, 1994): 217-222. See P.
Sloterdjik, “Die Herrschaft der Kentauren. Philosophische Bemerkungen zur Automobilität”
(1992), trans. K. Ritson, Transfers 1, vol. 1 (2011): 14-24; P. Weibel, “Medien der Mobilität,” in P.
Weibel, ed., CAR CULTURE: Medien der Mobilität (Karlsruhe: ZKM, 2011): 345-400.
21 S. Cohan, I.R. Hark, eds., The Road Movie Book (London-New York: Routledge, 1997); A.
Cross, “Driving the American Landscape,” in P. Wollen, J. Kerr, eds., Autopia: Cars and Culture
(London: Reaktion Books, 2002): 249-258; D. Laderman, Driving Visions: Exploring the Road
Movie (Austin: University of Texas Press, 2002); D. Orgeron, Road Movies: From Muybridge
and Méliès to Lynch and Kiarostami (New York: Palgrave, 2008).
FILIPPO FIMIANI 83 AN-ICON
been random, given that the model was produced between
1968 and 1972, or precisely the years of the psychedelic
and hippy culture, as well as the first signs of its impending
crisis.
Anyway, the automobile is the technological
embodiment of the desire of immersion, a new medium for
an old movement and a very ancient desire, as shown to
us by the sinking gaze in the sea described by Philostra-
tus. A 1939 advertisement placed in National Geographic
introduced General Motors’ new Oldsmobile model with
this slogan: “See America from an ‘OBSERVATION BODY!’”
The brief promotional text promised a “VISION as wide as all
outdoors is yours…,” but at the same time a “rhythmic ride”
of a “rolling uterus”22 corresponding to the rhythm of the
all-enveloping medium of the sea in which the body of the
character from Fish Night loses himself in symbiotic fashion.
Immersion means, at one and the same time, travelling “in”
the landscape, being “part of” the environment, and re-
turning “to” the maternal space. As was recently noted by
Ruggero Eugeni,23 the automobile is a medium-prosthesis
which implements a protected, horizontal immersion scaled
to human height, so to speak, and the line of the horizon,
for drivers traversing urban and exurban landscapes in a
personal travelling cave: a feeling of immersion intensified
by the setting up of specific sensorial and perceptive pro-
cesses (both hetero- and proprioceptive).
From this perspective, the regressive desire
of immersivity of Lansdale’s account stands in contrast to
the prosthetic mode of technological immersivity which,
according to McLuhan, is embodied by the automobile,
and to the mythical example of fictional immersion made
possible by the tuna lookout’s perch described by Phi-
lostratus. In Fish Night, the two characters leave the car,
technology’s outpost for providing the senses with pros-
thesis and prophylaxis, and for supplying techniques of the
22 P. Sloterdjik, “Rollender Uterus” (1995), in Selected Exaggerations: Conversations and
Interviews, 1993-2012, trans. K. Margolis (Cambridge: Polity Book, 2016): 24.
23 R. Eugeni, “La sposa algoritmica: L’automobile come medium e la navigazione del
quotidiano,” in F. Cavaletti, F. Fimiani, B. Grespi, A.C. Sabatino, eds., Immersioni quotidiane:
Vita ordinaria, cultura visuale e nuovi media (Milan: Meltemi, 2023): 271-282.
FILIPPO FIMIANI 84 AN-ICON
sensitivity for the body and the gaze. Actually, they leave
the scopic regimen of spectatorship, and the technolog-
ical anti-environment created by the window’s protective
shield, coming into synesthetic contact with the natural
environment’s forms of life.
Another element in Lansdale’s short story il-
lustrates, as a symptom, this detachment from technolo-
gy. Possibly as a paraphrase of one of McLuhan’s topoi,24
Lansdale likens the car to the older man’s false teeth. Both
are “trappings of civilization” which weigh down, serving
as technological prostheses that are mobile and tied to
mobility. They are metaphors: means of transport between
inside and outside, as well as tools for aggression and
conquering space and time.
“This isn’t my world. I’m of that world. I want to float free in the belly
of the sea, away from can openers and cars and -” [...] “I want
to leave here! [...] The teeth! [...] It’s the teeth. Dentist, science, foo!”
He punched a hand into his mouth, plucked the teeth free, tossed
them over his shoulder. Even as the teeth fell the old man rose.
He began to stroke. To swim up and up and up, moving like a pale
pink seal among the fish.
In the light of the moon the young man could see the pooched
jaws of the old man, holding the last of the future’s air. Up went
the old man, up, up, up, swimming strong in the long-lost waters
of a time gone by.
Even before technological and human-focused
media as cars or false teeth, water is therefore the oldest
medium, just as land and air – “The air trembled like a
mass of gelatinous ectoplasm,” begins the Lansdale’s short
story.25 Water is an elemental, environing medium with its
24 M. McLuhan, Understanding Media: 57, 82-83, 152 (on teeth and car).
25 E. Horn, “Air as Medium,” Grey Room, vol. 7 (2008): 6-25; J. Durham Peters, The
Marvelous Clouds: Toward a Philosophy of Elemental Media (Chicago: The University of
Chicago Press, 2015): 53-114, especially 55-59, 90-91.
FILIPPO FIMIANI 85 AN-ICON
own specific materiality, which becomes invisible in its vital
agency as space-binding. Plus, as shown by the media
imaginary26 I have highlighted in my reading of Fish Night
and the Eikones, water can be a “ghostly sea.” It is a very
elemental medium acting as a deep time-binding agent be-
tween nature and culture, between geological and mythical
epochs and historically determined technical cultures, as
an ontological entanglement between forms of life which
are not species-specific.
“Weren’t we once just slimy things, brothers to
the things that swim?” asks the older man in Lansdale’s
short story, borrowing Coleridge’s words27 about a com-
munity not only of humans and of like beings, but of “slimy
things.” In this inter-textual topos between literature, reli-
gion and the natural sciences, fascination and phobia, I read
“sliminess”28 as the epitome of the profound time and of the
materiality of a colloidal intermediality between technolog-
ical media (among other types), living beings and elements.
Obviously, “sliminess” stands in contrast to the prevailing
metaphors or clichés of fluidity and transparency, that are
frequently used with regard to the media and their relation
26 E. Kluitenberg, Book of Imaginary Media: Excavating the Dream of the Ultimate
Communication Medium (Rotterdam: Nai Publishers, 2006); S. Zielinski, Deep Time of the
Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA:
MIT Press, 2006).
27 “The very deep did rot: O Christ! / That ever this should be! / Yea, slimy things did crawl
with legs / Upon the slimy sea” (ll. 125-126), where “a thousand thousand slimy things [with
many dead men] / Lived on; and so did I,” said the mariner (ll. 238-239). S.T. Coleridge, The
Rime of the Ancient Mariner (1798-1834), in The Complete Poetical Works of Samuel Taylor
Coleridge, ed. E. Hartley Coleridge (Oxford: Oxford University Press, 1912): 191, 197. See
J. Livingston Lowes, The Road to Xanadu (Princeton NJ: Princeton University Press, 1986):
41-59; J.B. Ower, “Crantz, Martens and the ‘Slimy Things’ in The Rime of the Ancient Mariner,”
Neophilologus 85, no. 3 (2001): 477-484; S. Estok, “The Environmental Imagination in the
Slime of ‘The Ancient Mariner,’” ANQ: A Quarterly Journal of Short Articles, Notes and Reviews
2, vol. 34 (2021): 135-138.
28 N. Gramlich, “Sticky Media: Encounters with Oil through Imaginary Media Archaeology,”
Communication + 1 7, 1 (2018): n. p. https://scholarworks.umass.edu/cpo/vol7/iss1/3; see F.
Mason, The Viscous: Slime, Stickiness, Fondling, Mixtures (Goleta CA: punctum books, 2020):
200; B. Woodward, Slime Dynamics (Winchester: Zero Books, 2012): 59-64; C. Michlig, File
under: Slime (Los Angeles: Hat & Beard Press, 2023).
FILIPPO FIMIANI 86 AN-ICON
with time and materiality and, in particular, with respect to
immersivity.
Finally, “media are of nature and return to na-
ture:”29 that’s what Fish Night, read as a trans-medial al-
legory combining literature and animation, shows us in a
complex and compelling way, inviting to rethink about the
phenomenological and ontological relationships between
memories, images, bodies, technologies and environments.
A recurring topos and persistent symptom of media history,
imaginaries and narratives, this impossible return is both
the origin and the end of our desire for immersivity and
immersive experience.
29 J. Parikka, “Introduction: The Materiality of Media and Waste,” in J. Parikka, ed.,
Medianatures: The Materiality of Information Technology and Electronic Waste, (Open
Humanities Press, 2011), http://www.livingbooksaboutlife.org/books/Medianatures.
FILIPPO FIMIANI 87 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19910 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19910",
"Description": "Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, in a trans-medial imaginary genealogical perspective, the symptoms of this cultural topos and of the regressive desire for immersion and for transparent immediacy that shapes and drives it, dwelling in particular on the ambivalent phenomenological and ontological relations between living bodies, pictures and media as deep time-bending.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19910",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Filippo Fimiani",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Elemental media",
"Title": "Allegories of Immersion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-06",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Filippo Fimiani",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19910",
"firstpage": null,
"institution": "University of Salerno",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Elemental media",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA: MIT Press, MIT Press, 2006).",
"spatial": null,
"temporal": null,
"title": "Allegories of Immersion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19910/20022",
"volume": "2"
}
] | Allegories
of ImmersiAllegory
on
by Filippo Fimiani
Ekphrastic fear
Media imaginary
Materiality
Elemental media
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Allegories of Immersion
FILIPPO FIMIANI, Università degli Studi di Salerno – https://orcid.org/0000-0002-9689-5480
https://doi.org/10.54103/ai/19910
Abstract Fish Night, an episode of LOVE DEATH + RO-
BOTS (S01E12, 2019) based on a 1982 short story by Joe
R. Lansdale, can be interpreted as an allegory of the im-
possibility of immersive experience: if real, it is deadly, be-
cause the images are no longer such or ghosts but living
beings present in a shared environmental habitat, acting
with but also against the subject, in turn no longer a spec-
tator. Comparing the story and film, and ancient ekphrastic
literature, I discuss, in a trans-medial imaginary genealog-
ical perspective, the symptoms of this cultural topos and
of the regressive desire for immersion and for transparent
immediacy that shapes and drives it, dwelling in particular
on the ambivalent phenomenological and ontological re-
lations between living bodies, pictures and media as deep
time-bending.
Keywords Allegory Ekphrastic fear Media imaginary
Materiality Elemental media
To quote this essay: F. Fimiani, “Allegories of Immersion,” AN-ICON. Studies in Environmental Images
[ISSN 2785-7433] 2, no. 1 (2023): 74-87, https://doi.org/10.54103/ai/19910.
FILIPPO FIMIANI 74 AN-ICON
A premise
Fish Night is the twelfth episode of the first
season of LOVE DEATH + ROBOTS, an animated Netflix
series created by Tim Miller and David Fincher and broad-
cast on 15 March 2019.1 Directed by Damian Nenow, with
Gabriele Pennacchioli as supervising director and Rafał
Wojtunik as art director, it was produced by Platine Image
studio,2 based on 1982 short story by Joe R. Lansdale, in
an adaptation by Philip Gelat and Miller.
I see Fish Night as an allegory of the impossi-
bility of virtual immersion. Obviously, it regards coexistence
and interaction in a shared environment by a subject in
motion, one no longer merely observing moving images
at a remove, and images which are no longer concrete
pictures or simulacrums but, to full effect, real living and
acting beings. Why would such an experience be impos-
sible? In answering, I will focus on elements drawn from
both the literary account and the animated film, seen as
trans-medial symptoms of underlying issues which regard
the nature of bodies, images, technology, of the medium,
and their various interrelations with respect to the fictional
immersion and virtual immersivity. I shall cross-analyse the
animated short film and its narrative hypotext with another
classic literary text which describes what, in many respects,
is a complementary immersion.
This approach allows me to simultaneously ad-
dress: 1) the “quest for immersion” uncovered by Huhta-
mo’s media archaeology as a constant motif in the reprise
and recurrence of narratives and patterns both in media
history and, from my point of view, in the trans-medial story
of Fish Night, which is about ghosts, repetitions and reap-
pearances that ultimately affect the media themselves (the
spectator’s body, the images, the car, the landscape, as we
1 https://lovedeathandrobots.tilda.ws/index, accessed September 1, 2023.
2 https://platige.com/project/feature/fish-night/, accessed September 1, 2023.
FILIPPO FIMIANI 75 AN-ICON
will soon discover);3 2) the “[cultural] desire for transparent
immediacy” through visual representation found in the ge-
nealogy of Bolter and Grusin;4 3) “the moment of resistance
or counterdesire that occurs when we sense that the differ-
ence between the verbal and visual representation might
collapse and the figurative, imaginary desire of ekphrasis
might be realized literally and actually,” diagnosed by W.J.T.
Mitchell as alert for the literary description showing through
words and rhetorical tropes a strongly vivid impression of
a visual stimulus, object or scene, in summa as “ekphrasis
fear;”5 4) Paul de Man’s allegory6 of “potential confusion
between figural and referential statement,” between the
image and the real.
Of course, the four points just evoked should
not to be confused. Quite the contrary, aware of their dif-
ferences in approach, object and aim, I use them as ac-
cess points to the question of immersivity as tropism and
symptom of a desire and anxiety manifested and treated
differently in the literary texts and their media adaptations
that I am about to discuss. In the textual and audio-visual
issues I have chosen, or, as Foucault might say,7 in the
“myriad events through which – thanks to which, against
which –” “the unique aspect” of the cultural idea and topos
of the experience of immersion-immersivity has arisen, I
3 E. Huhtamo, “Encapsulated Bodies in Motion: Simulators and the Quest for Total
Immersion,” in S. Penny, ed., Critical Issues in Electronic Media (New York: State University of
New York Press, 1995): 160-161, and “Dismantling the Fairy Engine. Media Archaeology as
Topos Study,” in E. Huhtamo, J. Parikka, eds., Media Archaeology: Approaches, Applications
and Implications (Berkeley-Los Angeles: University of California Press, 2011): 27-47.
4 J.D. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
1998): 23ff.
5 W.J.T. Mitchell, “Ekphrasis and the Other,” in Id., Picture Theory: Essays on Verbal and
Visual Representation (Chicago: University of Chicago Press, 1994): 154. See R.P., Fletcher,
“Digital Ekphrasis and the Uncanny: Toward a Poetics of Augmented Reality,” Electropoetics 3,
no. 15 (2017) http://digitalcommons.wcupa.edu/eng_facpub/56
6 P. de Man, Allegories of Reading (New Haven-London: Yale University Press, 1979): 113.
7 M. Foucault, “Nietzsche, Genealogy, History” (1971), in Language, Counter-Memory,
Practice: Selected Essays and Interviews, ed. D.F. Bouchard (Ithaca NY: Cornell University
Press, 1977): 147.
FILIPPO FIMIANI 76 AN-ICON
shall detect the symptom of its impossibility and sketch its
singular trans-medial archaeology8 and imaginary.
The topos points to a yearning for fictional im-
mersion, a performative moment in which saying something
brings it into being, making it real in every sense, and fully
adherent to the referent, with language and synesthetic
perception becoming one. Introduced by a terrified alarm,
a seductive invitation or the command of “look!,” the very
essential wish is to make subject, image and thing coin-
cide. The intensive alteration of the corporeal identity and
peripersonal space that results involves not only the char-
acter described, narrated and represented in the act of a
self-denying vision that resists classification as merely an
ocular, remote beholding, but also the reader and specta-
tor drawn into an embodied simulation of the occurrences
and fantasies found in the images, both verbal and visual.
Fish Night, a never-ending trans-medial
story
I shall intertwine a summary and a commentary
of Lansdale’s short story with that of the episode of LD+R.
In this way, I will point out some differences and sources
of their imaginaries, and make some interlinear remarks on
both the literary text and the television adaptation, in order
to highlight the main theme of this defined trans-medial
corpus: the impossibility of immersion-immersiveness.
Two salesmen, one young, the other older, get
stuck in the desert when their car breaks down. The hours
pass and night falls. At first, the older man bemoans how
door-to-door sales are a thing of the past. Then he remem-
bers that twenty years earlier he was in this same deso-
late landscape, travelling an asphalted road amidst power
stanchions and the Rocky Mountains, between Arizona
and New Mexico. “There are memories of mine out here,”
8 T. Elsaesser, “Media Archaeology as Symptom,” New Review of Film and Television Studies
2, no. 14 (2016): 181-215.
FILIPPO FIMIANI 77 AN-ICON
he says, “and they’re visiting me again.”9 In the short story,
this is an unmistakable evocation of Death of a Salesman,
the Arthur Miller play directed by Elia Kazan, winner of the
1949 Pulitzer Prize and adapted on numerous occasions
for film and TV, in which past and present collapse into
the remembrance of the lead character, Willy Lowman, the
disillusioned, exhausted door-to-door salesman who, at
over sixty, struggles with a trauma not just personal, but
historical and collective.10 In Fish Night, the instant replay
of involuntary subjective memory gives way to a re-enact-
ment both psychic and geological, a Nachleben, a survival
and an afterlife of a story that is more than just human. The
desert through which the highway passes will once again
be a “petrified primal landscape,” allegorically manifesting
itself as a “Hippocratic face of history.”11
Lansdale describes the landscape as an im-
mersive – and devouring – space:
It’s fish night, boy. Tonight’s the full moon and this is the right part
of the desert if memory serves me, and the feel is right — I mean,
doesn’t the night feel like it’s made up of some fabric, that it’s dif-
ferent from other nights, that it’s like being inside a big dark bag,
the sides sprinkled with glitter, a spotlight at the top, at the open
mouth, to serve as a moon?
The function of the mouth metaphor in the
Lansdale’s writing is complex, but here it foreshadows the
finale’s explicit immersive embodiment: does one enter an
immersive space or get swallowed up by it? Space, we
can say with Bataille, “can become one fish that swallows
another.”12 Is immersion-immersivity an experience of “by”
9 J.R. Lansdale, Fish Night (1982), in G. Brown, A.J. Spedding, eds., Love Death + Robots:
The Official Anthology: Volume One (Bendigo: Cohesion Press, 2021): 193-200. Pages not
numbered; all citations in the text.
10 J. Schlueter, “Re-membering Willy’s Past: Introducing Postmodern Concerns through
Death of a Salesman,” in M. Roudané, ed., Approaches to Teaching Miller’s Death of a
Salesman (New York: The Modern Language Association of America, 1995): 142-154.
11 W. Benjamin, Ursprung des deutschen Trauerspiels (1928), in Gesammelte Schriften, ed. R.
Tiedmann and H. Schweppenhäuser (Frankfurt am Mein: Suhrkamp, 1991), vol. 1: 343, trans.
H. Eiland (Cambridge MA-London: Harvard University Press, 2019): 174.
12 G. Bataille, “Espace” (1930), Documents, no. 1, anastatic reprint, ed. D. Hollier (Paris:
Jean-Michel Place, 1991): 41.
FILIPPO FIMIANI 78 AN-ICON
or “in”? Is it penetration or impregnation? Transparency
or opacity? Immateriality or the materiality of the environ-
mental medium?
In Lansdale’s short story, evoking the past, the
older man brings up Native Americans, the Navajos and the
Hopi, and Manitou, the Great Living Spirit “still around” in
everything and every being. He read in a science book – he
goes on – that the desert was once a sea filled with fish and
“fantastical creatures,” maybe even man’s birthplace. “The
world’s an old place, and for longtime is nothing but sea,”
he concludes pensively. And – dwelling on the thought –
those beings may haunt this place the way human ghosts
haunt their former homes.
With these musings, the younger and the older
man fall asleep in the Plymouth station wagon. Whether
dreamed or real, lights from outside the car cause the older
man’s eyes to open. Facing him, close to the car window,
is an enormous eye. Octopuses, giant jellyfish, molluscs
and fish from way back in evolution – Coelacanths, Nau-
tilus, Limulus, marine fauna in existence prior to the great
Cambrian extinction, appear in the surrounding environ-
ment, where the men, now outside the car, can magically
breath. Strange beings, “like nothing [they have] ever seen
pictures of or imagined,” are present but almost incorpo-
real, “ghosts of older world,” disincarnate eidola that pass
through the men’s bodies, though they still feel and sense
them. But “what” does a man’s body feel when another
body passes through it? Symptomatic of the ambivalence
and ambiguity of the immersion-immersivity topos, and
its impossibility, Philip Gelat leaves this phrase out of the
adaptation of Lansdale’s short story for LD+R:
“Feel it, boy? Feel the presence of the sea? Doesn’t it feel like the
beating of your own mother’s heart while you float inside the womb?”
FILIPPO FIMIANI 79 AN-ICON
And the younger man had to admit that he felt it, that inner rolling
rhythm that is the tide of life and the pulsating heart of the sea.
Thus the “oceanic sentiment,” the “thalassic
regression” debated by psychoanalysis,13 also character-
istic of the “crisis of presence” in magical experiences dis-
cussed by anthropology,14 are pathic and phenomenological
equivalents of the sea’s “presence” as a primary medium,
a pre-individual fusion and condition for the possibility of
life. In this elemental medium, the bodies of the marine
beings are, first and foremost, traversable and diaphanous,
immaterial media-mediators permitting an equally immate-
rial engagement. They are “spectral,” like “soap bubbles,”
“smoke,” “flashes of light,” flitting and skirting, writes Lans-
dale. There is no mistaking the kinship with intermedial ex-
empla of the metaphorical repertoire of philosophies, both
ancient and modern, of visual perception, Renaissance and
eighteenth-century treatises on painting, plus contempo-
rary theories of optical devices and electric media.
In the LD+R episode, the ecstatic young man
shouts, “I wanna swim!,” as if he were a man-fish of folk
legend brought to life.15 Deaf to the alarmed pleas of the
older man, he joins the school of fish, swimming amongst
them in slow-motion,16 becoming like them. Stripped of his
individuality, he is transfigured, weightlessly transported
upward, only to have his ascension end in death. All the
other creatures flee in fright at the approach of an enormous
red megalodon, which, circling the car, devours the slower,
defenceless swimmer, meaning the human transformed into
13 On this essential topic of the symbolic return to the sea, I can only point to Ferenczi,
Freud, Alexander and Kerény, or Sloterdijk, plus the Mutterleibversenkung of Ėjzenštejn or
slow-motion, in the case of Epstein. See W.B. Parsons, The Enigma of the Oceanic Feeling:
Revisioning the Psychoanalytic Theory of Mysticism (Oxford: Oxford University Press, 1999).
14 E. de Martino, Il mondo magico: Prolegomeni a una storia del magismo (1945) (Turin:
Boringhieri, 1973): 144-145, and Magic: A Theory from the South (1959), trans. D.L. Zinn
(Chicago: Hau Books, 2015): 85-96.
15 B. Croce, Storie e leggende napoletane (1919) (Bari-Rome: Laterza, 1967): 306-313. See
G.B. Bronzini, “Cola Pesce il tuffatore: dalla leggenda moderna al mito antico,” Lares 66, no. 3
(2000): 341-376.
16 Under the slow-motion effect, our bodies look like “smooth muscles moving through a
dense medium in which thick currents always carry and shape this clear descendent of old
marine fauna and maternal waters.” J. Epstein, The Intelligence of a Machine (1946), trans. C.
Wall-Romana (Minneapolis: Univocal Publishing, 2014): 29.
FILIPPO FIMIANI 80 AN-ICON
a marine being. The Otus megalodon, which first lived at
the start of the Miocene period, succumbing to extinction
roughly 2.5 million years ago, has returned to the desert
between Arizona and New Mexico, only to slowly disappear
from view, leaving behind plumes of blood set against the
enormous, white, imperturbable moon. Left by himself, the
older man is stunned by what he has just seen.
From New Mexico to Greece, and back
In Fish Night, the impossibility of immersive ex-
perience, i.e. of the elimination of all substantial differences
between the gaze, the images and the environment, is tied
to the fact that, were it to become real, death would result.
Given the trans-medial imaginary genealogical perspective
indicated in the Premise, I read the lethal outcome of the
way up of the main character of Fish Night as comple-
mentary to the dark plunge down described in a masterful
scene from the Eikones, the influential classic of ekphrastic
literature and ancient rhetoric attributed to Philostratus the
Elder. Reactivating the Ancient Greek, I would then speak
of anabasis (from ana-, “up,” and baínō, “to go”), of a fatal
immersive ascent, for Fish Night, and of catabasis (from
kata-, “down,” and baínō, “to go”), of a descent down in
the underworld, for the Eikones.
Actually, the very protagonist of the episode
from the Eikones is the penetrating gaze of a lookout scan-
ning the sea, who, perched atop a pole on the shore, can
spot tuna in the sea and call out them to fishermen. This
fictional vision is enhanced by the pole, depicted as a sub-
lime lignum in Negri’s sixteenth-century Latin translation,
which acts as a technical mean and as rudimental pros-
thetic medium, allowing for a more powerful and detailed
gaze. Still, the outcome is ultimately catastrophic: for as
the lookout’s gaze gradually immerses itself in the mael-
strom of moving forms and flashing colours, it becomes
less penetrating, feebler, until the fish, barely discernible
as shadows, swallow it up, as in the journey of Ulysses to
Hades painted by Polignoto and described by Pausania.
FILIPPO FIMIANI 81 AN-ICON
In Fish Night as well, the immersive moment in which the
verbal, the visual and the real all become performatively
one, heralded by the ecstatic, ostentatious exhortation to
look,17 winds up being the exact opposite: blindness and
terror. And so it becomes an allegory of its own impossibility.
As Philostratus writes:
Now look at the painting and you will see just this going on. The
look-out gazes at the sea and turns his eyes in one direction and
another to get the number; and in the bright gleam of the sea the
colours of the fish vary, those near the surface seem to be black,
those just below are not so black, those lower still begin to elude
the sense of sight, then they seem shadowy, and finally they look
just like the water; for as the vision penetrates deeper and deeper
its power of discerning objects in the water is blunted. 18
In the story Fish Night, and even more so in the
animated film, what occurs is not simply a metaphorical
inversion of the yearning, for immersion and transparency.
The change that takes place is literally ontological, rather
than phenomenological: the inexorable law of the impene-
trability of bodies in space has been restored, having earlier
been suspended by the diaphanously spectral, almost im-
material state of the environmental medium. This elementa-
ry law of physics once again holds, even in the immersive
environment, where the body of the human being has lost
some of its species-specific characteristics – gravity, use
of the respiratory apparatus and motor skills – while that
of the image, finally possessed of a physical consistency
of its own, has also gained new properties, enabling it to
take actions that truly affect the other entities sharing the
surrounding environment.
17 N. Bryson, “Philostratus and the Imaginary Museum,” in S. Goldhill, R. Osborne, eds., Art
and Text in Ancient Greek Culture (Cambridge MA: Cambridge University Press, 1994): 266-267.
18 Philostratus the Younger, Imagines. Callistratus, Descriptions, trans. A. Fairbanks
(Cambridge MA: Harvard University, 1936): 57 (I.12); Pausanias, Description of Greece, trans.
W.H.S. Jones, H.A. Ormerod (Cambridge MA: Harvard University, 1918): 185 (10.28.1).
FILIPPO FIMIANI 82 AN-ICON
Which medium?
But in the final analysis, what does Fish Night
tell us about the material nature of the immersive medium
and its uniqueness compared to other media and technical
devices?
In Lansdale’s short story, the protagonist of
the deadly immersive experience is the older man, not the
younger one, as in the LD+R episode. Lansdale has in mind
the imagery of Death of a Salesman and Willy Lowman’s
irretrievable historical crisis. Charley, Willy’s well-off neigh-
bour, observes that: “A salesman is got to dream, boy. It
comes with the territory.”19 Thus the American Dream is a
territorialised rendering of the countryside by the moving
automobile, a “hot,” prosthetic medium which is culturally,
socially and aesthetically expansive, as Marshall McLuhan
was to point out soon after, in short an “excrescence of a
kinetic ego” and an agent of the “motorized narcissism.”20
The automobile stands as the technological condition that
makes possible the conquest of the last frontier, as the
material and historical a-priori of the aesthetic experience
of the wilderness, be it rebellious or liberating, ostentatious
or touristic, with the complementary evolution of the car
being its domestication to transport and distribute tangible
and intangible goods. At the turn of the 60’s-70’s,21 road
movies were both reflections and wellsprings of the cultural
and mythopoetic topos of the automobile as a means to
attaining individual freedom or reification, or to crafting the
iconography of the American sublime. Indeed, the choice
of a Plymouth Fury for the LD+R episode may not have
19 A. Miller, Death of a Salesman: Certain Private Conversations in Two Acts and a Requiem
(1949) (London: Penguin, 1998): 111.
20 M. McLuhan, Motorcar: The Mechanical Bride (1951), in Understanding Media: The
Extensions of Man (1964) (Cambridge MA-London: MIT Press, 1994): 217-222. See P.
Sloterdjik, “Die Herrschaft der Kentauren. Philosophische Bemerkungen zur Automobilität”
(1992), trans. K. Ritson, Transfers 1, vol. 1 (2011): 14-24; P. Weibel, “Medien der Mobilität,” in P.
Weibel, ed., CAR CULTURE: Medien der Mobilität (Karlsruhe: ZKM, 2011): 345-400.
21 S. Cohan, I.R. Hark, eds., The Road Movie Book (London-New York: Routledge, 1997); A.
Cross, “Driving the American Landscape,” in P. Wollen, J. Kerr, eds., Autopia: Cars and Culture
(London: Reaktion Books, 2002): 249-258; D. Laderman, Driving Visions: Exploring the Road
Movie (Austin: University of Texas Press, 2002); D. Orgeron, Road Movies: From Muybridge
and Méliès to Lynch and Kiarostami (New York: Palgrave, 2008).
FILIPPO FIMIANI 83 AN-ICON
been random, given that the model was produced between
1968 and 1972, or precisely the years of the psychedelic
and hippy culture, as well as the first signs of its impending
crisis.
Anyway, the automobile is the technological
embodiment of the desire of immersion, a new medium for
an old movement and a very ancient desire, as shown to
us by the sinking gaze in the sea described by Philostra-
tus. A 1939 advertisement placed in National Geographic
introduced General Motors’ new Oldsmobile model with
this slogan: “See America from an ‘OBSERVATION BODY!’”
The brief promotional text promised a “VISION as wide as all
outdoors is yours…,” but at the same time a “rhythmic ride”
of a “rolling uterus”22 corresponding to the rhythm of the
all-enveloping medium of the sea in which the body of the
character from Fish Night loses himself in symbiotic fashion.
Immersion means, at one and the same time, travelling “in”
the landscape, being “part of” the environment, and re-
turning “to” the maternal space. As was recently noted by
Ruggero Eugeni,23 the automobile is a medium-prosthesis
which implements a protected, horizontal immersion scaled
to human height, so to speak, and the line of the horizon,
for drivers traversing urban and exurban landscapes in a
personal travelling cave: a feeling of immersion intensified
by the setting up of specific sensorial and perceptive pro-
cesses (both hetero- and proprioceptive).
From this perspective, the regressive desire
of immersivity of Lansdale’s account stands in contrast to
the prosthetic mode of technological immersivity which,
according to McLuhan, is embodied by the automobile,
and to the mythical example of fictional immersion made
possible by the tuna lookout’s perch described by Phi-
lostratus. In Fish Night, the two characters leave the car,
technology’s outpost for providing the senses with pros-
thesis and prophylaxis, and for supplying techniques of the
22 P. Sloterdjik, “Rollender Uterus” (1995), in Selected Exaggerations: Conversations and
Interviews, 1993-2012, trans. K. Margolis (Cambridge: Polity Book, 2016): 24.
23 R. Eugeni, “La sposa algoritmica: L’automobile come medium e la navigazione del
quotidiano,” in F. Cavaletti, F. Fimiani, B. Grespi, A.C. Sabatino, eds., Immersioni quotidiane:
Vita ordinaria, cultura visuale e nuovi media (Milan: Meltemi, 2023): 271-282.
FILIPPO FIMIANI 84 AN-ICON
sensitivity for the body and the gaze. Actually, they leave
the scopic regimen of spectatorship, and the technolog-
ical anti-environment created by the window’s protective
shield, coming into synesthetic contact with the natural
environment’s forms of life.
Another element in Lansdale’s short story il-
lustrates, as a symptom, this detachment from technolo-
gy. Possibly as a paraphrase of one of McLuhan’s topoi,24
Lansdale likens the car to the older man’s false teeth. Both
are “trappings of civilization” which weigh down, serving
as technological prostheses that are mobile and tied to
mobility. They are metaphors: means of transport between
inside and outside, as well as tools for aggression and
conquering space and time.
“This isn’t my world. I’m of that world. I want to float free in the belly
of the sea, away from can openers and cars and -” [...] “I want
to leave here! [...] The teeth! [...] It’s the teeth. Dentist, science, foo!”
He punched a hand into his mouth, plucked the teeth free, tossed
them over his shoulder. Even as the teeth fell the old man rose.
He began to stroke. To swim up and up and up, moving like a pale
pink seal among the fish.
In the light of the moon the young man could see the pooched
jaws of the old man, holding the last of the future’s air. Up went
the old man, up, up, up, swimming strong in the long-lost waters
of a time gone by.
Even before technological and human-focused
media as cars or false teeth, water is therefore the oldest
medium, just as land and air – “The air trembled like a
mass of gelatinous ectoplasm,” begins the Lansdale’s short
story.25 Water is an elemental, environing medium with its
24 M. McLuhan, Understanding Media: 57, 82-83, 152 (on teeth and car).
25 E. Horn, “Air as Medium,” Grey Room, vol. 7 (2008): 6-25; J. Durham Peters, The
Marvelous Clouds: Toward a Philosophy of Elemental Media (Chicago: The University of
Chicago Press, 2015): 53-114, especially 55-59, 90-91.
FILIPPO FIMIANI 85 AN-ICON
own specific materiality, which becomes invisible in its vital
agency as space-binding. Plus, as shown by the media
imaginary26 I have highlighted in my reading of Fish Night
and the Eikones, water can be a “ghostly sea.” It is a very
elemental medium acting as a deep time-binding agent be-
tween nature and culture, between geological and mythical
epochs and historically determined technical cultures, as
an ontological entanglement between forms of life which
are not species-specific.
“Weren’t we once just slimy things, brothers to
the things that swim?” asks the older man in Lansdale’s
short story, borrowing Coleridge’s words27 about a com-
munity not only of humans and of like beings, but of “slimy
things.” In this inter-textual topos between literature, reli-
gion and the natural sciences, fascination and phobia, I read
“sliminess”28 as the epitome of the profound time and of the
materiality of a colloidal intermediality between technolog-
ical media (among other types), living beings and elements.
Obviously, “sliminess” stands in contrast to the prevailing
metaphors or clichés of fluidity and transparency, that are
frequently used with regard to the media and their relation
26 E. Kluitenberg, Book of Imaginary Media: Excavating the Dream of the Ultimate
Communication Medium (Rotterdam: Nai Publishers, 2006); S. Zielinski, Deep Time of the
Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA:
MIT Press, 2006).
27 “The very deep did rot: O Christ! / That ever this should be! / Yea, slimy things did crawl
with legs / Upon the slimy sea” (ll. 125-126), where “a thousand thousand slimy things [with
many dead men] / Lived on; and so did I,” said the mariner (ll. 238-239). S.T. Coleridge, The
Rime of the Ancient Mariner (1798-1834), in The Complete Poetical Works of Samuel Taylor
Coleridge, ed. E. Hartley Coleridge (Oxford: Oxford University Press, 1912): 191, 197. See
J. Livingston Lowes, The Road to Xanadu (Princeton NJ: Princeton University Press, 1986):
41-59; J.B. Ower, “Crantz, Martens and the ‘Slimy Things’ in The Rime of the Ancient Mariner,”
Neophilologus 85, no. 3 (2001): 477-484; S. Estok, “The Environmental Imagination in the
Slime of ‘The Ancient Mariner,’” ANQ: A Quarterly Journal of Short Articles, Notes and Reviews
2, vol. 34 (2021): 135-138.
28 N. Gramlich, “Sticky Media: Encounters with Oil through Imaginary Media Archaeology,”
Communication + 1 7, 1 (2018): n. p. https://scholarworks.umass.edu/cpo/vol7/iss1/3; see F.
Mason, The Viscous: Slime, Stickiness, Fondling, Mixtures (Goleta CA: punctum books, 2020):
200; B. Woodward, Slime Dynamics (Winchester: Zero Books, 2012): 59-64; C. Michlig, File
under: Slime (Los Angeles: Hat & Beard Press, 2023).
FILIPPO FIMIANI 86 AN-ICON
with time and materiality and, in particular, with respect to
immersivity.
Finally, “media are of nature and return to na-
ture:”29 that’s what Fish Night, read as a trans-medial al-
legory combining literature and animation, shows us in a
complex and compelling way, inviting to rethink about the
phenomenological and ontological relationships between
memories, images, bodies, technologies and environments.
A recurring topos and persistent symptom of media history,
imaginaries and narratives, this impossible return is both
the origin and the end of our desire for immersivity and
immersive experience.
29 J. Parikka, “Introduction: The Materiality of Media and Waste,” in J. Parikka, ed.,
Medianatures: The Materiality of Information Technology and Electronic Waste, (Open
Humanities Press, 2011), http://www.livingbooksaboutlife.org/books/Medianatures.
FILIPPO FIMIANI 87 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19792 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19792",
"Description": "\"I wanted to make a memorial that was alive, not an object or set of objects to make a pilgrimage to; a memorial that would come to you, that would appear in your city, town or shopping centre, intervening in your daily life\". With these words Jeremy Deller introduces us to his We Are Here Because We Are Here, a true monument celebrating the centenary of the Battle of the Somme on 1st July 1916, in which almost twenty thousand British soldiers succumbed. In fact, with the help of Rufus Norris, director of the National Theatre, Deller organised a gigantic mass performance in which about 2000 volunteers worked, disguised as soldiers of the First World War who wandered around the main cities of the United Kingdom without anyone having warned the citizens of their presence.\r\nIn my paper I will try to investigate, through Deller's work (and through the comparison with other artistic experiences), how some contemporary artistic interventions try to exploit the mechanisms of performance in order to reconstruct historical events not only relying on the strategies of re-enactment, but also resorting to an immersive and unexpected relationship able to produce an extreme involvement. We Are Here Because We Are Here thus contributes to the reconstruction of memory not through the description of historical facts, nor even through their celebration, but through a process that solicits the emotional states to which, in the harshest moments of the war, the community is subjected.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19792",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Roberto Pinto",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "We’re here because we’re here",
"Title": "History and Stories through Jeremy Deller’s Performances",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-31",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Roberto Pinto",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19792",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "We’re here because we’re here",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Young, J.E., “The Counter-Monument: Memory against Itself in Germany Today,” Critical Inquiry 18, no. 2 (1992): 267-296.",
"spatial": null,
"temporal": null,
"title": "History and Stories through Jeremy Deller’s Performances",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19792/20023",
"volume": "2"
}
] | History and Stories
through Jeremy
Deller’s Performances
by Roberto Pinto
Jeremy Deller
Public art
Mass performance
14-18 now
We’re here because we’re here
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
History and Stories
through Jeremy Deller’s
Performances
ROBERTO PINTO, Università di Bologna – https://orcid.org/0000-0003-1559-5759
https://doi.org/10.54103/ai/19792
Abstract “I wanted to make a memorial that was alive,
not an object or set of objects to make a pilgrimage to; a
memorial that would come to you, that would appear in your
city, town or shopping centre, intervening in your daily life.”
With these words, Jeremy Deller introduces us to his We’re
Here Because We’re Here, created as part of the events
commemorating the First World War. With the help of Rufus
Norris, director of the National Theatre, Deller organised a
gigantic mass performance in which some 2,000 volunteers
disguised as World War I soldiers wandered around the
main cities of the United Kingdom without anyone having
warned the citizens of their presence. Through this work by
Deller (and by comparing it with other artistic experiences),
the text intends to investigate how some contemporary
artistic interventions seek to exploit the mechanisms of
performance in order to reconstruct historical events not
only by relying on the strategies of re-enactment, but also
by resorting to an immersive relationship linked to the un-
expected capable of producing extreme involvement, a
process that solicits the emotional states to which, in the
harshest moments of war, the community is subjected.
Keywords Jeremy Deller Public art Mass performance
14-18 now We’re here because we’re here
To quote this essay: R. Pinto, “History and Stories through Jeremy Deller’s Performances,” AN-ICON. Studies
in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 88-100, https://doi.org/10.54103/ai/19792.
ROBERTO PINTO 88 AN-ICON
A memorial that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life1
The topic (and issue) of monuments and the
commemoration of historical events has been at the centre
of debate in recent decades. There have been many dis-
cussions – in public, within more academic contexts and
in art institutions – on the question: can statues or, more
generally, artistic events still be – and how – valuable tools
for activating processes of remembrance and re-elabora-
tion of collective mourning or past tragic events?
There have also been many striking and spec-
tacular interventions/performances questioning the value of
these objects inherited from a past often marked by more
than one dark side. We could sum the matter up with these
questions: just because they are part of our tradition, are
they still able to represent us? Do they have the right to con-
tinue to be considered as common symbols to be shared?
Or should they be transformed into artistic artefacts that
need to be historically contextualised and become part
of museum heritage? (On the grounds that museums are
better suited to preserving such artefacts and providing ac-
curate descriptions of the context from which they come.)
Among the many recent episodes, I believe everyone still
has in mind the demolition of the monument to Edward
Colston, “benefactor” and slave trader, on 7 June 2020 in
Bristol, an event that took place in the emotional aftershock
of the killing of George Floyd in the United States and the
Black Lives Matter movement.
In today’s climate, there is no shortage of harsh
criticism of institutions when they struggle to adapt to the
demands of groups and communities who do not feel rep-
resented at all and, arguably, express an expectation that
some of the fundamental rights of all people should be
1 J. Deller, R. Norris, We’re here because we’re here (London: Thames and Hudson, 2017): 61.
ROBERTO PINTO 89 AN-ICON
respected. This is all the more so when dealing with sym-
bols in shared and important places, such as statues and
monuments. In this context, the initiative by British institu-
tions to create a complex and cohesive project to mark the
centenary of the First World War in an attempt to experi-
ment with new ways of sharing seems to me a fascinating
case study. It is clear that, whichever way one reads this
historical event, one cannot ignore the fact that it was, in
every respect, a long and devastating war. The initiative
was a harsh testing ground for artists and institutions, given
the risk of falling into the rhetoric of patriotic ideals and the
celebration of the courage and daring of the participants,
which had until now been indispensable prerequisites for
celebrations of historical events such as this.
The UK Arts Programme was the promoter of
14-18 NOW, a genuinely diverse and cohesive programme
that saw the creation of 107 projects, the involvement of
420 artists2 using different media (theatre, cinema, visual
arts, poetry, music) which, in most cases, were hybrid forms.
It is also worth emphasising the very high level of the artists
involved; they included Gillian Wearing, John Akomfrah,
Raqs Media Collective, Tobias Rehberger, Yinka Shonibare,
Suzanne Lacy, Rachel Whiteread, Mark Wallinger, Ryoji
Ikeda, and William Kentridge.3 Many had already dealt with
contemporary history and the related political problems on
their journey. It should therefore be seen as an act of cour-
age on the part of the promoting body – and of recognising
the issues underlying an anniversary that could lend itself
to controversy and misunderstanding – that they identified
artists sensitive to cultural and political commitment who
were well aware of the nature and extent of the dangers
inherent in a project commemorating a war. One of the
2 According to its official website the project commissioned works from 420 artists, and
engaged 35 million people. “About 14-18 Now,” 14-18 Now, https://www.1418now.org.uk/
about/, accessed December 15, 2022.
3 For the full list see https://www.1418now.org.uk/artists/, accessed December 15, 2022.
ROBERTO PINTO 90 AN-ICON
aims of this event was, therefore, to try to change the nar-
rative that has been made of the history told by European
nations mainly through the arts, which have reconstructed
and told it exclusively from the point of view of their specific
national identities.4
Within this experimentation, I would like to
place as a case study We’re here because we’re here by
Jeremy Deller – created in collaboration with Rufus Norris
– because, perhaps more than any other, it seems to me
symbolic of the ability to put forward attractive solutions
that directly address the role the public takes on in com-
memorations and make the experience as multi-sensorial
and engaging as possible. Elements that are the leitmotif
of Immersed in the Work. From the Environment to Virtual
Reality. In doing so, I would at least like to point out the proj-
ects Across and In-Between by Suzanne Lacy5 and Pages
of the Sea by Danny Boyle,6 which adopt an approach in
many ways similar to the work of the London-based artist.
Throughout his career, Jeremy Deller has often
chosen subjects related to history and politics and has
always used a collaborative and participatory approach
right from the design phase. His artistic practices have
4 In order to clarify the position of the planners, the words of Margaret MacMillan, who, in
the introduction to the volume collecting information on 14-18 Now, explains “Governments
often want to tidy up the past and impose a single unified version of what happened back
then - at Waterloo, say, or the Battle of the Somme. But there can be no one view. Women,
men, diverse ethnic groups, religions or social classes, start from different viewpoints, and
what they see in the past may be guided by that. So marking the 100th anniversary of the
First World War, that vast and destructive struggle from 1914 to 1918, was never going to be
easy. We can agree that it was a catastrophe that destroyed the old confident Europe and
left a strangely and irrevocably altered world. Beyond that there are, and always have been,
profound differences over how we remember and commemorate that war. We still cannot
agree on how it started or why it went on for so long, and we still debate its meaning and
its legacy a century later.” J. Waldman, M. MacMillan, eds., 14-18 Now: Contemporary Arts
Commissions for the First World War Centenary (Profile: London, 2019). See also within the
same volume the essay by David Olusoga. Cfr D. Olusoga, “Art as a lens: Re-Globalising the
First War,” ibid.: 12-13.
5 Suzanne Lacy’s work, made between 18 and 23 October 2018, on the occasion of the
centenary of Ireland’s Declaration of Independence (and the subsequent border that has since
divided Northern Ireland from Éire) aims to investigate borders and the influence they have
had on our lives. See: https://www.1418now.org.uk/commissions/across-and-in-between/,
accessed December 15, 2022.
6 Boyle’s work, Pages of the Sea, took place on 11 November 2018 and was intended to
celebrate the centenary of the Armistice. See “On 11 November 2018,” Pages of The Sea,
https://www.pagesofthesea.org.uk, accessed December 15, 2022.
ROBERTO PINTO 91 AN-ICON
contributed to redefining the boundaries of contemporary
art also because, in creating his works, he has had to try his
hand as an art producer, director, event organiser, archivist
as well as photographer, performer and installation creator,
the latter roles being more standard within contemporary
art.
The project commissioned by the WW1 Cente-
nary Art Commission from Deller was related to celebrating
the Battle of the Somme, one of the bloodiest battles in
military history. Over 141 days, more than a million casu-
alties were recorded. On the first day alone, the British
Army suffered 57,470 casualties. Jeremy Deller’s idea was
to create a mobile and temporary memorial7 that would
dialogue with the present day and attempt to overturn the
need to create a specific place dedicated to the memory
of people and events by conceiving, instead, “a memorial
that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life. [...] It
was as much about today as it was about 1916.”8 To meet
this need, with the help of Rufus Norris – the theatre and
film director who has been Artistic Director of the National
Theatre since 2015 – he staged a massive performance in
which more than 1,400 volunteers, dressed in the uniforms
of World War I soldiers, with no public announcement of
their presence, appeared in more than 40 cities9 on 1 July
2016, making contact with UK citizens going about their
daily business, and moving from one part of a city to an-
other.
Deller had deliberately excluded the actors/
participants from meeting in all those places that had,
7 “I wanted to make a contemporary memorial to mark the centenary of the Battle of the
Somme, one that moved around the UK with an unpredictability in which the participants, by
their actions, took the memorial to the public.”
Deller in https://becausewearehere.co.uk/we-are-here-about/, accessed December 15, 2022.
8 J. Deller, R. Norris, We’re here because we’re here: 61.
9 To access the map of the event see https://becausewearehere.co.uk/we-are-here-map/ ,
accessed December 15, 2022.
ROBERTO PINTO 92 AN-ICON
even remotely, a relation to celebrations and rituals – so
no churches, public buildings, cemeteries, or locations of
historical significance. In their place, train or metro stations,
busy squares and streets, shopping malls or meeting plac-
es.
Often in rather thickly crowded groups, these
anachronistic soldiers had to present themselves in central
areas and busy places to interact with citizens, returning
their gaze and smiling at them, although they were not
expected to engage in conversations or stimulate verbal
exchanges. They had to limit themselves, occasionally and
chorally, to singing a song to the tune of “Auld Lang Syne”
with the words “We’re here because we’re here because
we’re here,” hence the title of the work. British soldiers10
also often used this line as a hymn wishing for the war’s end.
The idea of remaining silent was Norris’s sug-
gestion,11 and, in a way, silence became a real communi-
cative strategy for Deller to construct his sort of re-enact-
ment:12 the silence before the event, which was completely
concealed from the public until the day the performers
appeared in the cities, and the substantial silence of the
participants interrupted by the chants that occasionally
accompanied the soldiers in their wanderings through the
10 Deller explained: “When I read about this song, I realised I not only had an activity for the
men but also a title for the piece. It explains nothing, it’s pointless and repetitive, a little like
the fate of a foot soldier or even the nature of man’s addiction to conflict.” J. Deller, R. Norris,
We’re here because we’re here: 61.
11 C. Higgins, “#Wearehere: Somme tribute revealed as Jeremy Deller work,” The Guardian
(July 1, 2016), https://www.theguardian.com/stage/2016/jul/01/wearehere-battle-somme-
tribute-acted-out-across-britain, accessed December 15, 2022.
12 Although, as we shall see, Deller has constructed genuine re-enactments, on this
occasion this work cannot be properly considered as such, even though, often, this term is
used as a hypernym. On this subject see S. Mudu, “Under the sign of Reenactment,” in C.
Baldacci, S. Franco, eds., On Reenactment: Concepts, Metodologies, Tools (Turin: Accademia
University Press, 2022).
ROBERTO PINTO 93 AN-ICON
cities. During the weeks of training13 in the run-up to 1 July,
Norris and Deller had explicitly requested of all participants
that interaction with the spectators should stop there, at si-
lence, at a simple exchange of glances, and that the possi-
ble explanation/interpretation of the event unfolding before
the mostly astonished eyes of the spectators should be left
to the calling card – a choice dictated by both purely tech-
nical and symbolic issues. The performative action – given
the vastness of the intervention and the mass of people
involved – had to remain as simple as possible so as not
to force the performers to improvise in the face of the in-
calculable variables imposed in an open dialogue with the
casual passer-by. The conversation, therefore, would have
been entirely uncontrollable and (also given that none of
the participants had any professional acting training) the
quality standards would probably have suffered.
In addition, although I am not aware that this
was made explicit, it would also have posed a problem of
a symbolic nature: each participant in the performance was
the apparition or “ghost” of a dead person, and therefore,
silence was the most suitable form to evoke the victims. The
actual interaction with the audience, then, took place only
through a common calling card which established a dia-
logue of glances in the explanation of the work – I represent
someone, a specific person with a name, regiment, or rank,
who died a hundred years ago, even if I am not him – and
which at the same time also became the tombstone, the
13 An interesting insight into the training period for the performers in this project can be
found in a conversation between Deller and Emily Lim. Cfr. E. Lim, J. Deller, “Relaxed, open,
alive, kind, engaged,” in R. Norris, J. Deller, We’re Here Because We’re Here: 104-113. Here,
we also find a document with the “Five Golden Words: Relaxed, open, alive, kind, engaged”
and the “Four Golden Rules: 1. Stay Alive – Keep it natural, be comfortable, don’t ever be a
statue! 2. Seek Eye Contact – be interested in the public but don’t intimidate them, it’s not a
staring competition! 3. Be Kind to the public, don’t ever be rude! 4. Each Card is a Gift – make
eye contact when you give it, watch the public’s reaction to it.” Ibid.: 104.
ROBERTO PINTO 94 AN-ICON
remnant of the monument.14 In a video filmed by the BBC
on this project, Deller said that he owed the idea of making
the soldiers who died in that battle appear as ghosts to
something he had read during the research period before
the work, in which he had found interesting information
about phenomena in Britain during the war - of women mainly -
seeing dead loved ones in the street, just catching a glimpse of
someone on a bus or through a shop window thinking it was their
husband or their brother or their son. It became quite a big thing, all
these sightings, these apparitions of the dead. So it was as if the
project had already happened during the war. People had already
seen the dead in the streets.15
Compared to a monument or a more traditional
re-enactment of a historical event, which asks us to respect
the hero’s sacrifice and celebrate it, Deller shifts the focus
to the individual persons, or rather, to the void they left
behind, filling it through the concretisation of the ghost of
the missing person, thus giving shape to the void created
around each of the people who disappeared in the war.
This shift also reflects the artist’s desire to avoid any senti-
mentality in the representation: “Avoid Sentimentality” was
the instruction written on one of his reproduced sheets of
notes. The artist explicitly speaks of the goal of giving the
audience a “jolt,”16 and a jolt, after all, is at the opposite
extreme of storytelling and words of condolence with which
14 “We also equipped each man with a set of ‘calling cards’ which bore the name, regiment
and rank of a soldier who died on 1 July. He was representing that person, not pretending to
be him. The card was effectively a gravestone, and if a member of the public paid attention to
a soldier in any way he or she was given one,” J. Deller, R. Norris, We’re here because we’re
here: 61.
15 W. Yu (@weiyu970), “Jeremy Deller – We’re Here Because We’re Here,” YouTube video
(November 26, 2016), https://www.youtube.com/watch?v=uXnr3w74TJs&t=158s, accessed
December 15, 2022.
16 J. Deller in J. Deller, R. Norris, We’re here because we’re here: 61.
ROBERTO PINTO 95 AN-ICON
to remember the many qualities of those who have left us –
usual procedures in a commemoration of historical events.
Nevertheless, the heart of this work is absolutely
emotional; in fact, the people who found themselves pass-
ing through the cities engaged with the performance were
sucked into the event, not only because they felt surrounded
by it but, above all, because the absence of rhetoric made
them feel exempt from any pressing request to take sides,
to accept being part of a community, as any ritual (even a
secular one) imposes. The request was only to participate.
And perhaps it is precisely in this form of engagement that
the diversity lies, compared to others, of Deller’s fascinating
offering. It appropriates with this immense “delegated per-
formance”17 the principles of spectacularity; it is the child
of cinema and a digital and social media culture,18 but, at
the same time, does not create artificial distances between
spectator and performer, given that the extreme proximity
of the encounter with the soldiers made the experience
somehow simultaneously unique and intimate.
However, this was not the first time that Deller
had used these modes of immersive engagement to rec-
reate the feeling at least of an episode from the past and
bring back to life a part of history that we have forgotten or
repressed. This had already happened with It Is What It Is:
Conversation about Iraq, from 2009, a collaborative work
with Creative Time and the New Museum in New York, in
which he had taken a car destroyed by explosives found in
Iraq on a tour of 14 US museums to serve as a “backdrop”
17 I refer to the category used by Claire Bishop in C. Bishop, Artificial Hells: Participatory Art
and the Politics of Spectatorship (London: Verso, 2012).
18 See C. Eva, “Reaching the Public” in J. Deller, R. Norris, We’re here because we’re here:
115-116, which begins with the statement: “In many ways We’re here because we’re here is an
artwork for the age of social media.”
ROBERTO PINTO 96 AN-ICON
to a conversation space in which Iraqi citizens and Ameri-
can military personnel, among others, were invited.19
Nevertheless, the work that, in terms of organ-
isational strategy and spectator involvement, serves as the
premise for We’re here because we’re here is undoubtedly
The Battle of Orgreave, from 2001, in which Deller attempted
to recreate live – again, as a gigantic participatory perfor-
mance – the clashes between police and striking miners at
the Orgreave Coking Plant in Yorkshire on 18 June 1984.
This episode, one of the harshest and most divisive for Brit-
ain in the 1980s and the Thatcher era, had affected Deller
as a teenager at the time:
I wanted to find out what exactly happened on that day with a view
to re-enacting or commemorating it in some way. It would not be
an exaggeration to say that the strike, lik e a civil war, had a trau-
matically divisive effect at all levels of life in the UK. Families were
torn apart because of divided loyalties, the union movement was
split on its willingness to support the National Union of Mineworkers,
the print media especially contributed to the polarisation of the
arguments to the point where there appeared to be little space for
a middle ground. So in all but name it became an ideological and
industrial battle between the two sections of British society.20
Commissioned and produced by Artangel, The
Battle of Orgreave was a reconstruction involving about
19 On his website Deller explains: “This project started as the idea to create a mobile
museum of the war in Iraq that would tour the US. Finding material for the museum proved
difficult, until we were offered a car that had been used in previous exhibitions. From this car,
used as a centrepiece, we constructed a room in the museum where the public could meet
and talk to people involved in the conflict in some way. The idea was then taken on the road;
we towed the car from New York to LA, stopping off in 14 towns and cities on the way – a
classic American road trip route – accompanied by an Iraqi citizen and an enlisted American
soldier. It was presented in as neutral a way as possible, which puzzled a lot of people. But
it meant that the public were more likely to talk to us, because they weren’t scared of being
dragged into some sort of political arena. Sometimes these conversations went on for hours.
The car was subsequently donated to the Imperial War Museum in London”
https://www.jeremydeller.org/ItIsWhatItIs/ItIsWhatItIs.php accessed December 15, 2022.
20 J. Deller, The English Civil War / Part II (London: Artangel, 2002): 7.
ROBERTO PINTO 97 AN-ICON
a thousand people21 – around 800 who had taken part in
historical re-enactments, approximately 200 former miners
and an unknown number of people who were part of the
police force at the time. It was also, in parallel, a massive
piece of research with information, photos and videos in
addition to, as already described in We’re here because
we’re here, a long collective preparation work in which
the former miners, above all, also had the role of helping
in the reconstruction of events. And as with The Battle of
Orgreave, one cannot fail to be struck by the enormous
organisational effort that displays all of Deller’s ability to
rely on a network of knowledge and professional expertise,
even with associations involved in battle re-enactments
and costumed historical events.22
Here, too, we find the artist’s interest in the pro-
cesses of collective memory and its loss, but The Battle of
Orgreave was also an attempt to reconstruct the very idea
of society that Thatcher had denied – one of her slogans
was “There is no such thing as Society” – precisely through
the concept of delegation and collaboration with others
to achieve a common interest. As far as possible, Deller
relied on the memories of the miners and police officers
to recreate the battle scene, putting the many newspaper
articles in the background; in essence, allowing the many
personal memories to direct the course of the re-enactment.
It is a reconstruction process not to be consid-
ered definitively concluded since Deller presents it again
in the form of a film (shot by Mike Figgs), an archive (in the
21 Ibid.; See also A. Correia, “Interpreting Jeremy Deller’s The Battle of Orgreave,” Visual
Culture in Britain, no.7 (2006): 93-112.
22 On this subject, numerous articles and volumes have come out on both the artistic and
the more purely theatrical side. In addition to the texts already mentioned, I would add: R.
Schneider, Performing Remains: Art and War in Times of Theatrical Reenactment (Routledge:
London, 2011); M. Franko, ed., The Oxford Handbook of Dance and Reenactment (New
York: Oxford University Press, 2017); V. Agnew., J. Lamb, J. Tomann, eds., The Routledge
Handbook of Reenactment Studies (New York: Routledge, 2020); C. Baldacci, C. Nicastro, A.
Sforzini, eds., Over and Over and Over Again: Reenactment Strategies in Contemporary Arts
and Theory (Berlin: ICI Berlin Press, 2022); C. Baldacci, S. Franco, eds., On Reenactment:
Concepts, Methodologies, Tools (Accademia University Press: Turin, 2022).
ROBERTO PINTO 98 AN-ICON
Tate Modern collection), and a catalogue (The English Civil
War / Part II), and it nevertheless remains present in the
minds of the many participants and spectators (a distinc-
tion whose legitimacy is to be verified) who took part in the
reconstruction of the events on 17 June 2001.
As Amelia Jones explains well,
crucially, The Battle of Orgreave itself is continually changing— and
is never presented as a “final” or fully coherent work or object,
even though it consists of documents, objects, and other mate-
rial traces of prior re-enactments. Notably, too, while many of the
other re-enactments tellingly substitute the re-enactor as new
“author” of a unique and ultimately static (documented) work, Deller
himself does not feature in a noticeable way either as part of the
re-enactment or the public relations materials circulating around
the film, its most visible “documentation”—the work in its infinite
permutations does not tend to devolve back to a singular body,
though it does only have coherence in relation to the author-name
Jeremy Deller.23
Deller is fascinated by history, but instead of
seeking its element of order, repetition, and the possibil-
ity of foreseeing things, he strives to make room for the
complexity that is necessarily chaos and confusion. As art
critic Teresa Macrì points out in her Politics/poetics,24 it is
disorder that fascinates the artist, and often this confusion
is identified with mass movements, collective participation,
and the public dimension of his work.
From a historical point of view, these projects
can be juxtaposed with Jochen Gerz’s Counter-Monument,25
but I believe that Deller’s works are more a continuation
23 A. Jones, “‘The Artist is Present.’ Artistic Re-enactments and the Impossibility of
Presence,” TDR. The Drama Review 55, no. 1 (2021): 16-45, 24.
24 T. Macrì, Politics/Poetics (Milano: Postmedia, 2014).
25 J.E. Young, “The Counter-Monument: Memory against Itself in Germany Today,” Critical
Inquiry 18, no. 2 (1992): 267-296.
ROBERTO PINTO 99 AN-ICON
of the actions of political art collectives in the 1970s and
1980s, and I am thinking above all of Group Material – which
disbanded in 199626 – or the previously mentioned art ac-
tivist Suzanne Lacy. As in their work, in the operations of
the British artist there is no truth to be sought with an
ideological attitude, rather the aim is to try to share ideas
and above all to try to listen to the many dissonant voices
and counter-narratives that have not been given sufficient
space in the dominant discourse. At the same time, he
perhaps distances himself from them precisely because of
the popular/spectacular dimension that his works take on,
because of the attention he dedicates to the spectator – a
role that is always possible and never wholly absent in his
works, which goes hand in hand with that of participant/
performer.
26 “It’s hard not to feel that Group Material broke significant ground but missed the party.
The year they broke up, 1996, coincides with a proliferation of new forms of social practice
lately successful in museum exhibitions and biennials, whether in the work of Francis Alÿs or
Jeremy Deller.” A. Green, “Citizen Artists: Group Material,” Afterall: A Journal of Art, Context
and Enquiry, no. 26 (2011): 17-25.
ROBERTO PINTO 100 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19792 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19792",
"Description": "\"I wanted to make a memorial that was alive, not an object or set of objects to make a pilgrimage to; a memorial that would come to you, that would appear in your city, town or shopping centre, intervening in your daily life\". With these words Jeremy Deller introduces us to his We Are Here Because We Are Here, a true monument celebrating the centenary of the Battle of the Somme on 1st July 1916, in which almost twenty thousand British soldiers succumbed. In fact, with the help of Rufus Norris, director of the National Theatre, Deller organised a gigantic mass performance in which about 2000 volunteers worked, disguised as soldiers of the First World War who wandered around the main cities of the United Kingdom without anyone having warned the citizens of their presence.\r\nIn my paper I will try to investigate, through Deller's work (and through the comparison with other artistic experiences), how some contemporary artistic interventions try to exploit the mechanisms of performance in order to reconstruct historical events not only relying on the strategies of re-enactment, but also resorting to an immersive and unexpected relationship able to produce an extreme involvement. We Are Here Because We Are Here thus contributes to the reconstruction of memory not through the description of historical facts, nor even through their celebration, but through a process that solicits the emotional states to which, in the harshest moments of the war, the community is subjected.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19792",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Roberto Pinto",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "We’re here because we’re here",
"Title": "History and Stories through Jeremy Deller’s Performances",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-31",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Roberto Pinto",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19792",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "We’re here because we’re here",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Young, J.E., “The Counter-Monument: Memory against Itself in Germany Today,” Critical Inquiry 18, no. 2 (1992): 267-296.",
"spatial": null,
"temporal": null,
"title": "History and Stories through Jeremy Deller’s Performances",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19792/20023",
"volume": "2"
}
] | History and Stories
through Jeremy
Deller’s Performances
by Roberto Pinto
Jeremy Deller
Public art
Mass performance
14-18 now
We’re here because we’re here
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
History and Stories
through Jeremy Deller’s
Performances
ROBERTO PINTO, Università di Bologna – https://orcid.org/0000-0003-1559-5759
https://doi.org/10.54103/ai/19792
Abstract “I wanted to make a memorial that was alive,
not an object or set of objects to make a pilgrimage to; a
memorial that would come to you, that would appear in your
city, town or shopping centre, intervening in your daily life.”
With these words, Jeremy Deller introduces us to his We’re
Here Because We’re Here, created as part of the events
commemorating the First World War. With the help of Rufus
Norris, director of the National Theatre, Deller organised a
gigantic mass performance in which some 2,000 volunteers
disguised as World War I soldiers wandered around the
main cities of the United Kingdom without anyone having
warned the citizens of their presence. Through this work by
Deller (and by comparing it with other artistic experiences),
the text intends to investigate how some contemporary
artistic interventions seek to exploit the mechanisms of
performance in order to reconstruct historical events not
only by relying on the strategies of re-enactment, but also
by resorting to an immersive relationship linked to the un-
expected capable of producing extreme involvement, a
process that solicits the emotional states to which, in the
harshest moments of war, the community is subjected.
Keywords Jeremy Deller Public art Mass performance
14-18 now We’re here because we’re here
To quote this essay: R. Pinto, “History and Stories through Jeremy Deller’s Performances,” AN-ICON. Studies
in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 88-100, https://doi.org/10.54103/ai/19792.
ROBERTO PINTO 88 AN-ICON
A memorial that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life1
The topic (and issue) of monuments and the
commemoration of historical events has been at the centre
of debate in recent decades. There have been many dis-
cussions – in public, within more academic contexts and
in art institutions – on the question: can statues or, more
generally, artistic events still be – and how – valuable tools
for activating processes of remembrance and re-elabora-
tion of collective mourning or past tragic events?
There have also been many striking and spec-
tacular interventions/performances questioning the value of
these objects inherited from a past often marked by more
than one dark side. We could sum the matter up with these
questions: just because they are part of our tradition, are
they still able to represent us? Do they have the right to con-
tinue to be considered as common symbols to be shared?
Or should they be transformed into artistic artefacts that
need to be historically contextualised and become part
of museum heritage? (On the grounds that museums are
better suited to preserving such artefacts and providing ac-
curate descriptions of the context from which they come.)
Among the many recent episodes, I believe everyone still
has in mind the demolition of the monument to Edward
Colston, “benefactor” and slave trader, on 7 June 2020 in
Bristol, an event that took place in the emotional aftershock
of the killing of George Floyd in the United States and the
Black Lives Matter movement.
In today’s climate, there is no shortage of harsh
criticism of institutions when they struggle to adapt to the
demands of groups and communities who do not feel rep-
resented at all and, arguably, express an expectation that
some of the fundamental rights of all people should be
1 J. Deller, R. Norris, We’re here because we’re here (London: Thames and Hudson, 2017): 61.
ROBERTO PINTO 89 AN-ICON
respected. This is all the more so when dealing with sym-
bols in shared and important places, such as statues and
monuments. In this context, the initiative by British institu-
tions to create a complex and cohesive project to mark the
centenary of the First World War in an attempt to experi-
ment with new ways of sharing seems to me a fascinating
case study. It is clear that, whichever way one reads this
historical event, one cannot ignore the fact that it was, in
every respect, a long and devastating war. The initiative
was a harsh testing ground for artists and institutions, given
the risk of falling into the rhetoric of patriotic ideals and the
celebration of the courage and daring of the participants,
which had until now been indispensable prerequisites for
celebrations of historical events such as this.
The UK Arts Programme was the promoter of
14-18 NOW, a genuinely diverse and cohesive programme
that saw the creation of 107 projects, the involvement of
420 artists2 using different media (theatre, cinema, visual
arts, poetry, music) which, in most cases, were hybrid forms.
It is also worth emphasising the very high level of the artists
involved; they included Gillian Wearing, John Akomfrah,
Raqs Media Collective, Tobias Rehberger, Yinka Shonibare,
Suzanne Lacy, Rachel Whiteread, Mark Wallinger, Ryoji
Ikeda, and William Kentridge.3 Many had already dealt with
contemporary history and the related political problems on
their journey. It should therefore be seen as an act of cour-
age on the part of the promoting body – and of recognising
the issues underlying an anniversary that could lend itself
to controversy and misunderstanding – that they identified
artists sensitive to cultural and political commitment who
were well aware of the nature and extent of the dangers
inherent in a project commemorating a war. One of the
2 According to its official website the project commissioned works from 420 artists, and
engaged 35 million people. “About 14-18 Now,” 14-18 Now, https://www.1418now.org.uk/
about/, accessed December 15, 2022.
3 For the full list see https://www.1418now.org.uk/artists/, accessed December 15, 2022.
ROBERTO PINTO 90 AN-ICON
aims of this event was, therefore, to try to change the nar-
rative that has been made of the history told by European
nations mainly through the arts, which have reconstructed
and told it exclusively from the point of view of their specific
national identities.4
Within this experimentation, I would like to
place as a case study We’re here because we’re here by
Jeremy Deller – created in collaboration with Rufus Norris
– because, perhaps more than any other, it seems to me
symbolic of the ability to put forward attractive solutions
that directly address the role the public takes on in com-
memorations and make the experience as multi-sensorial
and engaging as possible. Elements that are the leitmotif
of Immersed in the Work. From the Environment to Virtual
Reality. In doing so, I would at least like to point out the proj-
ects Across and In-Between by Suzanne Lacy5 and Pages
of the Sea by Danny Boyle,6 which adopt an approach in
many ways similar to the work of the London-based artist.
Throughout his career, Jeremy Deller has often
chosen subjects related to history and politics and has
always used a collaborative and participatory approach
right from the design phase. His artistic practices have
4 In order to clarify the position of the planners, the words of Margaret MacMillan, who, in
the introduction to the volume collecting information on 14-18 Now, explains “Governments
often want to tidy up the past and impose a single unified version of what happened back
then - at Waterloo, say, or the Battle of the Somme. But there can be no one view. Women,
men, diverse ethnic groups, religions or social classes, start from different viewpoints, and
what they see in the past may be guided by that. So marking the 100th anniversary of the
First World War, that vast and destructive struggle from 1914 to 1918, was never going to be
easy. We can agree that it was a catastrophe that destroyed the old confident Europe and
left a strangely and irrevocably altered world. Beyond that there are, and always have been,
profound differences over how we remember and commemorate that war. We still cannot
agree on how it started or why it went on for so long, and we still debate its meaning and
its legacy a century later.” J. Waldman, M. MacMillan, eds., 14-18 Now: Contemporary Arts
Commissions for the First World War Centenary (Profile: London, 2019). See also within the
same volume the essay by David Olusoga. Cfr D. Olusoga, “Art as a lens: Re-Globalising the
First War,” ibid.: 12-13.
5 Suzanne Lacy’s work, made between 18 and 23 October 2018, on the occasion of the
centenary of Ireland’s Declaration of Independence (and the subsequent border that has since
divided Northern Ireland from Éire) aims to investigate borders and the influence they have
had on our lives. See: https://www.1418now.org.uk/commissions/across-and-in-between/,
accessed December 15, 2022.
6 Boyle’s work, Pages of the Sea, took place on 11 November 2018 and was intended to
celebrate the centenary of the Armistice. See “On 11 November 2018,” Pages of The Sea,
https://www.pagesofthesea.org.uk, accessed December 15, 2022.
ROBERTO PINTO 91 AN-ICON
contributed to redefining the boundaries of contemporary
art also because, in creating his works, he has had to try his
hand as an art producer, director, event organiser, archivist
as well as photographer, performer and installation creator,
the latter roles being more standard within contemporary
art.
The project commissioned by the WW1 Cente-
nary Art Commission from Deller was related to celebrating
the Battle of the Somme, one of the bloodiest battles in
military history. Over 141 days, more than a million casu-
alties were recorded. On the first day alone, the British
Army suffered 57,470 casualties. Jeremy Deller’s idea was
to create a mobile and temporary memorial7 that would
dialogue with the present day and attempt to overturn the
need to create a specific place dedicated to the memory
of people and events by conceiving, instead, “a memorial
that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life. [...] It
was as much about today as it was about 1916.”8 To meet
this need, with the help of Rufus Norris – the theatre and
film director who has been Artistic Director of the National
Theatre since 2015 – he staged a massive performance in
which more than 1,400 volunteers, dressed in the uniforms
of World War I soldiers, with no public announcement of
their presence, appeared in more than 40 cities9 on 1 July
2016, making contact with UK citizens going about their
daily business, and moving from one part of a city to an-
other.
Deller had deliberately excluded the actors/
participants from meeting in all those places that had,
7 “I wanted to make a contemporary memorial to mark the centenary of the Battle of the
Somme, one that moved around the UK with an unpredictability in which the participants, by
their actions, took the memorial to the public.”
Deller in https://becausewearehere.co.uk/we-are-here-about/, accessed December 15, 2022.
8 J. Deller, R. Norris, We’re here because we’re here: 61.
9 To access the map of the event see https://becausewearehere.co.uk/we-are-here-map/ ,
accessed December 15, 2022.
ROBERTO PINTO 92 AN-ICON
even remotely, a relation to celebrations and rituals – so
no churches, public buildings, cemeteries, or locations of
historical significance. In their place, train or metro stations,
busy squares and streets, shopping malls or meeting plac-
es.
Often in rather thickly crowded groups, these
anachronistic soldiers had to present themselves in central
areas and busy places to interact with citizens, returning
their gaze and smiling at them, although they were not
expected to engage in conversations or stimulate verbal
exchanges. They had to limit themselves, occasionally and
chorally, to singing a song to the tune of “Auld Lang Syne”
with the words “We’re here because we’re here because
we’re here,” hence the title of the work. British soldiers10
also often used this line as a hymn wishing for the war’s end.
The idea of remaining silent was Norris’s sug-
gestion,11 and, in a way, silence became a real communi-
cative strategy for Deller to construct his sort of re-enact-
ment:12 the silence before the event, which was completely
concealed from the public until the day the performers
appeared in the cities, and the substantial silence of the
participants interrupted by the chants that occasionally
accompanied the soldiers in their wanderings through the
10 Deller explained: “When I read about this song, I realised I not only had an activity for the
men but also a title for the piece. It explains nothing, it’s pointless and repetitive, a little like
the fate of a foot soldier or even the nature of man’s addiction to conflict.” J. Deller, R. Norris,
We’re here because we’re here: 61.
11 C. Higgins, “#Wearehere: Somme tribute revealed as Jeremy Deller work,” The Guardian
(July 1, 2016), https://www.theguardian.com/stage/2016/jul/01/wearehere-battle-somme-
tribute-acted-out-across-britain, accessed December 15, 2022.
12 Although, as we shall see, Deller has constructed genuine re-enactments, on this
occasion this work cannot be properly considered as such, even though, often, this term is
used as a hypernym. On this subject see S. Mudu, “Under the sign of Reenactment,” in C.
Baldacci, S. Franco, eds., On Reenactment: Concepts, Metodologies, Tools (Turin: Accademia
University Press, 2022).
ROBERTO PINTO 93 AN-ICON
cities. During the weeks of training13 in the run-up to 1 July,
Norris and Deller had explicitly requested of all participants
that interaction with the spectators should stop there, at si-
lence, at a simple exchange of glances, and that the possi-
ble explanation/interpretation of the event unfolding before
the mostly astonished eyes of the spectators should be left
to the calling card – a choice dictated by both purely tech-
nical and symbolic issues. The performative action – given
the vastness of the intervention and the mass of people
involved – had to remain as simple as possible so as not
to force the performers to improvise in the face of the in-
calculable variables imposed in an open dialogue with the
casual passer-by. The conversation, therefore, would have
been entirely uncontrollable and (also given that none of
the participants had any professional acting training) the
quality standards would probably have suffered.
In addition, although I am not aware that this
was made explicit, it would also have posed a problem of
a symbolic nature: each participant in the performance was
the apparition or “ghost” of a dead person, and therefore,
silence was the most suitable form to evoke the victims. The
actual interaction with the audience, then, took place only
through a common calling card which established a dia-
logue of glances in the explanation of the work – I represent
someone, a specific person with a name, regiment, or rank,
who died a hundred years ago, even if I am not him – and
which at the same time also became the tombstone, the
13 An interesting insight into the training period for the performers in this project can be
found in a conversation between Deller and Emily Lim. Cfr. E. Lim, J. Deller, “Relaxed, open,
alive, kind, engaged,” in R. Norris, J. Deller, We’re Here Because We’re Here: 104-113. Here,
we also find a document with the “Five Golden Words: Relaxed, open, alive, kind, engaged”
and the “Four Golden Rules: 1. Stay Alive – Keep it natural, be comfortable, don’t ever be a
statue! 2. Seek Eye Contact – be interested in the public but don’t intimidate them, it’s not a
staring competition! 3. Be Kind to the public, don’t ever be rude! 4. Each Card is a Gift – make
eye contact when you give it, watch the public’s reaction to it.” Ibid.: 104.
ROBERTO PINTO 94 AN-ICON
remnant of the monument.14 In a video filmed by the BBC
on this project, Deller said that he owed the idea of making
the soldiers who died in that battle appear as ghosts to
something he had read during the research period before
the work, in which he had found interesting information
about phenomena in Britain during the war - of women mainly -
seeing dead loved ones in the street, just catching a glimpse of
someone on a bus or through a shop window thinking it was their
husband or their brother or their son. It became quite a big thing, all
these sightings, these apparitions of the dead. So it was as if the
project had already happened during the war. People had already
seen the dead in the streets.15
Compared to a monument or a more traditional
re-enactment of a historical event, which asks us to respect
the hero’s sacrifice and celebrate it, Deller shifts the focus
to the individual persons, or rather, to the void they left
behind, filling it through the concretisation of the ghost of
the missing person, thus giving shape to the void created
around each of the people who disappeared in the war.
This shift also reflects the artist’s desire to avoid any senti-
mentality in the representation: “Avoid Sentimentality” was
the instruction written on one of his reproduced sheets of
notes. The artist explicitly speaks of the goal of giving the
audience a “jolt,”16 and a jolt, after all, is at the opposite
extreme of storytelling and words of condolence with which
14 “We also equipped each man with a set of ‘calling cards’ which bore the name, regiment
and rank of a soldier who died on 1 July. He was representing that person, not pretending to
be him. The card was effectively a gravestone, and if a member of the public paid attention to
a soldier in any way he or she was given one,” J. Deller, R. Norris, We’re here because we’re
here: 61.
15 W. Yu (@weiyu970), “Jeremy Deller – We’re Here Because We’re Here,” YouTube video
(November 26, 2016), https://www.youtube.com/watch?v=uXnr3w74TJs&t=158s, accessed
December 15, 2022.
16 J. Deller in J. Deller, R. Norris, We’re here because we’re here: 61.
ROBERTO PINTO 95 AN-ICON
to remember the many qualities of those who have left us –
usual procedures in a commemoration of historical events.
Nevertheless, the heart of this work is absolutely
emotional; in fact, the people who found themselves pass-
ing through the cities engaged with the performance were
sucked into the event, not only because they felt surrounded
by it but, above all, because the absence of rhetoric made
them feel exempt from any pressing request to take sides,
to accept being part of a community, as any ritual (even a
secular one) imposes. The request was only to participate.
And perhaps it is precisely in this form of engagement that
the diversity lies, compared to others, of Deller’s fascinating
offering. It appropriates with this immense “delegated per-
formance”17 the principles of spectacularity; it is the child
of cinema and a digital and social media culture,18 but, at
the same time, does not create artificial distances between
spectator and performer, given that the extreme proximity
of the encounter with the soldiers made the experience
somehow simultaneously unique and intimate.
However, this was not the first time that Deller
had used these modes of immersive engagement to rec-
reate the feeling at least of an episode from the past and
bring back to life a part of history that we have forgotten or
repressed. This had already happened with It Is What It Is:
Conversation about Iraq, from 2009, a collaborative work
with Creative Time and the New Museum in New York, in
which he had taken a car destroyed by explosives found in
Iraq on a tour of 14 US museums to serve as a “backdrop”
17 I refer to the category used by Claire Bishop in C. Bishop, Artificial Hells: Participatory Art
and the Politics of Spectatorship (London: Verso, 2012).
18 See C. Eva, “Reaching the Public” in J. Deller, R. Norris, We’re here because we’re here:
115-116, which begins with the statement: “In many ways We’re here because we’re here is an
artwork for the age of social media.”
ROBERTO PINTO 96 AN-ICON
to a conversation space in which Iraqi citizens and Ameri-
can military personnel, among others, were invited.19
Nevertheless, the work that, in terms of organ-
isational strategy and spectator involvement, serves as the
premise for We’re here because we’re here is undoubtedly
The Battle of Orgreave, from 2001, in which Deller attempted
to recreate live – again, as a gigantic participatory perfor-
mance – the clashes between police and striking miners at
the Orgreave Coking Plant in Yorkshire on 18 June 1984.
This episode, one of the harshest and most divisive for Brit-
ain in the 1980s and the Thatcher era, had affected Deller
as a teenager at the time:
I wanted to find out what exactly happened on that day with a view
to re-enacting or commemorating it in some way. It would not be
an exaggeration to say that the strike, lik e a civil war, had a trau-
matically divisive effect at all levels of life in the UK. Families were
torn apart because of divided loyalties, the union movement was
split on its willingness to support the National Union of Mineworkers,
the print media especially contributed to the polarisation of the
arguments to the point where there appeared to be little space for
a middle ground. So in all but name it became an ideological and
industrial battle between the two sections of British society.20
Commissioned and produced by Artangel, The
Battle of Orgreave was a reconstruction involving about
19 On his website Deller explains: “This project started as the idea to create a mobile
museum of the war in Iraq that would tour the US. Finding material for the museum proved
difficult, until we were offered a car that had been used in previous exhibitions. From this car,
used as a centrepiece, we constructed a room in the museum where the public could meet
and talk to people involved in the conflict in some way. The idea was then taken on the road;
we towed the car from New York to LA, stopping off in 14 towns and cities on the way – a
classic American road trip route – accompanied by an Iraqi citizen and an enlisted American
soldier. It was presented in as neutral a way as possible, which puzzled a lot of people. But
it meant that the public were more likely to talk to us, because they weren’t scared of being
dragged into some sort of political arena. Sometimes these conversations went on for hours.
The car was subsequently donated to the Imperial War Museum in London”
https://www.jeremydeller.org/ItIsWhatItIs/ItIsWhatItIs.php accessed December 15, 2022.
20 J. Deller, The English Civil War / Part II (London: Artangel, 2002): 7.
ROBERTO PINTO 97 AN-ICON
a thousand people21 – around 800 who had taken part in
historical re-enactments, approximately 200 former miners
and an unknown number of people who were part of the
police force at the time. It was also, in parallel, a massive
piece of research with information, photos and videos in
addition to, as already described in We’re here because
we’re here, a long collective preparation work in which
the former miners, above all, also had the role of helping
in the reconstruction of events. And as with The Battle of
Orgreave, one cannot fail to be struck by the enormous
organisational effort that displays all of Deller’s ability to
rely on a network of knowledge and professional expertise,
even with associations involved in battle re-enactments
and costumed historical events.22
Here, too, we find the artist’s interest in the pro-
cesses of collective memory and its loss, but The Battle of
Orgreave was also an attempt to reconstruct the very idea
of society that Thatcher had denied – one of her slogans
was “There is no such thing as Society” – precisely through
the concept of delegation and collaboration with others
to achieve a common interest. As far as possible, Deller
relied on the memories of the miners and police officers
to recreate the battle scene, putting the many newspaper
articles in the background; in essence, allowing the many
personal memories to direct the course of the re-enactment.
It is a reconstruction process not to be consid-
ered definitively concluded since Deller presents it again
in the form of a film (shot by Mike Figgs), an archive (in the
21 Ibid.; See also A. Correia, “Interpreting Jeremy Deller’s The Battle of Orgreave,” Visual
Culture in Britain, no.7 (2006): 93-112.
22 On this subject, numerous articles and volumes have come out on both the artistic and
the more purely theatrical side. In addition to the texts already mentioned, I would add: R.
Schneider, Performing Remains: Art and War in Times of Theatrical Reenactment (Routledge:
London, 2011); M. Franko, ed., The Oxford Handbook of Dance and Reenactment (New
York: Oxford University Press, 2017); V. Agnew., J. Lamb, J. Tomann, eds., The Routledge
Handbook of Reenactment Studies (New York: Routledge, 2020); C. Baldacci, C. Nicastro, A.
Sforzini, eds., Over and Over and Over Again: Reenactment Strategies in Contemporary Arts
and Theory (Berlin: ICI Berlin Press, 2022); C. Baldacci, S. Franco, eds., On Reenactment:
Concepts, Methodologies, Tools (Accademia University Press: Turin, 2022).
ROBERTO PINTO 98 AN-ICON
Tate Modern collection), and a catalogue (The English Civil
War / Part II), and it nevertheless remains present in the
minds of the many participants and spectators (a distinc-
tion whose legitimacy is to be verified) who took part in the
reconstruction of the events on 17 June 2001.
As Amelia Jones explains well,
crucially, The Battle of Orgreave itself is continually changing— and
is never presented as a “final” or fully coherent work or object,
even though it consists of documents, objects, and other mate-
rial traces of prior re-enactments. Notably, too, while many of the
other re-enactments tellingly substitute the re-enactor as new
“author” of a unique and ultimately static (documented) work, Deller
himself does not feature in a noticeable way either as part of the
re-enactment or the public relations materials circulating around
the film, its most visible “documentation”—the work in its infinite
permutations does not tend to devolve back to a singular body,
though it does only have coherence in relation to the author-name
Jeremy Deller.23
Deller is fascinated by history, but instead of
seeking its element of order, repetition, and the possibil-
ity of foreseeing things, he strives to make room for the
complexity that is necessarily chaos and confusion. As art
critic Teresa Macrì points out in her Politics/poetics,24 it is
disorder that fascinates the artist, and often this confusion
is identified with mass movements, collective participation,
and the public dimension of his work.
From a historical point of view, these projects
can be juxtaposed with Jochen Gerz’s Counter-Monument,25
but I believe that Deller’s works are more a continuation
23 A. Jones, “‘The Artist is Present.’ Artistic Re-enactments and the Impossibility of
Presence,” TDR. The Drama Review 55, no. 1 (2021): 16-45, 24.
24 T. Macrì, Politics/Poetics (Milano: Postmedia, 2014).
25 J.E. Young, “The Counter-Monument: Memory against Itself in Germany Today,” Critical
Inquiry 18, no. 2 (1992): 267-296.
ROBERTO PINTO 99 AN-ICON
of the actions of political art collectives in the 1970s and
1980s, and I am thinking above all of Group Material – which
disbanded in 199626 – or the previously mentioned art ac-
tivist Suzanne Lacy. As in their work, in the operations of
the British artist there is no truth to be sought with an
ideological attitude, rather the aim is to try to share ideas
and above all to try to listen to the many dissonant voices
and counter-narratives that have not been given sufficient
space in the dominant discourse. At the same time, he
perhaps distances himself from them precisely because of
the popular/spectacular dimension that his works take on,
because of the attention he dedicates to the spectator – a
role that is always possible and never wholly absent in his
works, which goes hand in hand with that of participant/
performer.
26 “It’s hard not to feel that Group Material broke significant ground but missed the party.
The year they broke up, 1996, coincides with a proliferation of new forms of social practice
lately successful in museum exhibitions and biennials, whether in the work of Francis Alÿs or
Jeremy Deller.” A. Green, “Citizen Artists: Group Material,” Afterall: A Journal of Art, Context
and Enquiry, no. 26 (2011): 17-25.
ROBERTO PINTO 100 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/20002 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/20002",
"Description": "This contribution will focus on some aspects of the roots of environmental art in Italy, with reference to works created between the 1950s and 1960s by Lucio Fontana, to environments designed by members of Gruppo T and other artists (Giulio Paolini, Luciano Fabro) in the 1960s, and through reflections on the different uses of space that were defined with the exhibition Lo spazio dell’immagine held in Foligno in 1967. The approach is not, however, that of a historical review of well-known events, but of an investigation into the way to understand the relationship between outside and inside, the sense and value of the “passage,” the conception of the modifying factors, starting with light, which have acted on the definition of space as an element to be perceived, rather than a place to be in, emphasising the dynamics that define a dialectical, if not antithetical, relationship with respect to architectural and design qualities in the proper sense, leading to reading the environmental art intervention as an invitation to follow a path.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "20002",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Tedeschi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Lucio Fontana ",
"Title": "From inside to outside (and vice versa) ",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-04-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Tedeschi",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/20002",
"firstpage": null,
"institution": "Catholic University of the Sacred Heart",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Lucio Fontana ",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Tedeschi, F., Luoghi di transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-Morcelliana, 2020).",
"spatial": null,
"temporal": null,
"title": "From inside to outside (and vice versa) ",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/20002/20024",
"volume": "2"
}
] | From Inside
to Outside
(and Vice Versa)
by Francesco Tedeschi
Outside-inside
Light
Grazia Varisco
Gruppo T
Lucio Fontana
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
From Inside to Outsi
1
de
(and Vice Versa)
FRANCESCO TEDESCHI, Università Cattolica del Sacro Cuore di Milano
https://orcid.org/0000-0002-8007-4258 https://doi.org/10.54103/ai/20002
Abstract This contribution will focus on some aspects
of the roots of environmental art in Italy, with reference to
works created between the 1950s and 1960s by Lucio Fon-
tana, to environments designed by members of Gruppo T
and other artists (Giulio Paolini, Luciano Fabro) in the 1960s,
and through reflections on the different uses of space that
were defined with the exhibition Lo spazio dell’immagine
held in Foligno in 1967. The approach is not, however, that
of a historical review of well-known events, but of an inves-
tigation into the way to understand the relationship between
outside and inside, the sense and value of the “passage,”
the conception of the modifying factors, starting with light,
which have acted on the definition of space as an element
to be perceived, rather than a place to be in, emphasising
the dynamics that define a dialectical, if not antithetical, re-
lationship with respect to architectural and design qualities
in the proper sense, leading to reading the environmental
art intervention as an invitation to follow a path.
Keywords Outside-inside Light Grazia Varisco
Gruppo T Lucio Fontana
1 The title of this contribute takes up the one elaborated for my essay in the catalogue of
the exhibition M. Meneguzzo, ed., Grazia Varisco: Percorsi contemporanei 1957-2022 (Milan:
Skira, 2022, exhibition catalogue), having at its end a reflection on a work by the same Grazia
Varisco.
To quote this essay: F. Tedeschi, “From Inside to Outside (and Vice Versa),” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 101-111, https://doi.org/10.54103/ai/20002.
FRANCESCO TEDESCHI 101 AN-ICON
My paper addresses the question of the envi-
ronment, a practice implemented in the art of the 1960s and
1970s, focusing on the relationship between the position of
the “observer” and the structural elements of the artworks,
as well as the role reversal between subject and object in
the work of art and its perceptual process.
A few of the contents I will present are derived
from a course I held recently at Università Cattolica in Milan,
focused on the relationship between the idea and realiza-
tion of a certain type of “sites” in several forms of visual
art that have moved from the representative dimension to
that of an active participation in space, meant as the artic-
ulation of relationship between different fields and subjects.
Sites implying a “passage,” such as the window and, the
door, the threshold, the labyrinth and finally the mirror. All
of these sites could be defined as “transitional.”2 Among
them, one with a peculiar symbolic (as well as practical)
relevance is the “corridor:” an architectural space which
essentially connects different rooms in an apartment and
tends to be perceived merely as a service space, in some
way devoid of a function of its own. In the royal palaces
from past eras, it was often used to measure the distance
from the outside – the realm of common people – to the
inside – the place of power. So, it owns a strongly tempo-
ral dimension, as demonstrated by Aleksandr Sokurov in
the film Russian Ark (2002), along which the author relives
Russian history as a journey through the corridors (and
halls) of the Hermitage Museum in St. Petersburg.
In such sense, the corridor is the form with
which the purpose of a form of art qualified as “environ-
mental” is best identified, through artworks addressing
space as actual matter, and not an inert dimension; more
specifically, the matter of a presentation both objective and
subjective. As critics have consistently pointed out, most of
the projects of this environmental kind tend to be perceived
2 And so I defined them in the book derived by that course: F. Tedeschi, Luoghi di
transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-
Morcelliana, 2020). I would like to thank Andrea Pinotti and Elisabetta Modena, who asked me
to take part in this publication on the basis of the topics I dealt with there.
FRANCESCO TEDESCHI 102 AN-ICON
as “paths” and not as static or stable sites to contemplate.
The corridor, as in the most crucial artistic proposals, is
what lies in the middle, giving substance, sometimes in
an impalpable and invisible way, to a space kept in conti-
nuity between two conditions. It has to be considered – to
borrow a term from the psychology of perception – as an
“in-between.” It’s the “space between,” the subject matter
for a distracted attention; an intermediate nature which can
nonetheless constitute the very reason for its legitimization.
Let me begin with an emblematic image, an
extremely suggestive painting by 17th Century Dutch paint-
er Samuel van Hoogstraten, a follower of Rembrandt. It is
known as View of a corridor (oil on canvas, 1662; Dyrham
Park, Gloucestershire). It could be considered as the junc-
tion between two cultural inheritances, that of perspective
as a system for processing represented space, and that
of the analytical investigation of the interiors of bourgeois
houses in 17th Century Holland. What might catch the eye
of today’s viewer is the sense of emptiness in the cen-
tral part of the painting, immersed in a peculiar light, that
could be considered as the actual subject of the work. Of
course, the “void” is not absolute, given the presence of
many decorative elements, as well as some humans and
animals placed at the margins, qualifying the combination
between anthropic and architectural dimensions. Yet, the
void “fills up” the central part of the painting, infused as
it is with light, reflections, shadows. With all of these ele-
ments taking the viewers on a visual journey through the
represented space, this uncluttered area holds the func-
tion of questioning them, of bringing them inside, into the
silence of an intimate place.3 Of course, this place attracts
and intrigues the viewer precisely because of its domestic
character, starting with the juxtaposition between the dog
and the mop in the foreground. The most important feature
of the painting, here, is that it is based on emptiness as a
3 This painting is considered in several moments of V.I. Stoichita, L’instauration du tableau
(Paris: Méridiens Klincksieck, 1993). See also, for the concept of a space overturned from
outside to inside, G. Bruno, Public Intimacy: Architecture and the Visual Arts (Cambridge MA:
MIT Press, 2007).
FRANCESCO TEDESCHI 103 AN-ICON
way to deny any subject matter: at the same time, it can be
considered as an anecdotical exercise, which goes beyond
any narrative logic. For that, it is a very “modern” painting.
Looking at the opposite end of this elaboration
of the theme of the “void,” we can immediately move to
one of the light installations that reveal the sense of a “cor-
ridor” characterized by light as the medium of the artwork.
An absolute zeroing, if not for the effect produced by the
substance of the light, is the specific object of Dan Flavin’s
attention: for instance, in his project for a wing of the Litta
Menafoglio Panza di Biumo villa in Varese, following the
commission by Giuseppe Panza. The transition through
the different connotations of light coming from the side
rooms – as well as that produced by the lighting of the very
corridor defining the space of the architecture in its depth –
articulates a visual and physical “path” determined by the
variability of its solutions, due to the effect of the design of
the color-lights, generating a truly modern and apparently
claustrophobic perception of space as pure architecture,
measurement, time.
Thinking of a form of art based on space as a
medium, however, we must mention the example of Lucio
Fontana and his environments, possibly the most striking
instance of an artwork progressively dematerialized by its
tangible, material state. With Fontana, we are at the cross-
roads of multiple impulses, such as the tension to overcome
the distinction between different techniques, to imagine
a proposal for an autonomous space, embodied by light
itself and in its relationship with the architectural context.
In these three types of artworks – the van
Hoogstraten’s painting and the environments by Flavin and
Fontana – we encounter three different articulations of an
ongoing journey through space, either literal or delegated
to an imaginary subject, with his or her body and gaze. A
space that is both objective and subjective, meant as it
is to host a projection of the self in the place, and, at the
same time, to constitute a manifestation of its own, a rea-
son for the actions of a simultaneously active “I/you,” as
FRANCESCO TEDESCHI 104 AN-ICON
a kind of relationship between the inside and the outside
that involves the subject in a shared perception.4
In his 1949 Ambiente spaziale a luce nera, Fon-
tana equipped the space of Galleria del Naviglio with a
particular light, which could appear futuristic at the time:
a Wood’s lamp, surrounded by mobile fluorescent shapes
cut out of papier-mâché, almost as if to justify the existence
of an object to look at and perceive in a newly-configured
space. Some of his subsequent structures would be even
more radical, such as the one created in Amsterdam in
1967, consisting of an intersection between five narrow
corridors placed side by side, and completed by a perpen-
dicular one: a T-shaped transit space bathed in red light.
This installation was reenacted, with updated technological
means, in the striking, accurate reconstruction of Lucio
Fontana’s environments at Hangar Bicocca a few years
ago. Even with this installation – one of the least celebrated
among Fontana’s spaces, which explains why it was not
reenacted until the 2017 exhibition, and then again as the
only “environment” displayed in the 2019 retrospective at
the Metropolitan Museum in New York – Fontana appears
to anticipate some of the effects produced by a few Amer-
ican artists, who reduced the investigation of space to a
matter of perception. A practice exemplified by the work of
Bruce Nauman, and particularly by his “corridors” and their
constrictive, delocalizing effects. By shifting the focus from
structure to perception (which is what distinguishes Nau-
man’s works from Flavin’s), we actually question the very
nature of space, at the same time introducing the notion
of a somehow objectified ego. The observer is observed,
and thus turned into a visual object, particularly in installa-
tions featuring TV screens and cameras that reproduce – in
alienated fashion – the actions performed by the viewers
4 In this sense, this concept is close to the use of the definition of “avatarization” by Andrea
Pinotti; see A. Pinotti, “Procuratori del sé. Avatar e avatarizzazione,” in T. Gatti, D. Maini, eds.,
Visual studies: l’avvento di nuovi paradigmi (Milan: Mimesis, 2019): 27-40.
FRANCESCO TEDESCHI 105 AN-ICON
themselves. The screen thus becomes a spying device or
a “magic mirror.”
A center of such investigation of the inside-out-
side relationship could be found in the questions on the
origin of forms outlining space itself. These are extend-
ed, then, to the relationship between internal and external
space in a specific instance, and also to the questions
about the subject and the object of the experience. For this
reason, we shall address how Fontana approaches an im-
portant phase in the development of his Spatial Concepts,
concerned with the practical manifestation of an idea of
space revealed in the apparent two-dimensional nature of
the picture format.
In 1952 several canvases from the more spe-
cifically “cosmogonic” series5 were used by the artist to
demonstrate how they could be conceived as “fragments
of space” or space generators, in the sense that their en-
tity is manifested in a twofold way: as works to be looked
at frontally or to be “pierced” by light, thus creating a new
space modified by the luminous projection of the holes,
and at the same time canceling out the pictorial surface
on which they are actually located. This exploration – pre-
sented through a series of photographs, one of which was
chosen to illustrate the catalogue of the exhibition at Gal-
leria del Naviglio that year – was followed up in the exper-
iments carried out by Fontana with television, in the tests
carried out at the RAI studios in Milan. In this case, as far
as we can see, Fontana was even more focused on the
“hidden” side of his works, foregrounding the light trails
that occupied that “other space” represented by the pro-
jection screen. Conceptually, this exploration can also be
considered one of the roots of the recent elaborations of
“VR” or immersive reality in the creation of virtual spaces,
both from a technological philosophical perspective.
We can certainly trace this evolution from the
light-pierced Spatial Concepts to the actual environment
5 As they were categorized by Enrico Crispolti in his analysis of Fontana’s work. See E.
Crispolti, Fontana: catalogo generale (Milan: Electa, 1986); see also E. Crispolti, Omaggio a
Lucio Fontana (Rome: Carocci, 1971).
FRANCESCO TEDESCHI 106 AN-ICON
in a few works created by the artist in the following years,
such as that for the 1964 Triennale, the one displayed in
Minneapolis in 1966, or the one included in the exhibit
Spazio dell’immagine in Foligno, in 1967. It may be useful to
elaborate briefly on the latter exhibition, due to its historical
relevance, as it established two very different directions in
exploring the relationship with space.
On the one hand, as in Fontana’s works, space
is conceived as the very material of the work, an environ-
ment to inhabit, in which those who pass through or linger
become part of a perceptive condition (of a field).6 On the
other hand, space is seen as the environment for an “im-
age” or an “object,” either complete in itself or combined,
according to specific forms of installation. Such distinction
cannot be too rigid, as the two tendencies were intersected
on several occasions. However, proposals such as that by
Enrico Castellani can be recognized as deriving directly
from Fontana’s example. Castellani’s White environment
applies principles of design and architecture the artist had
already identified in a singular “Albertian” derivation the
previous year, in his room at the Venice Biennale. Again,
Intercamera plastica by Paolo Scheggi, Blu abitabile by
Agostino Bonalumi, Interpretazione speculare by Getulio
Alviani, up to After Sctructures by Gianni Colombo, one of
the environments with the decisive presence of light that
varies the perception, are all to be considered as products
of Fontana’s influence. At the crossroads with the condition
of the object are the instances of a “space within space,”
which can be exemplified by Mario Ceroli’s Gabbia or by
Luciano Fabro’s In-cubo (to Carla Lonzi). On the other hand,
leaving aside works of singular importance, such as the
Pozzi-specchio by Pistoletto or Tubo by Eliseo Mattiac-
ci, one could mention the staging by Tano Festa, Subito
dopo il cielo (dedicated to Francesco Lo Savio), for its po-
etic quality. This brief list serves to illustrate the different
practices showcased in a project that explored both the
6 An important presence in psychological, sociological and planning studies in that time is
the so-called “theory of field,” proposed in Italy by Attilio Marcolli. See A. Marcolli, Teoria del
campo (Florence: Sansoni, 1971).
FRANCESCO TEDESCHI 107 AN-ICON
aforementioned directions, from the tributes to Lucio Fon-
tana and Ettore Colla, which provided the respective points
of departure, and somehow emerged clearly in the various
texts in the exhibition catalogue.7 In some of them, we find
an echo of the ideas put forward, on the occasion of the
earlier exhibition Fuoco Immagine Acqua Terra (L’Attico,
Rome, June 1967), by Maurizio Calvesi and Alberto Boat-
to, and the origin of the definition of “Im-Space” which, a
few months later, would be linked to the first appearance
of “Arte Povera,” in the exhibition Arte Povera – Im Spazio,
curated by Germano Celant at the La Bertesca gallery in
Genoa (September-October 1967).
What I have said so far may provide a useful
background for a work that I perceive as emblematic of an
idea of space as a “path,” but with peculiar attention to
light as substitute of gaze. This environment appears like
a closed room; however, it produces, from the inside, a
sense of passage, an immediate relationship between the
physical eye and the virtual eye of a source of light that
pushes on space as if to open it up. I am referring to the
environment created by Grazia Varisco for the Schwarz
gallery in Milan in October 1969 (Fig.1). The installation
has been recreated on several occasions in recent years
(Fig. 2).8 The room, conceived by the artist as an environ-
ment designed in an extremely articulated way, covers an
overall perimeter significantly larger than its actual size,
expanding the sensation or perception of time, besides
that of space. To make this sensation tangible, the author
darkened the space, a frequent solution among the artists
7 See the catalogue of the exhibition which took place in 1967 at Palazzo Trinci in Foligno: U.
Apollonio, G.C., Argan, P. Bucarelli, eds., Lo spazio dell’immagine (Venice: Alfieri Editori d’Arte,
1967).
8 See the catalogue of the exhibition which took place at Galleria Nazionale d’Arte Moderna
in Rome from December 14, 2005 to May 21, 2006: M. Margozzi, L. Meloni, F. Lardera, eds.,
Gli ambienti del Gruppo T. Le origini dell’arte interattiva (Roma: Silvana, 2006, exhibition
catalogue): 54-55, 32-35. For further information about this and other environments of the
group see L. Meloni, Gli ambienti del Gruppo T (Roma: Silvana, 2004). More recently, Varisco’s
environment has been exhibited in Vertigo: Op Art and a History of Deception 1520-1970,
MUMOK, Wien, 25 May - 26 October, 2019 (the exhibition also travelled to Kunstmuseum,
Stuttgart, November 23, 2019 - April 20, 2020), before the retrospective hosted at Palazzo
Reale in Milan from June 2 to September 16, 2022; see the catalogue: M. Meneguzzo, ed.,
Grazia Varisco: Percorsi Contemporanei 1957-2022 (Milan: Skira, 2022, exhibition catalogue); F.
Tedeschi, “Dall’interno all’esterno (e viceversa). Il concetto di spazio ‘percorribile’ nell’opera di
Grazia Varisco,” ibidem: 26-29.
FRANCESCO TEDESCHI 108 AN-ICON
Fig. 1. G. Varisco, model of the Dilatazione
spaziotemporale di un percorso / Spatiotemporal
dilatation of a path, 1969, reconstruction of the
environment for the solo exhibition at Galleria
Schwarz, Milan, 1969.
Fig. 2. G. Varisco, reconstruction of the
environment Dilatazione spaziotemporale di un
percorso / Spatiotemporal dilatation of a path,
1969, at the exhibition “Gli ambienti del gruppo T,”
Galleria Nazionale d’Arte Moderna, Rome, 2006.
who, following the Fontana’s example, used light as a cre-
ative and descriptive element of space. As a matter of fact,
Varisco placed a “luminous eye” at the center, which, by
means of a mechanical process, rotates progressively, in-
dicating the trajectory of a path that pushed from the inside
outwards, generating a visual and physical sensation at
the same time. The light replaces, rather than following it,
the gaze of the person undertaking the role of “bystander,”
to quote Brandi:9 i.e. a presence experiencing space as a
relationship between being and existing. This, as the artist
observes, increases the complexity of an active participa-
tion, as well as physical relationship, with the site, plunged
as it is into the interiority of darkness: the viewer actually
experiences two alternative spaces, that of the eye-line of
9 See C. Brandi, Struttura e architettura (Turin: Einaudi, 1967) and Teoria generale della critica
(Turin: Einaudi, 1974).
FRANCESCO TEDESCHI 109 AN-ICON
light and that of the eye-physical presence of the viewer’s
own body.
Perhaps, the very essence of the work lies
precisely in its drive to overcome the constraints of the
structure, without actually doing more than absorbing the
enchantment of a suspended, outstretched time. The un-
derlying character of the work is then a condition of “path”
to be completed according to the twofold participation of
an active movement and a virtual one. It should be noted
that, about ten days before the inauguration of her solo
show at the Schwarz gallery – on which occasion this en-
vironment, Dilatazione spaziotemporale di un percorso /
Spatiotemporal dilatation of a path, was proposed – Grazia
Varisco had participated to Campo Urbano, an event pro-
moted by Luciano Caramel in Como. Here, she made an
intervention in a public space, immortalized by the photo-
graphs by Ugo Mulas, who followed and documented the
events of that memorable day. On that occasion, Varisco
had appropriated a street in the town center, involving a
large group of people to help here create a series of walls
arranged in a meander, made up of cardboard boxes. By
cluttering up the road, the work extended the time nec-
essary to walk through it. This operation was also called
Dilatazione spaziotemporale di un percorso / Spatiotempo-
ral dilatation of a path, and in this case the perception of
the “urban field,” experienced alternatively with amusement
or annoyance, resulted in an immediate application of a
principle of modification of reality, due to the presence of
a structure that affects movement and, as a consequence,
the psychological perception of the entire environment. As
the artist writes in the short note later published in the cat-
alogue of the Schwarz gallery exhibition, “I see and feel
longer. The reactions of impatience or satisfaction change
if I try the route again.”10
10 G. Varisco, “Dilatazione spazio temporale di un percorso” in G. Accame, Grazia Varisco
(Bergamo: Maredarte, 2001): 102.
FRANCESCO TEDESCHI 110 AN-ICON
As in other environmental works from a time
imbued with a strong imagination of the future, the laby-
rinth condition produced by these two operations can be
seen as an experiment on a way of thinking and feeling in
relation to objects and space. The echo of this attitude is
evident in a series of works produced by the artist in the
following years, titled Random walks by random numbers.
In these screen-printed compositions, the combination of
chance and design produce a virtual direction into which
the viewers are supposed to get lost, and then rediscover
themselves, as Varisco states: “And I play with imagina-
tion: I imagine moving robotically, in a defined space with
unpredictable steps – or with a pencil on squared paper
– letting myself be guided exclusively by the sequence of
numbers to which I have previously associated a direction.
Chance and design. Not being able to predict my path, I
don’t know if my movements will be contained in the space,
on the sheet.”11
From the virtual space of painting to the real
space of the built environment, from the virtual space of
a projection that includes the viewer as a participant and
an object, to that of a sheet that records movements, ei-
ther made or imagined, the creation of an interior from the
exterior and the reworking of an outside from the inside
are exemplified here through a practice rooted in the drive
to explore space, which has guided, up to this point, the
experiments of several generations of artists.
11 G. Varisco, “Random Walks – 1972,” in G. Accame, Grazia Varisco: 108.
FRANCESCO TEDESCHI 111 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/20002 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/20002",
"Description": "This contribution will focus on some aspects of the roots of environmental art in Italy, with reference to works created between the 1950s and 1960s by Lucio Fontana, to environments designed by members of Gruppo T and other artists (Giulio Paolini, Luciano Fabro) in the 1960s, and through reflections on the different uses of space that were defined with the exhibition Lo spazio dell’immagine held in Foligno in 1967. The approach is not, however, that of a historical review of well-known events, but of an investigation into the way to understand the relationship between outside and inside, the sense and value of the “passage,” the conception of the modifying factors, starting with light, which have acted on the definition of space as an element to be perceived, rather than a place to be in, emphasising the dynamics that define a dialectical, if not antithetical, relationship with respect to architectural and design qualities in the proper sense, leading to reading the environmental art intervention as an invitation to follow a path.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "20002",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Tedeschi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Lucio Fontana ",
"Title": "From inside to outside (and vice versa) ",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-04-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Tedeschi",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/20002",
"firstpage": null,
"institution": "Catholic University of the Sacred Heart",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Lucio Fontana ",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Tedeschi, F., Luoghi di transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-Morcelliana, 2020).",
"spatial": null,
"temporal": null,
"title": "From inside to outside (and vice versa) ",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/20002/20024",
"volume": "2"
}
] | From Inside
to Outside
(and Vice Versa)
by Francesco Tedeschi
Outside-inside
Light
Grazia Varisco
Gruppo T
Lucio Fontana
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
From Inside to Outsi
1
de
(and Vice Versa)
FRANCESCO TEDESCHI, Università Cattolica del Sacro Cuore di Milano
https://orcid.org/0000-0002-8007-4258 https://doi.org/10.54103/ai/20002
Abstract This contribution will focus on some aspects
of the roots of environmental art in Italy, with reference to
works created between the 1950s and 1960s by Lucio Fon-
tana, to environments designed by members of Gruppo T
and other artists (Giulio Paolini, Luciano Fabro) in the 1960s,
and through reflections on the different uses of space that
were defined with the exhibition Lo spazio dell’immagine
held in Foligno in 1967. The approach is not, however, that
of a historical review of well-known events, but of an inves-
tigation into the way to understand the relationship between
outside and inside, the sense and value of the “passage,”
the conception of the modifying factors, starting with light,
which have acted on the definition of space as an element
to be perceived, rather than a place to be in, emphasising
the dynamics that define a dialectical, if not antithetical, re-
lationship with respect to architectural and design qualities
in the proper sense, leading to reading the environmental
art intervention as an invitation to follow a path.
Keywords Outside-inside Light Grazia Varisco
Gruppo T Lucio Fontana
1 The title of this contribute takes up the one elaborated for my essay in the catalogue of
the exhibition M. Meneguzzo, ed., Grazia Varisco: Percorsi contemporanei 1957-2022 (Milan:
Skira, 2022, exhibition catalogue), having at its end a reflection on a work by the same Grazia
Varisco.
To quote this essay: F. Tedeschi, “From Inside to Outside (and Vice Versa),” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 101-111, https://doi.org/10.54103/ai/20002.
FRANCESCO TEDESCHI 101 AN-ICON
My paper addresses the question of the envi-
ronment, a practice implemented in the art of the 1960s and
1970s, focusing on the relationship between the position of
the “observer” and the structural elements of the artworks,
as well as the role reversal between subject and object in
the work of art and its perceptual process.
A few of the contents I will present are derived
from a course I held recently at Università Cattolica in Milan,
focused on the relationship between the idea and realiza-
tion of a certain type of “sites” in several forms of visual
art that have moved from the representative dimension to
that of an active participation in space, meant as the artic-
ulation of relationship between different fields and subjects.
Sites implying a “passage,” such as the window and, the
door, the threshold, the labyrinth and finally the mirror. All
of these sites could be defined as “transitional.”2 Among
them, one with a peculiar symbolic (as well as practical)
relevance is the “corridor:” an architectural space which
essentially connects different rooms in an apartment and
tends to be perceived merely as a service space, in some
way devoid of a function of its own. In the royal palaces
from past eras, it was often used to measure the distance
from the outside – the realm of common people – to the
inside – the place of power. So, it owns a strongly tempo-
ral dimension, as demonstrated by Aleksandr Sokurov in
the film Russian Ark (2002), along which the author relives
Russian history as a journey through the corridors (and
halls) of the Hermitage Museum in St. Petersburg.
In such sense, the corridor is the form with
which the purpose of a form of art qualified as “environ-
mental” is best identified, through artworks addressing
space as actual matter, and not an inert dimension; more
specifically, the matter of a presentation both objective and
subjective. As critics have consistently pointed out, most of
the projects of this environmental kind tend to be perceived
2 And so I defined them in the book derived by that course: F. Tedeschi, Luoghi di
transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-
Morcelliana, 2020). I would like to thank Andrea Pinotti and Elisabetta Modena, who asked me
to take part in this publication on the basis of the topics I dealt with there.
FRANCESCO TEDESCHI 102 AN-ICON
as “paths” and not as static or stable sites to contemplate.
The corridor, as in the most crucial artistic proposals, is
what lies in the middle, giving substance, sometimes in
an impalpable and invisible way, to a space kept in conti-
nuity between two conditions. It has to be considered – to
borrow a term from the psychology of perception – as an
“in-between.” It’s the “space between,” the subject matter
for a distracted attention; an intermediate nature which can
nonetheless constitute the very reason for its legitimization.
Let me begin with an emblematic image, an
extremely suggestive painting by 17th Century Dutch paint-
er Samuel van Hoogstraten, a follower of Rembrandt. It is
known as View of a corridor (oil on canvas, 1662; Dyrham
Park, Gloucestershire). It could be considered as the junc-
tion between two cultural inheritances, that of perspective
as a system for processing represented space, and that
of the analytical investigation of the interiors of bourgeois
houses in 17th Century Holland. What might catch the eye
of today’s viewer is the sense of emptiness in the cen-
tral part of the painting, immersed in a peculiar light, that
could be considered as the actual subject of the work. Of
course, the “void” is not absolute, given the presence of
many decorative elements, as well as some humans and
animals placed at the margins, qualifying the combination
between anthropic and architectural dimensions. Yet, the
void “fills up” the central part of the painting, infused as
it is with light, reflections, shadows. With all of these ele-
ments taking the viewers on a visual journey through the
represented space, this uncluttered area holds the func-
tion of questioning them, of bringing them inside, into the
silence of an intimate place.3 Of course, this place attracts
and intrigues the viewer precisely because of its domestic
character, starting with the juxtaposition between the dog
and the mop in the foreground. The most important feature
of the painting, here, is that it is based on emptiness as a
3 This painting is considered in several moments of V.I. Stoichita, L’instauration du tableau
(Paris: Méridiens Klincksieck, 1993). See also, for the concept of a space overturned from
outside to inside, G. Bruno, Public Intimacy: Architecture and the Visual Arts (Cambridge MA:
MIT Press, 2007).
FRANCESCO TEDESCHI 103 AN-ICON
way to deny any subject matter: at the same time, it can be
considered as an anecdotical exercise, which goes beyond
any narrative logic. For that, it is a very “modern” painting.
Looking at the opposite end of this elaboration
of the theme of the “void,” we can immediately move to
one of the light installations that reveal the sense of a “cor-
ridor” characterized by light as the medium of the artwork.
An absolute zeroing, if not for the effect produced by the
substance of the light, is the specific object of Dan Flavin’s
attention: for instance, in his project for a wing of the Litta
Menafoglio Panza di Biumo villa in Varese, following the
commission by Giuseppe Panza. The transition through
the different connotations of light coming from the side
rooms – as well as that produced by the lighting of the very
corridor defining the space of the architecture in its depth –
articulates a visual and physical “path” determined by the
variability of its solutions, due to the effect of the design of
the color-lights, generating a truly modern and apparently
claustrophobic perception of space as pure architecture,
measurement, time.
Thinking of a form of art based on space as a
medium, however, we must mention the example of Lucio
Fontana and his environments, possibly the most striking
instance of an artwork progressively dematerialized by its
tangible, material state. With Fontana, we are at the cross-
roads of multiple impulses, such as the tension to overcome
the distinction between different techniques, to imagine
a proposal for an autonomous space, embodied by light
itself and in its relationship with the architectural context.
In these three types of artworks – the van
Hoogstraten’s painting and the environments by Flavin and
Fontana – we encounter three different articulations of an
ongoing journey through space, either literal or delegated
to an imaginary subject, with his or her body and gaze. A
space that is both objective and subjective, meant as it
is to host a projection of the self in the place, and, at the
same time, to constitute a manifestation of its own, a rea-
son for the actions of a simultaneously active “I/you,” as
FRANCESCO TEDESCHI 104 AN-ICON
a kind of relationship between the inside and the outside
that involves the subject in a shared perception.4
In his 1949 Ambiente spaziale a luce nera, Fon-
tana equipped the space of Galleria del Naviglio with a
particular light, which could appear futuristic at the time:
a Wood’s lamp, surrounded by mobile fluorescent shapes
cut out of papier-mâché, almost as if to justify the existence
of an object to look at and perceive in a newly-configured
space. Some of his subsequent structures would be even
more radical, such as the one created in Amsterdam in
1967, consisting of an intersection between five narrow
corridors placed side by side, and completed by a perpen-
dicular one: a T-shaped transit space bathed in red light.
This installation was reenacted, with updated technological
means, in the striking, accurate reconstruction of Lucio
Fontana’s environments at Hangar Bicocca a few years
ago. Even with this installation – one of the least celebrated
among Fontana’s spaces, which explains why it was not
reenacted until the 2017 exhibition, and then again as the
only “environment” displayed in the 2019 retrospective at
the Metropolitan Museum in New York – Fontana appears
to anticipate some of the effects produced by a few Amer-
ican artists, who reduced the investigation of space to a
matter of perception. A practice exemplified by the work of
Bruce Nauman, and particularly by his “corridors” and their
constrictive, delocalizing effects. By shifting the focus from
structure to perception (which is what distinguishes Nau-
man’s works from Flavin’s), we actually question the very
nature of space, at the same time introducing the notion
of a somehow objectified ego. The observer is observed,
and thus turned into a visual object, particularly in installa-
tions featuring TV screens and cameras that reproduce – in
alienated fashion – the actions performed by the viewers
4 In this sense, this concept is close to the use of the definition of “avatarization” by Andrea
Pinotti; see A. Pinotti, “Procuratori del sé. Avatar e avatarizzazione,” in T. Gatti, D. Maini, eds.,
Visual studies: l’avvento di nuovi paradigmi (Milan: Mimesis, 2019): 27-40.
FRANCESCO TEDESCHI 105 AN-ICON
themselves. The screen thus becomes a spying device or
a “magic mirror.”
A center of such investigation of the inside-out-
side relationship could be found in the questions on the
origin of forms outlining space itself. These are extend-
ed, then, to the relationship between internal and external
space in a specific instance, and also to the questions
about the subject and the object of the experience. For this
reason, we shall address how Fontana approaches an im-
portant phase in the development of his Spatial Concepts,
concerned with the practical manifestation of an idea of
space revealed in the apparent two-dimensional nature of
the picture format.
In 1952 several canvases from the more spe-
cifically “cosmogonic” series5 were used by the artist to
demonstrate how they could be conceived as “fragments
of space” or space generators, in the sense that their en-
tity is manifested in a twofold way: as works to be looked
at frontally or to be “pierced” by light, thus creating a new
space modified by the luminous projection of the holes,
and at the same time canceling out the pictorial surface
on which they are actually located. This exploration – pre-
sented through a series of photographs, one of which was
chosen to illustrate the catalogue of the exhibition at Gal-
leria del Naviglio that year – was followed up in the exper-
iments carried out by Fontana with television, in the tests
carried out at the RAI studios in Milan. In this case, as far
as we can see, Fontana was even more focused on the
“hidden” side of his works, foregrounding the light trails
that occupied that “other space” represented by the pro-
jection screen. Conceptually, this exploration can also be
considered one of the roots of the recent elaborations of
“VR” or immersive reality in the creation of virtual spaces,
both from a technological philosophical perspective.
We can certainly trace this evolution from the
light-pierced Spatial Concepts to the actual environment
5 As they were categorized by Enrico Crispolti in his analysis of Fontana’s work. See E.
Crispolti, Fontana: catalogo generale (Milan: Electa, 1986); see also E. Crispolti, Omaggio a
Lucio Fontana (Rome: Carocci, 1971).
FRANCESCO TEDESCHI 106 AN-ICON
in a few works created by the artist in the following years,
such as that for the 1964 Triennale, the one displayed in
Minneapolis in 1966, or the one included in the exhibit
Spazio dell’immagine in Foligno, in 1967. It may be useful to
elaborate briefly on the latter exhibition, due to its historical
relevance, as it established two very different directions in
exploring the relationship with space.
On the one hand, as in Fontana’s works, space
is conceived as the very material of the work, an environ-
ment to inhabit, in which those who pass through or linger
become part of a perceptive condition (of a field).6 On the
other hand, space is seen as the environment for an “im-
age” or an “object,” either complete in itself or combined,
according to specific forms of installation. Such distinction
cannot be too rigid, as the two tendencies were intersected
on several occasions. However, proposals such as that by
Enrico Castellani can be recognized as deriving directly
from Fontana’s example. Castellani’s White environment
applies principles of design and architecture the artist had
already identified in a singular “Albertian” derivation the
previous year, in his room at the Venice Biennale. Again,
Intercamera plastica by Paolo Scheggi, Blu abitabile by
Agostino Bonalumi, Interpretazione speculare by Getulio
Alviani, up to After Sctructures by Gianni Colombo, one of
the environments with the decisive presence of light that
varies the perception, are all to be considered as products
of Fontana’s influence. At the crossroads with the condition
of the object are the instances of a “space within space,”
which can be exemplified by Mario Ceroli’s Gabbia or by
Luciano Fabro’s In-cubo (to Carla Lonzi). On the other hand,
leaving aside works of singular importance, such as the
Pozzi-specchio by Pistoletto or Tubo by Eliseo Mattiac-
ci, one could mention the staging by Tano Festa, Subito
dopo il cielo (dedicated to Francesco Lo Savio), for its po-
etic quality. This brief list serves to illustrate the different
practices showcased in a project that explored both the
6 An important presence in psychological, sociological and planning studies in that time is
the so-called “theory of field,” proposed in Italy by Attilio Marcolli. See A. Marcolli, Teoria del
campo (Florence: Sansoni, 1971).
FRANCESCO TEDESCHI 107 AN-ICON
aforementioned directions, from the tributes to Lucio Fon-
tana and Ettore Colla, which provided the respective points
of departure, and somehow emerged clearly in the various
texts in the exhibition catalogue.7 In some of them, we find
an echo of the ideas put forward, on the occasion of the
earlier exhibition Fuoco Immagine Acqua Terra (L’Attico,
Rome, June 1967), by Maurizio Calvesi and Alberto Boat-
to, and the origin of the definition of “Im-Space” which, a
few months later, would be linked to the first appearance
of “Arte Povera,” in the exhibition Arte Povera – Im Spazio,
curated by Germano Celant at the La Bertesca gallery in
Genoa (September-October 1967).
What I have said so far may provide a useful
background for a work that I perceive as emblematic of an
idea of space as a “path,” but with peculiar attention to
light as substitute of gaze. This environment appears like
a closed room; however, it produces, from the inside, a
sense of passage, an immediate relationship between the
physical eye and the virtual eye of a source of light that
pushes on space as if to open it up. I am referring to the
environment created by Grazia Varisco for the Schwarz
gallery in Milan in October 1969 (Fig.1). The installation
has been recreated on several occasions in recent years
(Fig. 2).8 The room, conceived by the artist as an environ-
ment designed in an extremely articulated way, covers an
overall perimeter significantly larger than its actual size,
expanding the sensation or perception of time, besides
that of space. To make this sensation tangible, the author
darkened the space, a frequent solution among the artists
7 See the catalogue of the exhibition which took place in 1967 at Palazzo Trinci in Foligno: U.
Apollonio, G.C., Argan, P. Bucarelli, eds., Lo spazio dell’immagine (Venice: Alfieri Editori d’Arte,
1967).
8 See the catalogue of the exhibition which took place at Galleria Nazionale d’Arte Moderna
in Rome from December 14, 2005 to May 21, 2006: M. Margozzi, L. Meloni, F. Lardera, eds.,
Gli ambienti del Gruppo T. Le origini dell’arte interattiva (Roma: Silvana, 2006, exhibition
catalogue): 54-55, 32-35. For further information about this and other environments of the
group see L. Meloni, Gli ambienti del Gruppo T (Roma: Silvana, 2004). More recently, Varisco’s
environment has been exhibited in Vertigo: Op Art and a History of Deception 1520-1970,
MUMOK, Wien, 25 May - 26 October, 2019 (the exhibition also travelled to Kunstmuseum,
Stuttgart, November 23, 2019 - April 20, 2020), before the retrospective hosted at Palazzo
Reale in Milan from June 2 to September 16, 2022; see the catalogue: M. Meneguzzo, ed.,
Grazia Varisco: Percorsi Contemporanei 1957-2022 (Milan: Skira, 2022, exhibition catalogue); F.
Tedeschi, “Dall’interno all’esterno (e viceversa). Il concetto di spazio ‘percorribile’ nell’opera di
Grazia Varisco,” ibidem: 26-29.
FRANCESCO TEDESCHI 108 AN-ICON
Fig. 1. G. Varisco, model of the Dilatazione
spaziotemporale di un percorso / Spatiotemporal
dilatation of a path, 1969, reconstruction of the
environment for the solo exhibition at Galleria
Schwarz, Milan, 1969.
Fig. 2. G. Varisco, reconstruction of the
environment Dilatazione spaziotemporale di un
percorso / Spatiotemporal dilatation of a path,
1969, at the exhibition “Gli ambienti del gruppo T,”
Galleria Nazionale d’Arte Moderna, Rome, 2006.
who, following the Fontana’s example, used light as a cre-
ative and descriptive element of space. As a matter of fact,
Varisco placed a “luminous eye” at the center, which, by
means of a mechanical process, rotates progressively, in-
dicating the trajectory of a path that pushed from the inside
outwards, generating a visual and physical sensation at
the same time. The light replaces, rather than following it,
the gaze of the person undertaking the role of “bystander,”
to quote Brandi:9 i.e. a presence experiencing space as a
relationship between being and existing. This, as the artist
observes, increases the complexity of an active participa-
tion, as well as physical relationship, with the site, plunged
as it is into the interiority of darkness: the viewer actually
experiences two alternative spaces, that of the eye-line of
9 See C. Brandi, Struttura e architettura (Turin: Einaudi, 1967) and Teoria generale della critica
(Turin: Einaudi, 1974).
FRANCESCO TEDESCHI 109 AN-ICON
light and that of the eye-physical presence of the viewer’s
own body.
Perhaps, the very essence of the work lies
precisely in its drive to overcome the constraints of the
structure, without actually doing more than absorbing the
enchantment of a suspended, outstretched time. The un-
derlying character of the work is then a condition of “path”
to be completed according to the twofold participation of
an active movement and a virtual one. It should be noted
that, about ten days before the inauguration of her solo
show at the Schwarz gallery – on which occasion this en-
vironment, Dilatazione spaziotemporale di un percorso /
Spatiotemporal dilatation of a path, was proposed – Grazia
Varisco had participated to Campo Urbano, an event pro-
moted by Luciano Caramel in Como. Here, she made an
intervention in a public space, immortalized by the photo-
graphs by Ugo Mulas, who followed and documented the
events of that memorable day. On that occasion, Varisco
had appropriated a street in the town center, involving a
large group of people to help here create a series of walls
arranged in a meander, made up of cardboard boxes. By
cluttering up the road, the work extended the time nec-
essary to walk through it. This operation was also called
Dilatazione spaziotemporale di un percorso / Spatiotempo-
ral dilatation of a path, and in this case the perception of
the “urban field,” experienced alternatively with amusement
or annoyance, resulted in an immediate application of a
principle of modification of reality, due to the presence of
a structure that affects movement and, as a consequence,
the psychological perception of the entire environment. As
the artist writes in the short note later published in the cat-
alogue of the Schwarz gallery exhibition, “I see and feel
longer. The reactions of impatience or satisfaction change
if I try the route again.”10
10 G. Varisco, “Dilatazione spazio temporale di un percorso” in G. Accame, Grazia Varisco
(Bergamo: Maredarte, 2001): 102.
FRANCESCO TEDESCHI 110 AN-ICON
As in other environmental works from a time
imbued with a strong imagination of the future, the laby-
rinth condition produced by these two operations can be
seen as an experiment on a way of thinking and feeling in
relation to objects and space. The echo of this attitude is
evident in a series of works produced by the artist in the
following years, titled Random walks by random numbers.
In these screen-printed compositions, the combination of
chance and design produce a virtual direction into which
the viewers are supposed to get lost, and then rediscover
themselves, as Varisco states: “And I play with imagina-
tion: I imagine moving robotically, in a defined space with
unpredictable steps – or with a pencil on squared paper
– letting myself be guided exclusively by the sequence of
numbers to which I have previously associated a direction.
Chance and design. Not being able to predict my path, I
don’t know if my movements will be contained in the space,
on the sheet.”11
From the virtual space of painting to the real
space of the built environment, from the virtual space of
a projection that includes the viewer as a participant and
an object, to that of a sheet that records movements, ei-
ther made or imagined, the creation of an interior from the
exterior and the reworking of an outside from the inside
are exemplified here through a practice rooted in the drive
to explore space, which has guided, up to this point, the
experiments of several generations of artists.
11 G. Varisco, “Random Walks – 1972,” in G. Accame, Grazia Varisco: 108.
FRANCESCO TEDESCHI 111 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19773 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19773",
"Description": "In contemporary understanding, a now normalized immersion continues to be associated with digitality and high-tech apparatuses, but is also seen as diffused into the lifeworld. Against this backdrop, the article focuses on two current artworks that extend the internal environmentality inherent in VR as a spatialized image into physical space by using strategies from installation and site-related art. These examples provide for an equation and nesting of work, environment and exhibition that is interpreted here as a potentiated environmentalization. The artistic VR-environments by no means negate their rootedness in imagery, but rather self-reflexively reveal the transitions between image and three-dimensionality, what gives them a special epistemic valence. It thus seems worthwhile to relate them to considerations of knowledge objects and exhibitions, but also to (queer) phenomenological theories of entanglement and becoming originating from the following of lines. Meanwhile, the epistemic value of their latent objects, disoriented paths, and impossible spaces is only revealed in the interaction with and embodied experience of the virtual space. The article thus participates in debates on how bodily immersion does not exclude, but enables action and reflection within aesthetic experience. With regard to two fundamental paradigms of immersion, it can show how, for this purpose, the artworks turn anew the strategies of de-distancing and de-differentiation.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19773",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Annette Urban",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "De-distancing/de-differentiation",
"Title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-27",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Annette Urban",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19773",
"firstpage": null,
"institution": "Ruhr University Bochum",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "De-distancing/de-differentiation",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Voss, C., “Das Museum als Medium der Kunst” in G.W. Bertram, S. Deines, D. M. Feige, eds. Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp, 2021): 464-483.",
"spatial": null,
"temporal": null,
"title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19773/20025",
"volume": "2"
}
] | Mutual
Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitio
by Annette Urban
VR-art
ns
Environmental immersion
Epistemic
Objects installation art
De-distancing/de-differentiation
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Mutual Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitions
ANNETTE URBAN, Ruhr-Universität Bochum – https://doi.org/10.54103/ai/19773
Abstract In contemporary understanding, a now normal-
ized immersion continues to be associated with digitality
and high-tech apparatuses, but is also seen as diffused into
the lifeworld. Against this backdrop, the article focuses on
two current artworks that extend the internal environmen-
tality inherent in VR as a spatialized image into physical
space by using strategies from installation and site-related
art. These examples provide for an equation and nesting of
work, environment and exhibition that is interpreted here as
a potentiated environmentalization. The artistic VR-environ-
ments by no means negate their rootedness in imagery, but
rather self-reflexively reveal the transitions between image
and three-dimensionality, what gives them a special epis-
temic valence. It thus seems worthwhile to relate them to
considerations of knowledge objects and exhibitions, but
also to (queer) phenomenological theories of entanglement
and becoming originating from the following of lines.
ANNETTE URBAN 112 AN-ICON
Meanwhile, the epistemic value of their latent
objects, disoriented paths, and impossible spaces is only
revealed in the interaction with and embodied experience
of the virtual space. The article thus participates in debates
on how bodily immersion does not exclude, but enables
action and reflection within aesthetic experience. With re-
gard to two fundamental paradigms of immersion, it can
show how, for this purpose, the artworks turn anew the
strategies of de-distancing and de-differentiation.
Keywords VR-art Environmental immersion Epistemic
Objects installation art De-distancing/de-differentiation
To quote this essay: A. Urban, “Mutual Transformations: Unstable Relations between VR-Works, Environments
and Exhibitions,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 112-138,
https://doi.org/10.54103/ai/19773.
ANNETTE URBAN 113 AN-ICON
De-Distancing and De-Differentiation:
Contemporary Aesthetics of Immersion
Immersion is again attracting much attention.
Film and media studies, art history, image sciences and
narratology have all long participated in its theorization.
More recently, theatre, performance and game studies,
architectural theory and the history of knowledge1 have
joined in, taking into account a whole range of everyday
digital technologies and thus deferring questions of image
aesthetics and image technology in favor of investigating
body/media/environment relationships. Whereas some the-
oretical contributions highlight the immersive aspects of a
specific medium, there is also a broad tendency to deal
with immersion as a prime symptom of today’s image cul-
tures and media ecologies what is evidenced by collective
terms such as immersive media,2 environmental images and
iconoscapes. To speak more generally of immersive media
deliberately goes beyond media-technical foundations of
the concept by arguing with transmedial relevant opera-
tions. These are already rooted in narratology, where the
opening up and simultaneous closing of a fictional world
is accomplished cognitively-mentally: Perceptual immer-
sion is therefore seen to be necessarily complemented by
imaginative immersion,3 which only ensures that the sen-
sory stimuli of a medium are translated into a virtual world.4
After the debate has been strongly linked to Virtual Reality
since the 1990s, immersion continues to be considered
under the premises of digital technologies, but at the same
time is also discussed as nowadays’ conditio humana and
condition of daily life. Lars C. Grabbe has proposed a new
1 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: Zu einer Wissensgeschichte der Immersion
(Baden Baden: Nomos, 2019). For Kasprowicz, the immersion concept can be retrieved from
the “maelstrom of negative connotations as illusion and absorption” by being understood as
a “media anthropological practice of de- and re-differentiation of the body [Körper und Leib] in
mediatized environments.” Ibid.: 14.
2 Cfr., among others, the Yearbook of Immersive Media 2011-2017, ed. by Institute for
Immersive Media at Kiel University of Applied Sciences.
3 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 18, with reference to Marie-Laure Ryan.
4 Cfr. T. Hochscherf, H. Kjär, P. Rupert-Kruse, “Phänomene und Medien der Immersion,” in
Jahrbuch immersiver Medien 3 (2011): 9-19, 14, with reference to Matthew Lombard/Theresa
Ditton.
ANNETTE URBAN 114 AN-ICON
cultural-theoretical figure of the homo immergens which he
considers to be the equivalent of a culture of media hybrids:
In succession or better combination of the human capaci-
ties for symbol formation and image production, the homo
immergens has become the creator of its own “multimodal
and simulative environments”5 whereby the distance to
the medial artifact is reduced and a worldly experience is
generated.
Thus, recent insights of immersion research
owe much to theorizing across media, on the basis of me-
dia hybridity, as well as to inputs from other branches of
scholarship. Within these multi-faceted approaches two key
features emerge that I propose to summarize as a reduction
of distance responsible for felt presence and as a reduction
of difference. These two aspects cover both, the particular
attitude of reception, which has been characterized as a
way of submerging, of mental absorption, and bodily-emo-
tional involvement, as well as the various forms of transfor-
mative exchange or even assimilation that occur between
the recipient and the object of contemplation – to put it in
the classical dichotomy of aesthetic experience. Mean-
while, the principles of de-distancing and de-differentiation
unfold in numerous ways. They involve more-than-visual,
bodily modes of experience, that can be interpreted as a
re-centering of the world and the subject, but also as new
forms of empathy and encounter. The latter may culminate
in ideas of matter-flow inspired by Deleuze/Guattari and
of leaving behind all subject-object dichotomies, which
some suppose to be still at work in the quasi-objects of the
philosophy of science.6 Or they remain – as with Grabbe’s
term of representational convergence referring to the con-
vergence of exterior and mental representations7 – closer
to the realm of images whose unframing gives the beholder
5 L. C. Grabbe, “Homo Immergens: Immersion as a Parameter for a Media and Cultural
Theory of Medial Hybridity,” in J. Bracker, A. Hubrich, eds., The Art of Reception (Newcastle:
Cambridge Scholars Publishing, 2021): 400-422, 400.
6 Cfr. T. Ingold, “Drawing Together: Materials, Gestures, Lines,” in T. Otto, N. Bubandt, eds.,
Experiments in Holism: Theory and Practice in Contemporary Anthropology (Chichester: Wiley-
Blackwell, 2010): 299-313, 304-305.
7 Cfr. L. C. Grabbe, “Homo Immergens:” 400.
ANNETTE URBAN 115 AN-ICON
the feeling of being surrounded by them. This perspective
on artificially spatialized images8 invites to focus on the
transitions between images and illusionistic 3D-entities,
and to a closer examination of the environmentalization
inherent in it.
In the widely ramified discourse on environ-
mentality, the art historical point of view still seems under-
represented as far as the obvious link with the so-called
Ausstieg aus dem Bild, with installation and site-related art is
concerned. They equally mark a significant reference point
for spatialization and meanwhile break down the status of
art as distinct, object-like work. Instead, the art historical
interrogation of environmentality has recently been deep-
ened in reference back to screen media and the paradigm
of projection: In her comprehensive study, Giuliana Bruno
has illuminatingly interpreted the spatiality established by
light projection in terms of materially transformative pro-
cesses, transductive conversions of energy and the histo-
ries of energetic environments. But while she emphasizes
the ambulatory “non-linear movement in forms of trans-
duction”9 and explicitly investigates inhabitable spaces of
immersion, with her focus on the act of projection, however,
environmentality remains tied back to a transitive gesture
of transmission and transport.10 In a broader disciplinary
context, its exploration ranges from the new non-visual
environments established by sensor technologies, from
biologically, autopoietically or systems-theoretically con-
ceptualized relations between an organism/a system and
its Umwelt, to the environmental concerns of new material-
ism, anthropology and queer phenomenology, rewriting the
Heideggerian irreducible world reference of the embodied
self. Sara Ahmed’s approach is of particular interest here
because it takes up the “bodily inhabitance of […] space”11
8 Cfr. J. Schröter, “Die Ästhetik der virtuellen Welt: Überlegungen mit Niklas Luhmann und
Jeffrey Shaw,” in M. Bogen, R. Kuck, J. Schröter, eds., Virtuelle Welten als Basistechnologie für
Kunst und Kultur? Eine Bestandsaufnahme (Bielefeld: transcript-Verlag, 2015): 25-36.
9 G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media (Chicago-
London: Chicago University Press, 2021): 109. See also ibid.: 111-112.
10 Ibid.: 2.
11 S. Ahmed, Queer Phenomenology: Orientations, Objects, Others (Durham: Duke University
Press, 2006): 6.
ANNETTE URBAN 116 AN-ICON
as a basic parameter of orientation, but in doing so opens
up Heidegger’s familiarity with the world to other directions
and objects that were not always already at hand. Similarly,
in Tim Ingold’s anthropology, “joining with the togetherings
of life”12 as drawn lines serves a better understanding of the
particular environmentality of the lifeworld. In the following, I
propose to combine art historical thinking about site-related
installation aesthetics with phenomenological and episte-
mological perspectives. They promise an understanding
of bodily extension into space as an orientedness towards
objects as well as towards others and simultaneously take
account of an unstable objecthood. This offers an alterna-
tive way out of problematic dualistic premises that so far
often separate art historical genealogies of immersion and
debates on aesthetic experience from knowledge-historical
considerations that see subject-object dichotomies under-
mined precisely by immersed bodies and their negotiation
of environmental relations.13
As I want to show by analyzing two examples
by Theodoulos Polyviou and Rosa Menkman, the de-differ-
entiation between the work, its spatial surroundings and, by
consequence, the exhibition display, is in particular rene-
gotiated in recent VR-art. Its often closed imaginary worlds
do not only present themselves as spatialized images, but
simultaneously as an assemblage of things in space that
reinforce the connection to installation art and display is-
sues. As Christiane Paul remarked in 2003, VR does not
only allow for the “full […] immers[ion of] its users in a
three-dimensional world generated by a computer” but also
for “an interaction with the virtual objects that comprise
that world.”14 While the immersive environment thus means
the withdrawal of the artwork as a singular (pictorial) object
and counterpart of aesthetic experience, it simultaneously
results in a multiplication of spatially arranged objects to
which the visitor relates in an interactive, cognitive and – we
might add – environmental or even (life) worldly way. This
12 T. Ingold, “Drawing together:” 303. See also ibid.: 301-304.
13 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 22, 24, 30.
14 C. Paul, Digital Art (London: Thames and Hudson, 2003): 125.
ANNETTE URBAN 117 AN-ICON
ultimately leads to a multiplied nesting of work, environ-
ment and exhibition whose institutional and infrastructural
conditions I will briefly consider at the end.
Normalized Immersion and the Epistemics
of Virtual Objects and Spatialities
The recent VR-artworks of Polyviou and Menk-
man have been chosen for this study because, to some
extent, they reinvest in immersive high-tech media arrange-
ments similar to those of the 1990s and early 2000s. Cy-
prus-born artist Theodoulos Polyviou resorts to calculated
3D environments that reproduce existing spaces with ar-
chitectural precision and make them individually explorable
via head-mounted display (HMD) as well as on the desktop.
Dutch artist and theorist Rosa Menkman uses the online
walk-through spaces of the newart.city.org platform to host
a collection of im/possible images in a specially designed
artificial environment. At the same time, the two artists
share the impulse to re-embed the virtual into a physical
environment. Polyviou works with an elaborate recalibration
of the virtual to the physical exhibition space, and Menk-
man reintegrates the interactive experience of the website
into an exhibition design she creates, which in its own
way restructures the physical space. This shared concern
with relocalization hints at a contemporary understanding
of immersion that does not privilege computer-generated
simulated worlds. Doris Kolesch has summarized it as “an
increasingly everyday interaction not only with digital media,
but also and above all, with designed spaces and spaces
of experience.”15 Indeed, this now normal immersive con-
dition is also elaborated in terms of architectural and ur-
ban spaces that are in negotiation with images.16 However,
15 D. Kolesch, “Ästhetik der Immersion,” in G. W. Bertram, S. Deines, D. M. Feige, eds., Die
Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp,
2021): 422-441, 422 [my translation].
16 Cfr. L. Bieger, “Ästhetik der Immersion. Wenn Räume wollen. Immersives Erleben
als Raumerleben,” in G. Lehnert, ed., Raum und Gefühl. Der Spatial Turn und die neue
Emotionsforschung (Bielefeld: transcript-Verlag 2011): 75-95.
ANNETTE URBAN 118 AN-ICON
“immersion as factual state description,”17 may primarily
end in a World without Us, as Inke Arns points out, where
invisibly working smart technologies create non-delimited,
post-visual environments. Does VR still play a significant
part in such a ubiquitous immersion?
While on the one hand the selected artworks
explore the “specific experience and mediality of the
body-environment relationship”18 stressed by Kolesch, on
the other hand, in unfolding a virtually walkable environ-
ment, they do not deny their rootedness in imagery and
even expose their latent objecthood. They engage with
environmental aesthetics by presenting themselves as an
environment withholding any designated artwork or as a
mere framework for other images. With the unstable ref-
erences of their elements, they fully play out the role of
virtual as epistemic objects and combine representation
with operability. This approaches all the more the genre of
knowledge exhibitions, as they invest in VR’s capacities of
getting the user “immersed in reflection,”19 to quote Katja
Kwastek’s term for reconciling the (inter)action-based mode
of digital art with the traditionally contemplative aesthetic
experience. Early installation art such as Lucio Fontana’s
Ambiente spaziale already shows how physical spaces with
the help of mirroring and lightning effects combine immer-
sion with ontological speculation. Within VR-art, the latter
is stimulated by oscillations between image and three-di-
mensionality. And it is intensified by virtual spatialities that
similarily become a theoretical object of epistemic value,
not only because of the heightened disorientation in spaces
freed from physical regularity, but also as a result of more
or less pure calculation. This affinity to abstraction mostly
escapes the attention to hyperrealistic 3D-design and in-
stead sometimes refers back to the sublime in art where
natural phenomena fluidly transition into intangible abstract
17 I. Arns, “Qualityland, oder: Der Immersion begegnen,” Jahrbuch für Kulturpolitik, 2017/18:
Welt. Kultur. Politik - Kulturpolitik in Zeiten der Globalisierung: 211-220, 212 [my translation].
18 D. Kolesch, “Ästhetik der Immersion:” 422.
19 K. Kwastek, “Immersed in Reflection? The Aesthetic Experience of Interactive Media Art,”
in B. Dogramaci, F. Liptay, eds., Immersion in the Visual Arts and Media (Leiden, Boston: Brill
Rodopi, 2016): 66-85.
ANNETTE URBAN 119 AN-ICON
emptiness. In 3D-environments, straight lines serve as ge-
neric framework of spaces, which, through texturing and
mapping, also directly emerge from images.
Of particular interest is whether this linear ab-
stractness is at the same time getting practicable in the
course of the (manual) navigation through Polyviou’s and
Menkman’s synthetic environments, enabled by the HMD
with its tracking systems and hand-held controllers and
by the maneuvers on the keyboard in the desktop-based
versions. This passing through as the prevalent mode of
VR-experience20 can be further clarified by (queer-)phenom-
enological concepts of inhabiting space by taking directions
and following lines, especially non-geometric entangled
lines, giving high value to disorientation and turning toward
objects as Sara Ahmed states.21 Insofar that this includes
“lining ourselves up with the features of the grounds we in-
habit, the sky that surrounds us, or the imaginary lines that
cut through maps,”22 it already assumes a connection be-
tween physical, expressly natural and virtual spaces which
extends up to technically-based environments. In a similar
vein, Tim Ingold explicitly considers lines as basic element
of immersion responsible for an embedding into the life-
world. For him, coming to life results from being “immersed
in those generative currents”23 such as wind, for example,
which also alters the state of man-made tools and techni-
cal objects transcending a purely transitive use. Thereby
Ingold’s concept of lines gains a potential for change and
implies passages between the actual and the virtual.24 With
their help, he problematizes objects understood as “dis-
crete, finished entities” which he judges as a mere obstacle
for drawing and “designing environmental relations.”25 Lines,
20 I use the terms VR-experience, VR-environments and VR-works as broad concepts also
including desktop-based virtual environments which have an immersive character on their
own.
21 S. Ahmed, Queer Phenomenology: 1-2.
22 Ibid.: 6.
23 T. Ingold, “Drawing Together:” 305.
24 Ingold’s repeated recourse to Deleuze/Guattari’s concept of the line of flight (ligne de fuite)
remains beyond the scope of this article, but is worth following in M. De Landa, Intensive
Science and Virtual Philosophy (London: Bloomsbury Academic, 2005).
25 T. Ingold, M. Anusas, “Designing Environmental Relations: From Opacity to Textility,”
Design Issues 29, no. 4 (2013): 58-69, 58.
ANNETTE URBAN 120 AN-ICON
in contrast, as exemplified by the inseparable correlation of
a river and its banks, are emblematic of correspondences
and engender a different kind of thinking: “to correspond
with [the waters] is to join this awareness with the flow.”26
They privilege an intransitive mode of “joining with” rather
than “joining of.”
Putting VR-Art on Exhibition
When contemporary art today is testing the
potentials of VR as an artistic medium, its borrowings
from installation art are not exclusively motivated by the
pragmatics of exhibiting in art museums. Many artists use
this necessity for initiating ontological speculations on the
continuum between virtual reality and the shared here and
now in the museum. They intertwine the setting up of the
interior pictorial world with the installative anchoring of the
VR-experience in the exhibition space, thus producing their
own form of potentiated environmentality connected to
quite different strands of installative and site-related art.
Here, only a brief comparison can point to how, in Banz &
Bowinkel’s work Mercury (2017) (Fig. 1) for example, the
filigree pavilion architecture that creates a second artificial
habitat high above Planet Earth in the VR, extends into a
metallic display for the processor and the second screen
in the exhibition. And to another German VR-artist, Flori-
an Meisenberg who chooses an illusionistic backdrop, as
known from photo and film studios, to illusionistically em-
bed the gesticulating wearer of the HMD into the abstract
grid landscape of Superstudio’s 70s planetary architectural
utopia. In both examples, the environments also serve to
house other artworks. But instead of activating the institu-
tional or archival concerns of installation art, they extend
the artificially generated, often fictionalized world within
the VR into the exhibition context which is more in line
with the staging of illusionistic worlds by means of props in
26 T. Ingold, Knowing from the Inside: Correspondences, (Aberdeen: University of Aberdeen,
2017): 41.
ANNETTE URBAN 121 AN-ICON
cinema and cinematographic installation art. The VR-works
by Polyviou and Menkman persue the reverse path and
thus tend to the originally anti-immersive institution-reflex-
ive branch: Their freely designable VR-worlds conversely
borrow from physical exhibition spaces and their conven-
tions of presenting items of cultural value which is worth
questioning as another symptom of immersive normality
and life worldly virtuality.27
Fig. 1a Fig. 1b
Fig. 1a and 1b. Banz & Bowinkel, Mercury, 2016. VR installation,
screen capture and installation shot, DAM Gallery, Berlin, 2017. Courtesy of the artists.
Theodoulos Polyviou: Drifting, Browsing,
Cruising (2021)
Besides the issues of art presentation in the
pandemic, that influenced both selected artworks, I ask
more generally about the role of environmental virtuality in
Polyviou’s and Menkman’s action-based and visual-spatial
strategies28 of getting the recipient immersed in their work
and thereupon re-perspectivize the question of institutional
embedding. The first striking feature of Drifting, Browsing,
Cruising created by Theodoulos Polyviou together with Eleni
Diana Elia at the Centre for Art and Media, ZKM at Karls-
ruhe/Germany, is certainly the ground plan true modeling of
a computer-generated world based on a specific location
27 Cfr. S. Rieger, A. Schäfer, A. Tuschling, eds., Virtuelle Lebenswelten: Körper - Räume -
Affekte (Berlin-Boston: De Gruyter, 2021).
28 Kwastek stresses that the action-based experience not necessarily needs visual-spatial
illusion (Cfr. “Immersed in Reflection?:” 69), but both aspects are closely united here.
ANNETTE URBAN 122 AN-ICON
within the museum. In summer 2021, visitors wearing HMD
moved in situ through this doubled environment (Fig. 2-3).
Since then, the work can be visited as only desktop-based
VR on the online exhibition site fantastic confabulations, that
reuses the digital replica of the space for further exhibitions.
Contrary to enabling “spatiotemporal transpo-
sition,” Polyviou uses VR for evoking a “hyper-awareness of
the viewer as to where they are, and what they are doing.”29
That’s why he is re-situating VR-technology by establishing
site-related connections to architecturally and historical-
ly distinct places. But how is this intended sense of pres-
ence, which implies situatedness and agency, created in the
site-specific VR-installation at the ZKM? In contrast to many
other of his works,30 any direct citation of a third auratic place
and its cultural heritage is missing here. Polyviou obviously
aims at the recognizability of the original museum space in
3D – the alignment of pillars typical of the former industrial
building, the balustrade and the staircase leading to the open
atrium as well as the glass partitions to the adjacent spaces
are all faithfully reproduced. This makes the absence of the
expected distinct artworks all the more noticeable. What one
encounters inside, first of all appears as extensions of the
serving architecture. The replicated pillars with spotlights
are complemented by semicircular, half-height partitions as
known from exhibition design. While these virtual supple-
ments turn the clear cubic exhibition space into a cluttered
and mysterious site, their freely curving floor plan lines re-
appear as vinyl stripes on the ground of the physical space.
29 Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity - An Interview with Theodoulos Polyviou and Jazmina Figueroa,” in L. Nolasco-
Rózsás, ed., Beyond Matter, Within Space: Curatorial and Art Mediation Techniques on the
Verge of Virtual Reality (Berlin: Hatje Cantz Verlag, 2023): 429-443, 432.
30 See for example the installation Transmundane Economies (2022) at Künstlerhaus
Bethanien in Berlin, with references to the ruins of the Bellapais monastery in the north of
Cyprus.
ANNETTE URBAN 123 AN-ICON
Fig. 2a Fig. 2c
Fig. 2b Fig. 2d
Fig. 2a, 2b, 2c and 2d T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation,
in cooperation with Eleni Diana Elia, installations shots and VR captures (details), ZKM, Karlsruhe
2021. Courtesy of the artists. © Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media
Karlsruhe (ZKM), photo by Tanja Meissner. Produced in the framework of the Beyond Matter Residency
Program at ZKM | Karlsruhe.
This interplay between paradoxical emptiness
and spatial density not only subverts the usual aesthetic
experience in art museums with its orientation towards
a singled-out art object. The directionality of the space
image as an action image, theorized by Stephan Günzel
in the context of gaming, where only objects centered in
the field of vision can become the object of action,31 also
remains unexploited. Instead, the environment privileges
spatial exploration and confronts with the paradox phys-
icality of its virtual architecture that, like the impermeable
built world, diverts the users’ bodies. Without any avatarial
31 Cfr. S. Günzel, “Vor dem Affekt: die Aktion - Emotion und Raumbild,” in G. Lehnert, ed.,
Raum und Gefühl: Der Spatial Turn und die neue Emotionsforschung (Bielefeld: transcript-
Verlag, 2014): 63-74, 67-68.
ANNETTE URBAN 124 AN-ICON
representation, their self-perception entirely depends on
bodily correlations with the labyrinthine environment, that
additionally applies sensory stimuli and atmospheric im-
mersion32 including artificial billowing fog on the floor, a
sound backdrop and hall lights converted into dramatic
illuminations. Thus, the functional architecture that sublim-
inally remains perceptible through its calibration with the
virtual space, shifts to a fictionalized, suspenseful backdrop
that awaits its narration. Priority has the increased intensi-
ty of experience typical for spatial-immersive installations
and one-sided de-distancing. But the artificial environment
here also requires an action- and reflection-based attitude
thanks to the latency of its speculative and operable ob-
jects and thus enacts a highly sensuous, performative form
of site-related institutional critique. This comes into action
when the foggy atmosphere transforms the built-in walls
into jagged rock formations, thereby unifying different mate-
rialities in one unstable image-object, or when the flashing
spotlights and the variable angle of view instantly turn a
black surface into a three-dimensional hide-away (Fig. 3).
In addition, the windows that in fact only sepa-
rate the next exhibition space, virtually open onto an equally
artificial purple exterior, imitating a dramatic skylight. Its
emptiness suspends the virtual exhibition space with its
balustrades and staircase in an indefinite void, so that the
emphasized inside-outside difference gives this VR-topos
of floatation an institution-critical side. While Polyviou’s en-
vironment is housed/hosted by the museum, it also nests
there as an invisible counter-place that virtually undermines
the physicality of the institution.33 And by penetrating the
interior of the virtual environment, the shadows of the grid
windows cite the linear structure of computed space. But
this space loses the evenness secured by optical projec-
tion when the grid lines synthesize the floor with the pillars
to one continuous surface. It thus foreshadows a virtual
32 Cfr. also R. Eugeni, G. Raciti, eds., “Atmosfere mediali,” VCS Visual Culture Studies. Rivista
semestrale di cultura visuale, no. 1 (November 2020).
33 Cfr. Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity:” 430.
ANNETTE URBAN 125 AN-ICON
Fig. 3a Fig. 3c
Fig. 3b
Fig. 3a, 3b and 3c T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation, in
cooperation with Eleni Diana Elia, VR captures (details), ZKM, Karlsruhe 2021. Courtesy of the artists. ©
Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media Karlsruhe (ZKM), Produced in the
framework of the Beyond Matter Residency Programat ZKM | Karlsruhe.
substantiality beyond the clear differentiation of distinct
things and deprived of the stability of usual grounds.
This exacerbates the insecurity of the orienta-
tion-seeking users who navigate their invisible body through
the confusing narrowness of fixtures, pseudo-functional
handrails and hall lights. However, this staged reduction of
distance is not simply overwhelming. The ambiguous virtual
objects also ensure that, by “gather[ing] on the ground,” –
as Sara Ahmed has noted – “they create a ground upon
which we can gather.”34 Indeed, the mixed environment
unites online as well as HMD users whose actions in the
physical terrain marked with stripes are simultaneously
observed by the museum visitors. Even without direct
references to sacred architecture, Polyviou thus links the
34 S. Ahmed, Queer Phenomenology: 1.
ANNETTE URBAN 126 AN-ICON
VR-typical passing through with a quasi-ritualized use of
space. Alison Griffith has already tied back a counter-his-
tory of immersive spectatorship in the museum not only to
the panorama, science museum, and planetarium, but also
to the cathedral.35 In Drifting, Browsing, Cruising, mnemonic
mental images ensure the combination of action-based with
cognitive immersion, because the disoriented wandering
takes place through the comparison of constantly shifting,
remembered spaces. When Polyviou decisively theorizes
this ritualization as base for a “queer togetherness,”36 this
reconnects to the lines printed on the floor. Through their
interference with the dense environment inside the VR, they
emancipate themselves from the clear legibility as object
contour and ground plan. They thus contribute to the cru-
cial entanglement that, according to Ingold, gets the “living
being […] as a bundle of [the] lines” 37 of its movement im-
mersed in its lifeworld. Polyviou therefore stimulates bodily
practices of losing oneself in artificially induced passions.
The choreographed searching movements inside give the
museum space an improvisational openness, while the
calibration with the physical pillars and ground makes the
VR-experience literally tangible. Environmental immersion
here goes hand in hand with a reduction of difference that
de-differentiates virtual and physical spaces, bodies and
objects.
Rosa Menkman: The BLOB of Im/Possible
Images (2021)
Rosa Menkman’s VR-experience also brings the
categories of artwork and exhibition nearly into congruence.
But, instead of eliminating distinct artworks, Menkman, for
this purpose, departs from a veritable collection assembled
under the title of Im/Possible Images (Fig. 4). She stores
35 Cfr. A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View
(New York: Columbia University Press, 2008).
36 “Drifting, Browsing, Cruising,” Fantastic Confabulations,
https://fantastic-confabulations.beyondmatter.eu/drifting-browsing-cruising/index.html,
accessed December 29, 2022.
37 T. Ingold, “Drawing Together:” 300.
ANNETTE URBAN 127 AN-ICON
Fig. 4
Fig. 4. R. Menkman, The BLOB of Im/possible Images, 2021. Desktop-based virtual environment,
accessible on the platform New Art City. Courtesy of the artist.
this collection on the widely used VR-art platform New Art
City where she designed a complex desktop-based virtual
environment that shows an enclosed grayish scenery with
a staircase, a huge resolution-chart, a humanoid figure and
a second free-floating structure pierced by diagonals. Ini-
tially hidden from view, the collected images are sheltered
inside this amorphous cloud, revealing themselves when
one navigates through the permeable sheathing. The nest-
ed structure alludes to the titular BLOB with its polysemy of
digital blob architecture, the single-celled, ‘intelligent’ su-
per-organism and Binary Large Objects as a technical term
for databased image processing. And the exhibits that visi-
tors have to deal with in this environment are mainly objects
of knowledge accessible only through representation, so
a reference to their theorizations by Hans-Jörg Rheinberg-
er and Susan Leigh Star/John Griesemer is suggested.38
Menkman thus borrows from the realm of scientific images,
which has been a central field of debate and self-defini-
tion for digital art from the very beginning. She delegates
the act of imagining and selecting them by realizing a sur-
vey during her Arts at Cern/Collide Barcelona-Residency,
asking the researchers what image of a relevant object or
38 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft (Bielefeld: transcript-Verlag, 2015): 19-58.
ANNETTE URBAN 128 AN-ICON
phenomenon they would capture if “limits of spatial, tem-
poral, energy, signal/noise or cost resolutions”39 were irrel-
evant. In other words, this variability of resolution results
in products of imagineering and touches on phenomena
that are decoupled from humans’ experience, escaping
their commonly perceived environmentalities. But these
phenomena can be mediated by virtual body-environment
relations, which conversely force a changed understanding
of (aesthetic) experience, as discussed by Roberto Diodato
with reference to John Dewey.40 The choice of the nuclear
physicists as experts in im/possible images endow the
virtual as epistemic objects with a specific latency and
scientificity. The referents of their proposed images mostly
elude the objecthood familiar to mankind and have nothing
in common with the medium-sized “things of the earth’s
surface” as characterized by the Gestalt psychologist Fritz
Heider.41
Two important aspects shared with Polyviou’s
example promise additional insights into the workings of
environmental immersion. Firstly, this concerns the embed-
ding into abstractness, which goes along with a space that
loses its conventional categories and thus favors immersion
through the withdrawal of the usual parameters of orienta-
tion. This not only stems from the arbitrary laws of physical-
ity in VR, but also from a different kind of world reference in
‘virtual bodies environments’, which Diodato emphasizes:
“In this intermediary world space itself is the result of inter-
activity.”42 In Menkman’s case, the intensified experience
is generated not so much by a condensed, labyrinthine
spatiality as by the enhanced self-reflexivity of navigation
itself. Both, the VR-environment The BLOB of Im/Possible
Images and the related video-work Whiteout showing a
tour in Harz mountains in heavy snow, deal with the ex-
perience in a markerless space tending to exceed human
39 R. Menkman, “The BLOB of Im/possible Images”
https://newart.city/show/menkman-blob-of-im-possibilities, accessed December 30, 2022.
40 Cfr. R. Diodato, Image, Art and Virtuality: Towards an Aesthetics of Relations (Cham:
Springer, 2021): 56.
41 Cited after G. Roßler, Der Anteil der Dinge an der Gesellschaft: 38.
42 R. Diodato, Image, Art and Virtuality: 61.
ANNETTE URBAN 129 AN-ICON
senses and erase most thingness. Second, the comparison
with Drifting, Browsing, Cruising is based on the re-phys-
icalization of the VR-works in the exhibition format. Rosa
Menkman conceived a carefully designed exhibition display
for a 2021 group show at Munich where she reconnected
the VR-experience to the physical space with the help of
lines. While in Polyviou’s example the plotting of isomorphic
virtual and physical elements onto a planimetric floor plan
retains a relative object character, Menkman starts from
abstract lines as axes of graphs and coordinate systems.
They guide the exploration of the virtual world inside and
also mark the thresholds of iconic representation. Touching
on signal spectra, digital states and im/material energetic
flows, they bring forth what Ingold sees otherwise negated
by the regime of solidified things.
Within the VR, the resolution chart erected
next to the figurine is particularly telling of how Menkman
translates resolution into space, taking advantage of the
orthogonality of digital as “rasterized […] images” based
on a “grid of picture elements or pixels,”43 that, according
to Francesco Casetti and Antonio Somaini, also possess
a specific plasticity. By mapping the gray structure of the
internal blob with the diagonals and its one black anchor
point, the resolution chart pretends to guide the VR-user
searching to enter this enclosure. Yet, despite the lines
piercing the amorphous volume, the chart does not reveal
any information about the interior. The charted scales and
frequency ranges unmistakably mark this second blob as
an image-object of the same digital fabric as the abstractly
textured body of the figurine besides, Menkman’s Angelus
Novus emblematic for the reversal of gaze regimes. This
co-presence of image-objects and -subjects made of dis-
torted black-white stripes strongly signals the de-differ-
entiation of most diverse entities. The appearance of the
things is flexibilized to such a degree that their self-identity
43 F. Casetti, A. Somaini, “Resolution: Digital Materialities, Thresholds of Visibility,” NECSUS.
European Journal of Media Studies 7, no. 1 (2018): 87-103.
ANNETTE URBAN 130 AN-ICON
is disposable and their recognition depends on the user’s
bodily action (Fig. 5).
Fig. 5a
Fig. 5b
Fig. 5a and Fig. 5b .R. Menkman, The BLOB of Im/possible Images, 2021, Desktop-based virtual
environment, accessible on the platform New Art City, screenshots by the author. Courtesy of the artist.
ANNETTE URBAN 131 AN-ICON
As soon as the user has traversed the opaque
but permeable grayish membrane of the blob, the envi-
ronment transforms into a dark sphere with mystic sound
where the im/possible images are scattered in an unmea-
surable distance. When the wandering user is attracted by
small luminous dots that, up close, turn out to represent
the Pale Blue Dot aka Planet Earth, taken by Voyager 1 in
1990 for example, or a Quantum Vacuum, quarks inside of
a proton, a shadow of a black hole and a body scan of the
interior of a wrist, she/he is once again less guided by the
affordances of gaming. To remind Günzel, its “fixed-par-
anoid perspective” turns objects into action carriers by
shifting them to the center of the image; but here, only the
paranoid dimension of permanent searching seems to en-
dure “through which the objects in the virtual off must be
transferred into actualization.”44 As Roberto Diodato notes
with reference to Bernard Stiegler and Richard Grusin, in
view of the prevailing premediation techniques and an al-
ready thoroughly hypermediated world, it is necessary for
the techno-artistic creation of virtual spacetime environ-
ments to break the merely adaptive behavior pattern of
supposedly active cognitive agents.45 Beyond the gaming
attitude running into the void, it is the habits of museum
spectators that help surprisingly well – right down to the
work texts that pop up on approach. But, of course, the
concept of the mimetic image is challenged here by the
assembled nuclear- and astrophysical phenomena at the
limits of what can still be captured by light or other wave-
lengths. Menkman succeeds in staging the uncertain status
of such objects of knowledge, which only move into the
rank of the existent through new technologies of detection,
by making use of the peculiarities of virtual objecthood. This
starts with the all-round perspectivability and resulting form
variance of the virtual exhibits already known from sculp-
ture, joined here by their free scalability and permeability
44 S. Günzel, “Vor dem Affekt:” 68.
45 Cfr. R. Diodato, Image, Art and Virtuality: 64-65.
ANNETTE URBAN 132 AN-ICON
in direct interaction with the user navigating their invisible
bodies through space. The skinned wrist, for example, hits
the viewer in powerful plasticity or just hangs in space as
flatware, depending on the point of entry into the enclosure
of the im/possible images, the viewing angle and proximity
to the item. This form of distance reduction self-reflexively
combines seeing and (inter-)acting. The less complete im-
mersion of desktop-based VR is compensated for by the
tactility of maneuvering with arrow keys or touchpad, which
transfers its sensation of handling to the virtual objects.
Menkman experiments here with re-introducing into art the
more immersive displays of the natural history museum,46
whose never-broken connection to science is recalled by
Christiane Voss’ reflections on the medium of exhibition,47
and appropriates the knowledge exhibition format. In this
setting, barely tangible phenomena such as black holes,
dark matter and other galaxies become manageable as in
a laboratory that, in terms of Hans-Jörg Rheinberger, only
brings epistemic things into existence.48
The nested spatial structure of the BLOB in-
creases this epistemic valence because it invites for re-
peating those transformative immersive crossings from one
internal sphere to the next. Outside the encapsulated image
collection, the latency of objects is provided by the poly-
gon meshes patterned with black/whites lines reminiscent
of military dazzle camouflage49 that acts as de-distancing
tool precisely by preventing its correct estimation. Instead
of simulating natural light conditions, as it often serves to
catalyze the atmospheric immersion of a perfected VR, the
moiré reveals another form of apparitional fluidity. Con-
stantly changing with the user’s movement, the texture
shows a pulsating im/materiality that already withdraws
at the surface. It seems close to Ingold’s and Ansusas’s
notion of infrastice that includes “all manner of electrical,
46 Cfr. A. Griffiths, Shivers Down Your Spine.
47 Cfr. C. Voss, “Das Museum als Medium der Kunst,” in G. W. Bertram, S. Deines, D. M.
Feige, eds., Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart
(Berlin: Suhrkamp, 2021): 464-483, 474.
48 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 35.
49 My thanks go to Manuel van der Veen for this reference and the exchange about the text.
ANNETTE URBAN 133 AN-ICON
Fig. 6 R. Menkman, The Im/possible BLOB, 2021. Installed at Temporal Stack: the Deep Sensor
in Guizhou, China, curated by Iris Long und HE Zike, 2021. Courtesy of the Artist.
chemical, and mechanical workings […], energies, gases,
and fluids”50 and resists the useability of surfaces solely
understood as interfaces.
Finally, the artist also uses these textures, as
well as the abstract lines of graphs as vehicle for transfer-
ring the virtual into physical space. For a presentation of
The BLOB at Gizhou/China (Fig. 6), the dynamic black/white
pattern has been transformed into a wallpaper. This exhi-
bition design attaches more to the cinematically inspired
strategy of extending the fictional-scenic image space in-
side the VR into an overall immersive installation. But there,
without the operability of latent virtual objects, it tends to
unrealize the museum with its psychotic pattern. In con-
trast, for a group exhibition in Munich that combined the
VR-experience and the video Whiteout with works by Memo
Akten, Susan Schuppli and others, Menkman materialized
the abstract lines from inside the BLOB (Fig. 7). They es-
tablished a 3D-framework in physical space whose white,
green, red, yellow and blue diagonals traversed the floor
and walls of the exhibition hall,51 thus slightly removing it
from orthogonality. As these lines are imagined to shift the
50 T. Ingold, M. Anusas, “Designing Environmental Relations:” 58.
51 Cfr. L. Gross, R. Menkman, L 13: Reader NR 4 im/possible images (München:
Lothringer 13 Halle, 2022) https://beyondresolution.nyc3.digitaloceanspaces.com/
Catalogues%2Fimpossible_L13_READER.pdf, accessed April 25, 2023.
ANNETTE URBAN 134 AN-ICON
Fig. 7d
Fig. 7b
Fig. 7c
Fig. 7a
Fig. 7 a-d. Views of the Exhibition Im/possible Images, at the Lothringer 13 Halle, Munich, 2021,
curated by Rosa Menkman. Photo by Dominik Gigler. Courtesy of the artist and of Lothringer 13 Halle.
ANNETTE URBAN 135 AN-ICON
spectra of resolution – a borderline to “low fidelity images”
was inscribed on the floor –, the artist transformed the built
into a “latent image space.”52 Similar to the VR, I would
add, the solidity of its objects becomes doubtful, when
variable parameters of the perceptible and representable
always help other visualities and entities to emerge. With
this kind of environmentalization, Menkman de-hierarchizes
an ever-higher resolution, that regulates access to more
and more details and therefore, according to Casetti and
Somaini, raises the power question of control.53 In the Mu-
nich exhibition, some of the im/possible images from the
BLOB (re-)materialized as exhibits, among them a photo
of the skinned hand scan or a newspaper clipping with an
x-rayed hand from 1896. But, by placing them along the
resolution lines, theses factual images remain suspended
in an abstract space of potentialities. In sum, the exhibition
display was activated as an integral component not princi-
pally distinguished from what is constitutive for the ‘work.’
Potentiated Environmentalization
As shown so far, the multiplication of environ-
ments inherent in VR-art results from its genuine blurring of
the differences between work and environment. This gen-
erative logic of further nesting necessarily brings the whole
institutional and curatorial ecosystem of VR-art into view.
And the extension of the internal installation aesthetics not
only counteracts its technically-based encapsulation. It is
also essential for not missing the togetherness54 – to cite
Mieke Bal – of an exhibition which, according to Christiane
Voss, is the medium that establishes the works’ mode of
existence as art in the first place.55
The Blob of Im/Possible Images, commissioned
by the HeK Basel, was produced with the infrastructure of
newart.city.org that provides a “virtual exhibition toolkit”
52 Cfr. R. Menkman, “Im/possible Images@Lothringer 13, Munich”
https://beyondresolution.info/im-possible-images-1, accessed December 29, 2022.
53 Cfr. F. Casetti, A. Somaini, “Resolution:” 89.
54 Cfr. M. Bal, Exhibition-ism: Temporal Togetherness (Berlin: Sternberg Press, 2020).
55 Cfr. Voss, “Das Museum als Medium der Kunst:” 464.
ANNETTE URBAN 136 AN-ICON
with “built-in tools to manage artworks and space layouts.”56
Menkman takes up its claims for a non-hierarchical co-cre-
ation and invites the submission of further non-expert im/
possible images. Later on, the work has been embedded
into a virtual, but spatial exhibition curated by Lívia No-
lasco-Rózsás and Giulia Bini for the ZKM in 2021, which
pushes the tendencies towards nesting and de-differen-
tiation even further: Spatial Affairs. Worlding is inhabited
by artworks, an exhibition display and visitors sharing the
same organic-abstract shape. One can only distinguish
the non-humanoid avatars of other visitors from exhibits
through distance-reduction and the object-related action of
a mouse click. The latter then turn into pink and, via an info
window and links, lead the web-user to the works stored on
artists’ website or platforms. By interpreting environmental-
ization in terms of worlding, the curators participate in the
posthumanist renewal of the phenomenological critique of
the world as sum of objects. The multi-user online world
with its identical, modular entities first hides the exhibition
behind the supposed affordances of gaming and chats.
However, the transitions between the environmental exhi-
bition and environmental works are designed less immer-
sively – like portals in gaming or falling down the rabbit-hole
known from literature – than through paratextual framings
operated by non-natural manual interfaces.
The online exhibition site fantastic confabu-
lations that hosts Drifting, Browsing, Cruising was also
conceived by Polyviou together with Jasmina Figueora as
artists in residence of the same research project Beyond
Matter. Instead of nesting spaces, it deals with the gener-
ic, serial tendency of self-continuation by inviting to reuse
the initial 3D-reconstruction of the ZKM balcony for sub-
sequent projects such as realized by Figueroa who mod-
eled her spoken words and sound scores by the visitors’
movements through the virtual site. Following Ahmed, this
56 Cfr. “About New Art City,” https://info.newart.city/about, accessed December 28, 2022.
ANNETTE URBAN 137 AN-ICON
implies not only a model for self-determined curation, but
also a form of environmental co-habitation.
Lívia Nolasco-Rózsás argues for the museum
in the virtual condition as a “cognitive system”57 including
non-human actors, thereby reaccentuating the pioneering
thought exhibitions [Gedankenausstellungen] initiated by
Peter Weibel and Bruno Latour. Polyviou’s example gets by
without its strong archival underpinning. In the functional
architecture, his staging of an atmospherically condensed
counterworld aims at releasing a different bodily knowledge
of possible encounters and envisions a counter-physicality
for transcending the otherwise hard-to-move institution.
The curved lines on the ground echoing the paths inside
the VR offer their own transformative knowledge of entan-
glement that is experienced and produced environmentally.
In comparison, Menkman directly invests into the potential
of virtual as epistemic and aesthetic objects. Their robust-
ness and simultaneously plasticity reminds the capability of
Star’s and Griesemer’s boundary objects to make agents of
different groupings,58 in this case those of art and science,
meet. What Doris Kolesch has in mind with a normalized
immersion in not only technologically-enclosed but every-
day spaces, can also be true for VR-based environmental-
ization. De-differentiation and de-distancing are then not
contradictions to but catalysts of immersive reflection.
57 L. Nolasco-Rózsás, Y. Hofmann, “The Museum as a Cognitive System of Human and Non-
Human Actors,” The Garage Journal: Studies in Art, Museums & Culture, no. 3 (2021): 1-15.
58 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 33-34.
ANNETTE URBAN 138 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19773 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19773",
"Description": "In contemporary understanding, a now normalized immersion continues to be associated with digitality and high-tech apparatuses, but is also seen as diffused into the lifeworld. Against this backdrop, the article focuses on two current artworks that extend the internal environmentality inherent in VR as a spatialized image into physical space by using strategies from installation and site-related art. These examples provide for an equation and nesting of work, environment and exhibition that is interpreted here as a potentiated environmentalization. The artistic VR-environments by no means negate their rootedness in imagery, but rather self-reflexively reveal the transitions between image and three-dimensionality, what gives them a special epistemic valence. It thus seems worthwhile to relate them to considerations of knowledge objects and exhibitions, but also to (queer) phenomenological theories of entanglement and becoming originating from the following of lines. Meanwhile, the epistemic value of their latent objects, disoriented paths, and impossible spaces is only revealed in the interaction with and embodied experience of the virtual space. The article thus participates in debates on how bodily immersion does not exclude, but enables action and reflection within aesthetic experience. With regard to two fundamental paradigms of immersion, it can show how, for this purpose, the artworks turn anew the strategies of de-distancing and de-differentiation.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19773",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Annette Urban",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "De-distancing/de-differentiation",
"Title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-27",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Annette Urban",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19773",
"firstpage": null,
"institution": "Ruhr University Bochum",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "De-distancing/de-differentiation",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Voss, C., “Das Museum als Medium der Kunst” in G.W. Bertram, S. Deines, D. M. Feige, eds. Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp, 2021): 464-483.",
"spatial": null,
"temporal": null,
"title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19773/20025",
"volume": "2"
}
] | Mutual
Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitio
by Annette Urban
VR-art
ns
Environmental immersion
Epistemic
Objects installation art
De-distancing/de-differentiation
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Mutual Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitions
ANNETTE URBAN, Ruhr-Universität Bochum – https://doi.org/10.54103/ai/19773
Abstract In contemporary understanding, a now normal-
ized immersion continues to be associated with digitality
and high-tech apparatuses, but is also seen as diffused into
the lifeworld. Against this backdrop, the article focuses on
two current artworks that extend the internal environmen-
tality inherent in VR as a spatialized image into physical
space by using strategies from installation and site-related
art. These examples provide for an equation and nesting of
work, environment and exhibition that is interpreted here as
a potentiated environmentalization. The artistic VR-environ-
ments by no means negate their rootedness in imagery, but
rather self-reflexively reveal the transitions between image
and three-dimensionality, what gives them a special epis-
temic valence. It thus seems worthwhile to relate them to
considerations of knowledge objects and exhibitions, but
also to (queer) phenomenological theories of entanglement
and becoming originating from the following of lines.
ANNETTE URBAN 112 AN-ICON
Meanwhile, the epistemic value of their latent
objects, disoriented paths, and impossible spaces is only
revealed in the interaction with and embodied experience
of the virtual space. The article thus participates in debates
on how bodily immersion does not exclude, but enables
action and reflection within aesthetic experience. With re-
gard to two fundamental paradigms of immersion, it can
show how, for this purpose, the artworks turn anew the
strategies of de-distancing and de-differentiation.
Keywords VR-art Environmental immersion Epistemic
Objects installation art De-distancing/de-differentiation
To quote this essay: A. Urban, “Mutual Transformations: Unstable Relations between VR-Works, Environments
and Exhibitions,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 112-138,
https://doi.org/10.54103/ai/19773.
ANNETTE URBAN 113 AN-ICON
De-Distancing and De-Differentiation:
Contemporary Aesthetics of Immersion
Immersion is again attracting much attention.
Film and media studies, art history, image sciences and
narratology have all long participated in its theorization.
More recently, theatre, performance and game studies,
architectural theory and the history of knowledge1 have
joined in, taking into account a whole range of everyday
digital technologies and thus deferring questions of image
aesthetics and image technology in favor of investigating
body/media/environment relationships. Whereas some the-
oretical contributions highlight the immersive aspects of a
specific medium, there is also a broad tendency to deal
with immersion as a prime symptom of today’s image cul-
tures and media ecologies what is evidenced by collective
terms such as immersive media,2 environmental images and
iconoscapes. To speak more generally of immersive media
deliberately goes beyond media-technical foundations of
the concept by arguing with transmedial relevant opera-
tions. These are already rooted in narratology, where the
opening up and simultaneous closing of a fictional world
is accomplished cognitively-mentally: Perceptual immer-
sion is therefore seen to be necessarily complemented by
imaginative immersion,3 which only ensures that the sen-
sory stimuli of a medium are translated into a virtual world.4
After the debate has been strongly linked to Virtual Reality
since the 1990s, immersion continues to be considered
under the premises of digital technologies, but at the same
time is also discussed as nowadays’ conditio humana and
condition of daily life. Lars C. Grabbe has proposed a new
1 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: Zu einer Wissensgeschichte der Immersion
(Baden Baden: Nomos, 2019). For Kasprowicz, the immersion concept can be retrieved from
the “maelstrom of negative connotations as illusion and absorption” by being understood as
a “media anthropological practice of de- and re-differentiation of the body [Körper und Leib] in
mediatized environments.” Ibid.: 14.
2 Cfr., among others, the Yearbook of Immersive Media 2011-2017, ed. by Institute for
Immersive Media at Kiel University of Applied Sciences.
3 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 18, with reference to Marie-Laure Ryan.
4 Cfr. T. Hochscherf, H. Kjär, P. Rupert-Kruse, “Phänomene und Medien der Immersion,” in
Jahrbuch immersiver Medien 3 (2011): 9-19, 14, with reference to Matthew Lombard/Theresa
Ditton.
ANNETTE URBAN 114 AN-ICON
cultural-theoretical figure of the homo immergens which he
considers to be the equivalent of a culture of media hybrids:
In succession or better combination of the human capaci-
ties for symbol formation and image production, the homo
immergens has become the creator of its own “multimodal
and simulative environments”5 whereby the distance to
the medial artifact is reduced and a worldly experience is
generated.
Thus, recent insights of immersion research
owe much to theorizing across media, on the basis of me-
dia hybridity, as well as to inputs from other branches of
scholarship. Within these multi-faceted approaches two key
features emerge that I propose to summarize as a reduction
of distance responsible for felt presence and as a reduction
of difference. These two aspects cover both, the particular
attitude of reception, which has been characterized as a
way of submerging, of mental absorption, and bodily-emo-
tional involvement, as well as the various forms of transfor-
mative exchange or even assimilation that occur between
the recipient and the object of contemplation – to put it in
the classical dichotomy of aesthetic experience. Mean-
while, the principles of de-distancing and de-differentiation
unfold in numerous ways. They involve more-than-visual,
bodily modes of experience, that can be interpreted as a
re-centering of the world and the subject, but also as new
forms of empathy and encounter. The latter may culminate
in ideas of matter-flow inspired by Deleuze/Guattari and
of leaving behind all subject-object dichotomies, which
some suppose to be still at work in the quasi-objects of the
philosophy of science.6 Or they remain – as with Grabbe’s
term of representational convergence referring to the con-
vergence of exterior and mental representations7 – closer
to the realm of images whose unframing gives the beholder
5 L. C. Grabbe, “Homo Immergens: Immersion as a Parameter for a Media and Cultural
Theory of Medial Hybridity,” in J. Bracker, A. Hubrich, eds., The Art of Reception (Newcastle:
Cambridge Scholars Publishing, 2021): 400-422, 400.
6 Cfr. T. Ingold, “Drawing Together: Materials, Gestures, Lines,” in T. Otto, N. Bubandt, eds.,
Experiments in Holism: Theory and Practice in Contemporary Anthropology (Chichester: Wiley-
Blackwell, 2010): 299-313, 304-305.
7 Cfr. L. C. Grabbe, “Homo Immergens:” 400.
ANNETTE URBAN 115 AN-ICON
the feeling of being surrounded by them. This perspective
on artificially spatialized images8 invites to focus on the
transitions between images and illusionistic 3D-entities,
and to a closer examination of the environmentalization
inherent in it.
In the widely ramified discourse on environ-
mentality, the art historical point of view still seems under-
represented as far as the obvious link with the so-called
Ausstieg aus dem Bild, with installation and site-related art is
concerned. They equally mark a significant reference point
for spatialization and meanwhile break down the status of
art as distinct, object-like work. Instead, the art historical
interrogation of environmentality has recently been deep-
ened in reference back to screen media and the paradigm
of projection: In her comprehensive study, Giuliana Bruno
has illuminatingly interpreted the spatiality established by
light projection in terms of materially transformative pro-
cesses, transductive conversions of energy and the histo-
ries of energetic environments. But while she emphasizes
the ambulatory “non-linear movement in forms of trans-
duction”9 and explicitly investigates inhabitable spaces of
immersion, with her focus on the act of projection, however,
environmentality remains tied back to a transitive gesture
of transmission and transport.10 In a broader disciplinary
context, its exploration ranges from the new non-visual
environments established by sensor technologies, from
biologically, autopoietically or systems-theoretically con-
ceptualized relations between an organism/a system and
its Umwelt, to the environmental concerns of new material-
ism, anthropology and queer phenomenology, rewriting the
Heideggerian irreducible world reference of the embodied
self. Sara Ahmed’s approach is of particular interest here
because it takes up the “bodily inhabitance of […] space”11
8 Cfr. J. Schröter, “Die Ästhetik der virtuellen Welt: Überlegungen mit Niklas Luhmann und
Jeffrey Shaw,” in M. Bogen, R. Kuck, J. Schröter, eds., Virtuelle Welten als Basistechnologie für
Kunst und Kultur? Eine Bestandsaufnahme (Bielefeld: transcript-Verlag, 2015): 25-36.
9 G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media (Chicago-
London: Chicago University Press, 2021): 109. See also ibid.: 111-112.
10 Ibid.: 2.
11 S. Ahmed, Queer Phenomenology: Orientations, Objects, Others (Durham: Duke University
Press, 2006): 6.
ANNETTE URBAN 116 AN-ICON
as a basic parameter of orientation, but in doing so opens
up Heidegger’s familiarity with the world to other directions
and objects that were not always already at hand. Similarly,
in Tim Ingold’s anthropology, “joining with the togetherings
of life”12 as drawn lines serves a better understanding of the
particular environmentality of the lifeworld. In the following, I
propose to combine art historical thinking about site-related
installation aesthetics with phenomenological and episte-
mological perspectives. They promise an understanding
of bodily extension into space as an orientedness towards
objects as well as towards others and simultaneously take
account of an unstable objecthood. This offers an alterna-
tive way out of problematic dualistic premises that so far
often separate art historical genealogies of immersion and
debates on aesthetic experience from knowledge-historical
considerations that see subject-object dichotomies under-
mined precisely by immersed bodies and their negotiation
of environmental relations.13
As I want to show by analyzing two examples
by Theodoulos Polyviou and Rosa Menkman, the de-differ-
entiation between the work, its spatial surroundings and, by
consequence, the exhibition display, is in particular rene-
gotiated in recent VR-art. Its often closed imaginary worlds
do not only present themselves as spatialized images, but
simultaneously as an assemblage of things in space that
reinforce the connection to installation art and display is-
sues. As Christiane Paul remarked in 2003, VR does not
only allow for the “full […] immers[ion of] its users in a
three-dimensional world generated by a computer” but also
for “an interaction with the virtual objects that comprise
that world.”14 While the immersive environment thus means
the withdrawal of the artwork as a singular (pictorial) object
and counterpart of aesthetic experience, it simultaneously
results in a multiplication of spatially arranged objects to
which the visitor relates in an interactive, cognitive and – we
might add – environmental or even (life) worldly way. This
12 T. Ingold, “Drawing together:” 303. See also ibid.: 301-304.
13 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 22, 24, 30.
14 C. Paul, Digital Art (London: Thames and Hudson, 2003): 125.
ANNETTE URBAN 117 AN-ICON
ultimately leads to a multiplied nesting of work, environ-
ment and exhibition whose institutional and infrastructural
conditions I will briefly consider at the end.
Normalized Immersion and the Epistemics
of Virtual Objects and Spatialities
The recent VR-artworks of Polyviou and Menk-
man have been chosen for this study because, to some
extent, they reinvest in immersive high-tech media arrange-
ments similar to those of the 1990s and early 2000s. Cy-
prus-born artist Theodoulos Polyviou resorts to calculated
3D environments that reproduce existing spaces with ar-
chitectural precision and make them individually explorable
via head-mounted display (HMD) as well as on the desktop.
Dutch artist and theorist Rosa Menkman uses the online
walk-through spaces of the newart.city.org platform to host
a collection of im/possible images in a specially designed
artificial environment. At the same time, the two artists
share the impulse to re-embed the virtual into a physical
environment. Polyviou works with an elaborate recalibration
of the virtual to the physical exhibition space, and Menk-
man reintegrates the interactive experience of the website
into an exhibition design she creates, which in its own
way restructures the physical space. This shared concern
with relocalization hints at a contemporary understanding
of immersion that does not privilege computer-generated
simulated worlds. Doris Kolesch has summarized it as “an
increasingly everyday interaction not only with digital media,
but also and above all, with designed spaces and spaces
of experience.”15 Indeed, this now normal immersive con-
dition is also elaborated in terms of architectural and ur-
ban spaces that are in negotiation with images.16 However,
15 D. Kolesch, “Ästhetik der Immersion,” in G. W. Bertram, S. Deines, D. M. Feige, eds., Die
Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp,
2021): 422-441, 422 [my translation].
16 Cfr. L. Bieger, “Ästhetik der Immersion. Wenn Räume wollen. Immersives Erleben
als Raumerleben,” in G. Lehnert, ed., Raum und Gefühl. Der Spatial Turn und die neue
Emotionsforschung (Bielefeld: transcript-Verlag 2011): 75-95.
ANNETTE URBAN 118 AN-ICON
“immersion as factual state description,”17 may primarily
end in a World without Us, as Inke Arns points out, where
invisibly working smart technologies create non-delimited,
post-visual environments. Does VR still play a significant
part in such a ubiquitous immersion?
While on the one hand the selected artworks
explore the “specific experience and mediality of the
body-environment relationship”18 stressed by Kolesch, on
the other hand, in unfolding a virtually walkable environ-
ment, they do not deny their rootedness in imagery and
even expose their latent objecthood. They engage with
environmental aesthetics by presenting themselves as an
environment withholding any designated artwork or as a
mere framework for other images. With the unstable ref-
erences of their elements, they fully play out the role of
virtual as epistemic objects and combine representation
with operability. This approaches all the more the genre of
knowledge exhibitions, as they invest in VR’s capacities of
getting the user “immersed in reflection,”19 to quote Katja
Kwastek’s term for reconciling the (inter)action-based mode
of digital art with the traditionally contemplative aesthetic
experience. Early installation art such as Lucio Fontana’s
Ambiente spaziale already shows how physical spaces with
the help of mirroring and lightning effects combine immer-
sion with ontological speculation. Within VR-art, the latter
is stimulated by oscillations between image and three-di-
mensionality. And it is intensified by virtual spatialities that
similarily become a theoretical object of epistemic value,
not only because of the heightened disorientation in spaces
freed from physical regularity, but also as a result of more
or less pure calculation. This affinity to abstraction mostly
escapes the attention to hyperrealistic 3D-design and in-
stead sometimes refers back to the sublime in art where
natural phenomena fluidly transition into intangible abstract
17 I. Arns, “Qualityland, oder: Der Immersion begegnen,” Jahrbuch für Kulturpolitik, 2017/18:
Welt. Kultur. Politik - Kulturpolitik in Zeiten der Globalisierung: 211-220, 212 [my translation].
18 D. Kolesch, “Ästhetik der Immersion:” 422.
19 K. Kwastek, “Immersed in Reflection? The Aesthetic Experience of Interactive Media Art,”
in B. Dogramaci, F. Liptay, eds., Immersion in the Visual Arts and Media (Leiden, Boston: Brill
Rodopi, 2016): 66-85.
ANNETTE URBAN 119 AN-ICON
emptiness. In 3D-environments, straight lines serve as ge-
neric framework of spaces, which, through texturing and
mapping, also directly emerge from images.
Of particular interest is whether this linear ab-
stractness is at the same time getting practicable in the
course of the (manual) navigation through Polyviou’s and
Menkman’s synthetic environments, enabled by the HMD
with its tracking systems and hand-held controllers and
by the maneuvers on the keyboard in the desktop-based
versions. This passing through as the prevalent mode of
VR-experience20 can be further clarified by (queer-)phenom-
enological concepts of inhabiting space by taking directions
and following lines, especially non-geometric entangled
lines, giving high value to disorientation and turning toward
objects as Sara Ahmed states.21 Insofar that this includes
“lining ourselves up with the features of the grounds we in-
habit, the sky that surrounds us, or the imaginary lines that
cut through maps,”22 it already assumes a connection be-
tween physical, expressly natural and virtual spaces which
extends up to technically-based environments. In a similar
vein, Tim Ingold explicitly considers lines as basic element
of immersion responsible for an embedding into the life-
world. For him, coming to life results from being “immersed
in those generative currents”23 such as wind, for example,
which also alters the state of man-made tools and techni-
cal objects transcending a purely transitive use. Thereby
Ingold’s concept of lines gains a potential for change and
implies passages between the actual and the virtual.24 With
their help, he problematizes objects understood as “dis-
crete, finished entities” which he judges as a mere obstacle
for drawing and “designing environmental relations.”25 Lines,
20 I use the terms VR-experience, VR-environments and VR-works as broad concepts also
including desktop-based virtual environments which have an immersive character on their
own.
21 S. Ahmed, Queer Phenomenology: 1-2.
22 Ibid.: 6.
23 T. Ingold, “Drawing Together:” 305.
24 Ingold’s repeated recourse to Deleuze/Guattari’s concept of the line of flight (ligne de fuite)
remains beyond the scope of this article, but is worth following in M. De Landa, Intensive
Science and Virtual Philosophy (London: Bloomsbury Academic, 2005).
25 T. Ingold, M. Anusas, “Designing Environmental Relations: From Opacity to Textility,”
Design Issues 29, no. 4 (2013): 58-69, 58.
ANNETTE URBAN 120 AN-ICON
in contrast, as exemplified by the inseparable correlation of
a river and its banks, are emblematic of correspondences
and engender a different kind of thinking: “to correspond
with [the waters] is to join this awareness with the flow.”26
They privilege an intransitive mode of “joining with” rather
than “joining of.”
Putting VR-Art on Exhibition
When contemporary art today is testing the
potentials of VR as an artistic medium, its borrowings
from installation art are not exclusively motivated by the
pragmatics of exhibiting in art museums. Many artists use
this necessity for initiating ontological speculations on the
continuum between virtual reality and the shared here and
now in the museum. They intertwine the setting up of the
interior pictorial world with the installative anchoring of the
VR-experience in the exhibition space, thus producing their
own form of potentiated environmentality connected to
quite different strands of installative and site-related art.
Here, only a brief comparison can point to how, in Banz &
Bowinkel’s work Mercury (2017) (Fig. 1) for example, the
filigree pavilion architecture that creates a second artificial
habitat high above Planet Earth in the VR, extends into a
metallic display for the processor and the second screen
in the exhibition. And to another German VR-artist, Flori-
an Meisenberg who chooses an illusionistic backdrop, as
known from photo and film studios, to illusionistically em-
bed the gesticulating wearer of the HMD into the abstract
grid landscape of Superstudio’s 70s planetary architectural
utopia. In both examples, the environments also serve to
house other artworks. But instead of activating the institu-
tional or archival concerns of installation art, they extend
the artificially generated, often fictionalized world within
the VR into the exhibition context which is more in line
with the staging of illusionistic worlds by means of props in
26 T. Ingold, Knowing from the Inside: Correspondences, (Aberdeen: University of Aberdeen,
2017): 41.
ANNETTE URBAN 121 AN-ICON
cinema and cinematographic installation art. The VR-works
by Polyviou and Menkman persue the reverse path and
thus tend to the originally anti-immersive institution-reflex-
ive branch: Their freely designable VR-worlds conversely
borrow from physical exhibition spaces and their conven-
tions of presenting items of cultural value which is worth
questioning as another symptom of immersive normality
and life worldly virtuality.27
Fig. 1a Fig. 1b
Fig. 1a and 1b. Banz & Bowinkel, Mercury, 2016. VR installation,
screen capture and installation shot, DAM Gallery, Berlin, 2017. Courtesy of the artists.
Theodoulos Polyviou: Drifting, Browsing,
Cruising (2021)
Besides the issues of art presentation in the
pandemic, that influenced both selected artworks, I ask
more generally about the role of environmental virtuality in
Polyviou’s and Menkman’s action-based and visual-spatial
strategies28 of getting the recipient immersed in their work
and thereupon re-perspectivize the question of institutional
embedding. The first striking feature of Drifting, Browsing,
Cruising created by Theodoulos Polyviou together with Eleni
Diana Elia at the Centre for Art and Media, ZKM at Karls-
ruhe/Germany, is certainly the ground plan true modeling of
a computer-generated world based on a specific location
27 Cfr. S. Rieger, A. Schäfer, A. Tuschling, eds., Virtuelle Lebenswelten: Körper - Räume -
Affekte (Berlin-Boston: De Gruyter, 2021).
28 Kwastek stresses that the action-based experience not necessarily needs visual-spatial
illusion (Cfr. “Immersed in Reflection?:” 69), but both aspects are closely united here.
ANNETTE URBAN 122 AN-ICON
within the museum. In summer 2021, visitors wearing HMD
moved in situ through this doubled environment (Fig. 2-3).
Since then, the work can be visited as only desktop-based
VR on the online exhibition site fantastic confabulations, that
reuses the digital replica of the space for further exhibitions.
Contrary to enabling “spatiotemporal transpo-
sition,” Polyviou uses VR for evoking a “hyper-awareness of
the viewer as to where they are, and what they are doing.”29
That’s why he is re-situating VR-technology by establishing
site-related connections to architecturally and historical-
ly distinct places. But how is this intended sense of pres-
ence, which implies situatedness and agency, created in the
site-specific VR-installation at the ZKM? In contrast to many
other of his works,30 any direct citation of a third auratic place
and its cultural heritage is missing here. Polyviou obviously
aims at the recognizability of the original museum space in
3D – the alignment of pillars typical of the former industrial
building, the balustrade and the staircase leading to the open
atrium as well as the glass partitions to the adjacent spaces
are all faithfully reproduced. This makes the absence of the
expected distinct artworks all the more noticeable. What one
encounters inside, first of all appears as extensions of the
serving architecture. The replicated pillars with spotlights
are complemented by semicircular, half-height partitions as
known from exhibition design. While these virtual supple-
ments turn the clear cubic exhibition space into a cluttered
and mysterious site, their freely curving floor plan lines re-
appear as vinyl stripes on the ground of the physical space.
29 Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity - An Interview with Theodoulos Polyviou and Jazmina Figueroa,” in L. Nolasco-
Rózsás, ed., Beyond Matter, Within Space: Curatorial and Art Mediation Techniques on the
Verge of Virtual Reality (Berlin: Hatje Cantz Verlag, 2023): 429-443, 432.
30 See for example the installation Transmundane Economies (2022) at Künstlerhaus
Bethanien in Berlin, with references to the ruins of the Bellapais monastery in the north of
Cyprus.
ANNETTE URBAN 123 AN-ICON
Fig. 2a Fig. 2c
Fig. 2b Fig. 2d
Fig. 2a, 2b, 2c and 2d T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation,
in cooperation with Eleni Diana Elia, installations shots and VR captures (details), ZKM, Karlsruhe
2021. Courtesy of the artists. © Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media
Karlsruhe (ZKM), photo by Tanja Meissner. Produced in the framework of the Beyond Matter Residency
Program at ZKM | Karlsruhe.
This interplay between paradoxical emptiness
and spatial density not only subverts the usual aesthetic
experience in art museums with its orientation towards
a singled-out art object. The directionality of the space
image as an action image, theorized by Stephan Günzel
in the context of gaming, where only objects centered in
the field of vision can become the object of action,31 also
remains unexploited. Instead, the environment privileges
spatial exploration and confronts with the paradox phys-
icality of its virtual architecture that, like the impermeable
built world, diverts the users’ bodies. Without any avatarial
31 Cfr. S. Günzel, “Vor dem Affekt: die Aktion - Emotion und Raumbild,” in G. Lehnert, ed.,
Raum und Gefühl: Der Spatial Turn und die neue Emotionsforschung (Bielefeld: transcript-
Verlag, 2014): 63-74, 67-68.
ANNETTE URBAN 124 AN-ICON
representation, their self-perception entirely depends on
bodily correlations with the labyrinthine environment, that
additionally applies sensory stimuli and atmospheric im-
mersion32 including artificial billowing fog on the floor, a
sound backdrop and hall lights converted into dramatic
illuminations. Thus, the functional architecture that sublim-
inally remains perceptible through its calibration with the
virtual space, shifts to a fictionalized, suspenseful backdrop
that awaits its narration. Priority has the increased intensi-
ty of experience typical for spatial-immersive installations
and one-sided de-distancing. But the artificial environment
here also requires an action- and reflection-based attitude
thanks to the latency of its speculative and operable ob-
jects and thus enacts a highly sensuous, performative form
of site-related institutional critique. This comes into action
when the foggy atmosphere transforms the built-in walls
into jagged rock formations, thereby unifying different mate-
rialities in one unstable image-object, or when the flashing
spotlights and the variable angle of view instantly turn a
black surface into a three-dimensional hide-away (Fig. 3).
In addition, the windows that in fact only sepa-
rate the next exhibition space, virtually open onto an equally
artificial purple exterior, imitating a dramatic skylight. Its
emptiness suspends the virtual exhibition space with its
balustrades and staircase in an indefinite void, so that the
emphasized inside-outside difference gives this VR-topos
of floatation an institution-critical side. While Polyviou’s en-
vironment is housed/hosted by the museum, it also nests
there as an invisible counter-place that virtually undermines
the physicality of the institution.33 And by penetrating the
interior of the virtual environment, the shadows of the grid
windows cite the linear structure of computed space. But
this space loses the evenness secured by optical projec-
tion when the grid lines synthesize the floor with the pillars
to one continuous surface. It thus foreshadows a virtual
32 Cfr. also R. Eugeni, G. Raciti, eds., “Atmosfere mediali,” VCS Visual Culture Studies. Rivista
semestrale di cultura visuale, no. 1 (November 2020).
33 Cfr. Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity:” 430.
ANNETTE URBAN 125 AN-ICON
Fig. 3a Fig. 3c
Fig. 3b
Fig. 3a, 3b and 3c T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation, in
cooperation with Eleni Diana Elia, VR captures (details), ZKM, Karlsruhe 2021. Courtesy of the artists. ©
Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media Karlsruhe (ZKM), Produced in the
framework of the Beyond Matter Residency Programat ZKM | Karlsruhe.
substantiality beyond the clear differentiation of distinct
things and deprived of the stability of usual grounds.
This exacerbates the insecurity of the orienta-
tion-seeking users who navigate their invisible body through
the confusing narrowness of fixtures, pseudo-functional
handrails and hall lights. However, this staged reduction of
distance is not simply overwhelming. The ambiguous virtual
objects also ensure that, by “gather[ing] on the ground,” –
as Sara Ahmed has noted – “they create a ground upon
which we can gather.”34 Indeed, the mixed environment
unites online as well as HMD users whose actions in the
physical terrain marked with stripes are simultaneously
observed by the museum visitors. Even without direct
references to sacred architecture, Polyviou thus links the
34 S. Ahmed, Queer Phenomenology: 1.
ANNETTE URBAN 126 AN-ICON
VR-typical passing through with a quasi-ritualized use of
space. Alison Griffith has already tied back a counter-his-
tory of immersive spectatorship in the museum not only to
the panorama, science museum, and planetarium, but also
to the cathedral.35 In Drifting, Browsing, Cruising, mnemonic
mental images ensure the combination of action-based with
cognitive immersion, because the disoriented wandering
takes place through the comparison of constantly shifting,
remembered spaces. When Polyviou decisively theorizes
this ritualization as base for a “queer togetherness,”36 this
reconnects to the lines printed on the floor. Through their
interference with the dense environment inside the VR, they
emancipate themselves from the clear legibility as object
contour and ground plan. They thus contribute to the cru-
cial entanglement that, according to Ingold, gets the “living
being […] as a bundle of [the] lines” 37 of its movement im-
mersed in its lifeworld. Polyviou therefore stimulates bodily
practices of losing oneself in artificially induced passions.
The choreographed searching movements inside give the
museum space an improvisational openness, while the
calibration with the physical pillars and ground makes the
VR-experience literally tangible. Environmental immersion
here goes hand in hand with a reduction of difference that
de-differentiates virtual and physical spaces, bodies and
objects.
Rosa Menkman: The BLOB of Im/Possible
Images (2021)
Rosa Menkman’s VR-experience also brings the
categories of artwork and exhibition nearly into congruence.
But, instead of eliminating distinct artworks, Menkman, for
this purpose, departs from a veritable collection assembled
under the title of Im/Possible Images (Fig. 4). She stores
35 Cfr. A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View
(New York: Columbia University Press, 2008).
36 “Drifting, Browsing, Cruising,” Fantastic Confabulations,
https://fantastic-confabulations.beyondmatter.eu/drifting-browsing-cruising/index.html,
accessed December 29, 2022.
37 T. Ingold, “Drawing Together:” 300.
ANNETTE URBAN 127 AN-ICON
Fig. 4
Fig. 4. R. Menkman, The BLOB of Im/possible Images, 2021. Desktop-based virtual environment,
accessible on the platform New Art City. Courtesy of the artist.
this collection on the widely used VR-art platform New Art
City where she designed a complex desktop-based virtual
environment that shows an enclosed grayish scenery with
a staircase, a huge resolution-chart, a humanoid figure and
a second free-floating structure pierced by diagonals. Ini-
tially hidden from view, the collected images are sheltered
inside this amorphous cloud, revealing themselves when
one navigates through the permeable sheathing. The nest-
ed structure alludes to the titular BLOB with its polysemy of
digital blob architecture, the single-celled, ‘intelligent’ su-
per-organism and Binary Large Objects as a technical term
for databased image processing. And the exhibits that visi-
tors have to deal with in this environment are mainly objects
of knowledge accessible only through representation, so
a reference to their theorizations by Hans-Jörg Rheinberg-
er and Susan Leigh Star/John Griesemer is suggested.38
Menkman thus borrows from the realm of scientific images,
which has been a central field of debate and self-defini-
tion for digital art from the very beginning. She delegates
the act of imagining and selecting them by realizing a sur-
vey during her Arts at Cern/Collide Barcelona-Residency,
asking the researchers what image of a relevant object or
38 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft (Bielefeld: transcript-Verlag, 2015): 19-58.
ANNETTE URBAN 128 AN-ICON
phenomenon they would capture if “limits of spatial, tem-
poral, energy, signal/noise or cost resolutions”39 were irrel-
evant. In other words, this variability of resolution results
in products of imagineering and touches on phenomena
that are decoupled from humans’ experience, escaping
their commonly perceived environmentalities. But these
phenomena can be mediated by virtual body-environment
relations, which conversely force a changed understanding
of (aesthetic) experience, as discussed by Roberto Diodato
with reference to John Dewey.40 The choice of the nuclear
physicists as experts in im/possible images endow the
virtual as epistemic objects with a specific latency and
scientificity. The referents of their proposed images mostly
elude the objecthood familiar to mankind and have nothing
in common with the medium-sized “things of the earth’s
surface” as characterized by the Gestalt psychologist Fritz
Heider.41
Two important aspects shared with Polyviou’s
example promise additional insights into the workings of
environmental immersion. Firstly, this concerns the embed-
ding into abstractness, which goes along with a space that
loses its conventional categories and thus favors immersion
through the withdrawal of the usual parameters of orienta-
tion. This not only stems from the arbitrary laws of physical-
ity in VR, but also from a different kind of world reference in
‘virtual bodies environments’, which Diodato emphasizes:
“In this intermediary world space itself is the result of inter-
activity.”42 In Menkman’s case, the intensified experience
is generated not so much by a condensed, labyrinthine
spatiality as by the enhanced self-reflexivity of navigation
itself. Both, the VR-environment The BLOB of Im/Possible
Images and the related video-work Whiteout showing a
tour in Harz mountains in heavy snow, deal with the ex-
perience in a markerless space tending to exceed human
39 R. Menkman, “The BLOB of Im/possible Images”
https://newart.city/show/menkman-blob-of-im-possibilities, accessed December 30, 2022.
40 Cfr. R. Diodato, Image, Art and Virtuality: Towards an Aesthetics of Relations (Cham:
Springer, 2021): 56.
41 Cited after G. Roßler, Der Anteil der Dinge an der Gesellschaft: 38.
42 R. Diodato, Image, Art and Virtuality: 61.
ANNETTE URBAN 129 AN-ICON
senses and erase most thingness. Second, the comparison
with Drifting, Browsing, Cruising is based on the re-phys-
icalization of the VR-works in the exhibition format. Rosa
Menkman conceived a carefully designed exhibition display
for a 2021 group show at Munich where she reconnected
the VR-experience to the physical space with the help of
lines. While in Polyviou’s example the plotting of isomorphic
virtual and physical elements onto a planimetric floor plan
retains a relative object character, Menkman starts from
abstract lines as axes of graphs and coordinate systems.
They guide the exploration of the virtual world inside and
also mark the thresholds of iconic representation. Touching
on signal spectra, digital states and im/material energetic
flows, they bring forth what Ingold sees otherwise negated
by the regime of solidified things.
Within the VR, the resolution chart erected
next to the figurine is particularly telling of how Menkman
translates resolution into space, taking advantage of the
orthogonality of digital as “rasterized […] images” based
on a “grid of picture elements or pixels,”43 that, according
to Francesco Casetti and Antonio Somaini, also possess
a specific plasticity. By mapping the gray structure of the
internal blob with the diagonals and its one black anchor
point, the resolution chart pretends to guide the VR-user
searching to enter this enclosure. Yet, despite the lines
piercing the amorphous volume, the chart does not reveal
any information about the interior. The charted scales and
frequency ranges unmistakably mark this second blob as
an image-object of the same digital fabric as the abstractly
textured body of the figurine besides, Menkman’s Angelus
Novus emblematic for the reversal of gaze regimes. This
co-presence of image-objects and -subjects made of dis-
torted black-white stripes strongly signals the de-differ-
entiation of most diverse entities. The appearance of the
things is flexibilized to such a degree that their self-identity
43 F. Casetti, A. Somaini, “Resolution: Digital Materialities, Thresholds of Visibility,” NECSUS.
European Journal of Media Studies 7, no. 1 (2018): 87-103.
ANNETTE URBAN 130 AN-ICON
is disposable and their recognition depends on the user’s
bodily action (Fig. 5).
Fig. 5a
Fig. 5b
Fig. 5a and Fig. 5b .R. Menkman, The BLOB of Im/possible Images, 2021, Desktop-based virtual
environment, accessible on the platform New Art City, screenshots by the author. Courtesy of the artist.
ANNETTE URBAN 131 AN-ICON
As soon as the user has traversed the opaque
but permeable grayish membrane of the blob, the envi-
ronment transforms into a dark sphere with mystic sound
where the im/possible images are scattered in an unmea-
surable distance. When the wandering user is attracted by
small luminous dots that, up close, turn out to represent
the Pale Blue Dot aka Planet Earth, taken by Voyager 1 in
1990 for example, or a Quantum Vacuum, quarks inside of
a proton, a shadow of a black hole and a body scan of the
interior of a wrist, she/he is once again less guided by the
affordances of gaming. To remind Günzel, its “fixed-par-
anoid perspective” turns objects into action carriers by
shifting them to the center of the image; but here, only the
paranoid dimension of permanent searching seems to en-
dure “through which the objects in the virtual off must be
transferred into actualization.”44 As Roberto Diodato notes
with reference to Bernard Stiegler and Richard Grusin, in
view of the prevailing premediation techniques and an al-
ready thoroughly hypermediated world, it is necessary for
the techno-artistic creation of virtual spacetime environ-
ments to break the merely adaptive behavior pattern of
supposedly active cognitive agents.45 Beyond the gaming
attitude running into the void, it is the habits of museum
spectators that help surprisingly well – right down to the
work texts that pop up on approach. But, of course, the
concept of the mimetic image is challenged here by the
assembled nuclear- and astrophysical phenomena at the
limits of what can still be captured by light or other wave-
lengths. Menkman succeeds in staging the uncertain status
of such objects of knowledge, which only move into the
rank of the existent through new technologies of detection,
by making use of the peculiarities of virtual objecthood. This
starts with the all-round perspectivability and resulting form
variance of the virtual exhibits already known from sculp-
ture, joined here by their free scalability and permeability
44 S. Günzel, “Vor dem Affekt:” 68.
45 Cfr. R. Diodato, Image, Art and Virtuality: 64-65.
ANNETTE URBAN 132 AN-ICON
in direct interaction with the user navigating their invisible
bodies through space. The skinned wrist, for example, hits
the viewer in powerful plasticity or just hangs in space as
flatware, depending on the point of entry into the enclosure
of the im/possible images, the viewing angle and proximity
to the item. This form of distance reduction self-reflexively
combines seeing and (inter-)acting. The less complete im-
mersion of desktop-based VR is compensated for by the
tactility of maneuvering with arrow keys or touchpad, which
transfers its sensation of handling to the virtual objects.
Menkman experiments here with re-introducing into art the
more immersive displays of the natural history museum,46
whose never-broken connection to science is recalled by
Christiane Voss’ reflections on the medium of exhibition,47
and appropriates the knowledge exhibition format. In this
setting, barely tangible phenomena such as black holes,
dark matter and other galaxies become manageable as in
a laboratory that, in terms of Hans-Jörg Rheinberger, only
brings epistemic things into existence.48
The nested spatial structure of the BLOB in-
creases this epistemic valence because it invites for re-
peating those transformative immersive crossings from one
internal sphere to the next. Outside the encapsulated image
collection, the latency of objects is provided by the poly-
gon meshes patterned with black/whites lines reminiscent
of military dazzle camouflage49 that acts as de-distancing
tool precisely by preventing its correct estimation. Instead
of simulating natural light conditions, as it often serves to
catalyze the atmospheric immersion of a perfected VR, the
moiré reveals another form of apparitional fluidity. Con-
stantly changing with the user’s movement, the texture
shows a pulsating im/materiality that already withdraws
at the surface. It seems close to Ingold’s and Ansusas’s
notion of infrastice that includes “all manner of electrical,
46 Cfr. A. Griffiths, Shivers Down Your Spine.
47 Cfr. C. Voss, “Das Museum als Medium der Kunst,” in G. W. Bertram, S. Deines, D. M.
Feige, eds., Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart
(Berlin: Suhrkamp, 2021): 464-483, 474.
48 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 35.
49 My thanks go to Manuel van der Veen for this reference and the exchange about the text.
ANNETTE URBAN 133 AN-ICON
Fig. 6 R. Menkman, The Im/possible BLOB, 2021. Installed at Temporal Stack: the Deep Sensor
in Guizhou, China, curated by Iris Long und HE Zike, 2021. Courtesy of the Artist.
chemical, and mechanical workings […], energies, gases,
and fluids”50 and resists the useability of surfaces solely
understood as interfaces.
Finally, the artist also uses these textures, as
well as the abstract lines of graphs as vehicle for transfer-
ring the virtual into physical space. For a presentation of
The BLOB at Gizhou/China (Fig. 6), the dynamic black/white
pattern has been transformed into a wallpaper. This exhi-
bition design attaches more to the cinematically inspired
strategy of extending the fictional-scenic image space in-
side the VR into an overall immersive installation. But there,
without the operability of latent virtual objects, it tends to
unrealize the museum with its psychotic pattern. In con-
trast, for a group exhibition in Munich that combined the
VR-experience and the video Whiteout with works by Memo
Akten, Susan Schuppli and others, Menkman materialized
the abstract lines from inside the BLOB (Fig. 7). They es-
tablished a 3D-framework in physical space whose white,
green, red, yellow and blue diagonals traversed the floor
and walls of the exhibition hall,51 thus slightly removing it
from orthogonality. As these lines are imagined to shift the
50 T. Ingold, M. Anusas, “Designing Environmental Relations:” 58.
51 Cfr. L. Gross, R. Menkman, L 13: Reader NR 4 im/possible images (München:
Lothringer 13 Halle, 2022) https://beyondresolution.nyc3.digitaloceanspaces.com/
Catalogues%2Fimpossible_L13_READER.pdf, accessed April 25, 2023.
ANNETTE URBAN 134 AN-ICON
Fig. 7d
Fig. 7b
Fig. 7c
Fig. 7a
Fig. 7 a-d. Views of the Exhibition Im/possible Images, at the Lothringer 13 Halle, Munich, 2021,
curated by Rosa Menkman. Photo by Dominik Gigler. Courtesy of the artist and of Lothringer 13 Halle.
ANNETTE URBAN 135 AN-ICON
spectra of resolution – a borderline to “low fidelity images”
was inscribed on the floor –, the artist transformed the built
into a “latent image space.”52 Similar to the VR, I would
add, the solidity of its objects becomes doubtful, when
variable parameters of the perceptible and representable
always help other visualities and entities to emerge. With
this kind of environmentalization, Menkman de-hierarchizes
an ever-higher resolution, that regulates access to more
and more details and therefore, according to Casetti and
Somaini, raises the power question of control.53 In the Mu-
nich exhibition, some of the im/possible images from the
BLOB (re-)materialized as exhibits, among them a photo
of the skinned hand scan or a newspaper clipping with an
x-rayed hand from 1896. But, by placing them along the
resolution lines, theses factual images remain suspended
in an abstract space of potentialities. In sum, the exhibition
display was activated as an integral component not princi-
pally distinguished from what is constitutive for the ‘work.’
Potentiated Environmentalization
As shown so far, the multiplication of environ-
ments inherent in VR-art results from its genuine blurring of
the differences between work and environment. This gen-
erative logic of further nesting necessarily brings the whole
institutional and curatorial ecosystem of VR-art into view.
And the extension of the internal installation aesthetics not
only counteracts its technically-based encapsulation. It is
also essential for not missing the togetherness54 – to cite
Mieke Bal – of an exhibition which, according to Christiane
Voss, is the medium that establishes the works’ mode of
existence as art in the first place.55
The Blob of Im/Possible Images, commissioned
by the HeK Basel, was produced with the infrastructure of
newart.city.org that provides a “virtual exhibition toolkit”
52 Cfr. R. Menkman, “Im/possible Images@Lothringer 13, Munich”
https://beyondresolution.info/im-possible-images-1, accessed December 29, 2022.
53 Cfr. F. Casetti, A. Somaini, “Resolution:” 89.
54 Cfr. M. Bal, Exhibition-ism: Temporal Togetherness (Berlin: Sternberg Press, 2020).
55 Cfr. Voss, “Das Museum als Medium der Kunst:” 464.
ANNETTE URBAN 136 AN-ICON
with “built-in tools to manage artworks and space layouts.”56
Menkman takes up its claims for a non-hierarchical co-cre-
ation and invites the submission of further non-expert im/
possible images. Later on, the work has been embedded
into a virtual, but spatial exhibition curated by Lívia No-
lasco-Rózsás and Giulia Bini for the ZKM in 2021, which
pushes the tendencies towards nesting and de-differen-
tiation even further: Spatial Affairs. Worlding is inhabited
by artworks, an exhibition display and visitors sharing the
same organic-abstract shape. One can only distinguish
the non-humanoid avatars of other visitors from exhibits
through distance-reduction and the object-related action of
a mouse click. The latter then turn into pink and, via an info
window and links, lead the web-user to the works stored on
artists’ website or platforms. By interpreting environmental-
ization in terms of worlding, the curators participate in the
posthumanist renewal of the phenomenological critique of
the world as sum of objects. The multi-user online world
with its identical, modular entities first hides the exhibition
behind the supposed affordances of gaming and chats.
However, the transitions between the environmental exhi-
bition and environmental works are designed less immer-
sively – like portals in gaming or falling down the rabbit-hole
known from literature – than through paratextual framings
operated by non-natural manual interfaces.
The online exhibition site fantastic confabu-
lations that hosts Drifting, Browsing, Cruising was also
conceived by Polyviou together with Jasmina Figueora as
artists in residence of the same research project Beyond
Matter. Instead of nesting spaces, it deals with the gener-
ic, serial tendency of self-continuation by inviting to reuse
the initial 3D-reconstruction of the ZKM balcony for sub-
sequent projects such as realized by Figueroa who mod-
eled her spoken words and sound scores by the visitors’
movements through the virtual site. Following Ahmed, this
56 Cfr. “About New Art City,” https://info.newart.city/about, accessed December 28, 2022.
ANNETTE URBAN 137 AN-ICON
implies not only a model for self-determined curation, but
also a form of environmental co-habitation.
Lívia Nolasco-Rózsás argues for the museum
in the virtual condition as a “cognitive system”57 including
non-human actors, thereby reaccentuating the pioneering
thought exhibitions [Gedankenausstellungen] initiated by
Peter Weibel and Bruno Latour. Polyviou’s example gets by
without its strong archival underpinning. In the functional
architecture, his staging of an atmospherically condensed
counterworld aims at releasing a different bodily knowledge
of possible encounters and envisions a counter-physicality
for transcending the otherwise hard-to-move institution.
The curved lines on the ground echoing the paths inside
the VR offer their own transformative knowledge of entan-
glement that is experienced and produced environmentally.
In comparison, Menkman directly invests into the potential
of virtual as epistemic and aesthetic objects. Their robust-
ness and simultaneously plasticity reminds the capability of
Star’s and Griesemer’s boundary objects to make agents of
different groupings,58 in this case those of art and science,
meet. What Doris Kolesch has in mind with a normalized
immersion in not only technologically-enclosed but every-
day spaces, can also be true for VR-based environmental-
ization. De-differentiation and de-distancing are then not
contradictions to but catalysts of immersive reflection.
57 L. Nolasco-Rózsás, Y. Hofmann, “The Museum as a Cognitive System of Human and Non-
Human Actors,” The Garage Journal: Studies in Art, Museums & Culture, no. 3 (2021): 1-15.
58 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 33-34.
ANNETTE URBAN 138 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19726 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19726",
"Description": "The title of this project, “An-icon,” refers to “images that deny themselves.” Virtual reality may be viewed as a typical, though not exclusive, case able to illustrate this kind of image: we know we have crossed the threshold of an environment that consists of images (ontologically), but we experience it (phenomenologically) as if it were a real environment. Something similar can be said about immersivity, but reversing the perspective: we are (ontologically) immersed in reality (virtual or non-virtual), but (phenomenologically) we know and say we are, and for this very reason we reject the idea that we are simply immersed in an environment. This applies first and foremost to our experience in general, regardless of the status of the experiences we gain through virtual reality (VR), augmented reality (AR) or mixed reality (MR).And yet, within this very general condition, human beings have over time created environments and works that carve out zones of “special immersivity,” so to speak, dedicated to immersion. What are we looking for in VR immersivity? Are new immersive technologies merely refinements of older techniques, or can they affect our relationship with ourselves, reality, and others in novel ways? What are artistic practices called on to do when faced with such new technological practices?",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19726",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Stefano Velotti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Uncontrollability",
"Title": "Immersivity as An-immersivity",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-19",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Stefano Velotti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19726",
"firstpage": null,
"institution": "Sapienza University of Rome",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Uncontrollability",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zerubavel, E., Hidden in Plain Sight: The Social Structure of Irrelevance (New York: Oxford University Press, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersivity as An-immersivity",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19726/20026",
"volume": "2"
}
] | Immersivity
as An-immersivity
by Stefano Velotti
Ordinary and immersive experience
Virtual reality and art
Experience economy
Control
Uncontrollability
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Immersivity as
An-immersivity
STEFANO VELOTTI, Sapienza. Università di Roma – https://orcid.org/0000-0002-9421-0257
https://doi.org/10.54103/ai/19726
Abstract The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of an
environment that consists of images (ontologically), but we
experience it (phenomenologically) as if it were a real environ-
ment. Something similar can be said about immersivity, but
reversing the perspective: we are (ontologically) immersed
in reality (virtual or non-virtual), but (phenomenologically) we
know and say we are, and for this very reason we reject the
idea that we are simply immersed in an environment.
This applies first and foremost to our experience
in general, regardless of the status of the experiences we
gain through virtual reality (VR), augmented reality (AR) or
mixed reality (MR).
And yet, within this very general condition, human
beings have over time created environments and works that
carve out zones of “special immersivity,” so to speak, dedicated
to immersion. What are we looking for in VR immersivity? Are
new immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves, reality,
and others in novel ways? What are artistic practices called on
to do when faced with such new technological practices?
Keywords Ordinary and immersive experience Virtual reality and art
Experience economy Control Uncontrollability
To quote this essay: S. Velotti, “Immersivity as An-immersivity,” AN-ICON. Studies in Environmental
Images [ISSN 2785-7433] 2, no. 1 (2023): 139-157, https://doi.org/10.54103/ai/19726.
STEFANO VELOTTI 139 AN-ICON
An-Immersivity
The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of
an environment that consists of images (ontologically), but
we experience it (phenomenologically) as if it were a real
environment. Something similar can be said about immer-
sivity, but reversing the perspective: we are (ontologically)
immersed in reality (virtual or non-virtual), but (phenomeno-
logically) we know and say we are, and for this very reason
we reject the idea that we are simply immersed in an envi-
ronment. If we were, we would have no way of becoming
aware of this. In fact, to speak of immersivity, we must find
our balance on an unstable boundary, which allows us to
recognize the encompassing and intrascendible character
of immersive experience while at the same time belying
its closure, piercing it from within. To speak of immersivity
therefore implies recognizing that one is in a condition of
“an-immersivity,” where the hyphen separating and joining
the privative prefix “an” to “immersivity” is the sign of a
paradox. It could also be said that the hyphen evokes the
figure of an unstable threshold, referring to the co-presence
of inside and outside.1 This applies first and foremost to
our experience in general, regardless of the status of the
experiences we gain through virtual reality (VR), augmented
reality (AR) or mixed reality (MR).
“Special immersivity”
Before even considering the complexities and
opportunities of virtual immersivity, it should be noted that
1 In this I am comforted by the title of A. Pinotti’s fine book, Alla soglia dell’immagine: Da
Narciso alla realtà virtuale (Turin: Einaudi, 2021).
STEFANO VELOTTI 140 AN-ICON
immersivity presents itself first and foremost as a feature
of our being in the world: we are always already immersed
in experience, in a given situation part of an indeterminate
totality. Where else could we be? And yet, within this very
general condition, human beings have over time created
environments and works that carve out zones of “special
immersivity,” so to speak, dedicated to immersion, with
different modalities, complexities, techniques, functions,
and meanings, many of which – the earliest – tend to be
beyond our understanding and perhaps always will.
Is it possible that the insistent recourse to
“(special) immersivity” arises especially at times of deep
crisis, when the very foundations of a civilization are felt
to be uncertain, invested with a high rate of contingency?2
To simplify: since forms of life do not allow us to feel at
home in this world, which seems to have become foreign,
indecipherable and threatening, one is drawn to limited and
controlled spaces in which to immerse oneself, to feel more
alive and safe, at least for a while. I think this perspective is
plausible, though it is partial and, indeed, a simplification.
What else are we looking for in VR immersivity? Are new
immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves,
reality, and others in novel ways? What are artistic practices
2 O. Grau, From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA: MIT Press,
2003) offers a historical survey of artworks aimed at providing immersive experiences. In
recent decades, however, interest in Paleolithic and “cave art” has been rekindled outside the
circle of specialists as well, both as such – see, e.g., G. Rigal, Le temps sacré des cavernes
(Paris: Corti, 2016) – and in relation to contemporary art, to this regard see again Pinotti, Alla
soglia dell’immagine (especially the section on “Avatāra” in ch. V). Cfr. also M. Stavrinaki,
Saisis par la préhistoire: Enquête sur l’art et le temps des modernes (Paris: Les presses du réel,
2019) and in particular the pages devoted to Frederick Kiessler’s Endless House and Giuseppe
Pinot Gallizio’s Caverna dell’antimateria. Both of these works, created in the late 1950s, reflect
the anguish connected to the atomic bomb, at that time perceived as a looming threat, later
forgotten but always resurgent. The short-circuit between contemporary art and the Paleolithic
seems to be related to the perception of a profound change in a civilization, if not its end, and
thus to a need to revisit its origins, as if one had to start over. In this regard, in addition to a
number of works of visual art that explicitly harken back to the Paleolithic, see also Richard
Powers’ symptomatic novel Plowing the Dark (2000), which I have analyzed in S. Velotti, “Art in
the time of Pandemic: Three Terms,” Paradigmi 39, no. 1 (2021): 127-140.
STEFANO VELOTTI 141 AN-ICON
called on to do when faced with such new technological
practices?
Nowadays the adjective “immersive” is used
obsessively in the presentation of theme parks and other
sensational “adventures” or “experiences” that promise
to take us “inside” paintings and frescoes or into physi-
cally inaccessible places. The word invariably appears in
the press releases of museums, exhibitions, performances,
installations, but also in advertisements for apartments for
sale or wine and food itineraries.3 One way to understand
the meaning of the word is “proof of the opposite:” what,
for example, would a “non-immersive” visit to an apartment
look like? Hard to answer, unless we specify restrictive
conditions for what is meant by immersivity. Used loosely,
however, “immersive” risks being meaningless since its
negation does not seem to change anything. And yet it is
precisely for this reason that it is an enigmatic adjective,
hovering like an obscure object of desire in our social imag-
ination.
Are we therefore to conclude that the attribution
of immersivity is in vain since it neither adds nor detracts
from the characterization of experience? I don’t think so.
However, we must first clarify in what sense each of our ex-
periences is both immersive and non-immersive, or, indeed,
“an-immersive.” On this basis it will be easier to ask what
peculiar traits are offered by the different uses of “special
immersivity,” by this form of reality that is VR, particularly
in relation to art, which, if it is anything, is a way of under-
standing how we place ourselves in the world.
3 A real estate agency in Rome advertises its luxurious apartments in the Parioli district with
the following words, “Enjoy an immersive experience! Come visit your new home.” The real
estate company is called Pitagora because it is located near Piazza Pitagora, not because it is
referencing the Greek philosopher; however, the agency’s slogan is “Pitagora – the philosophy
of living.” Which, supposedly, explains its “unique and iconic character.” As for food and
wine itineraries, one can visit, for example, “The Temple of Brunello” in Montalcino (Tuscany),
which actually offers “a station with VR viewers called InVolo” that “allows visitors to immerse
themselves in the villas, castles, vineyards and hamlets that dot the municipality’s vast and
diversified area,” https://www.orodimontalcino.it/tempio-del-brunello/, accessed December 24,
2022.
STEFANO VELOTTI 142 AN-ICON
Fish and amphibians
At first glance, one would be tempted to say
that we human animals are like fish immersed in water – to
quote a famous apologue by David Foster Wallace about
the difficulty of grasping the medium in which we are im-
mersed: an old fish asks two young fish, “Morning, boys.
How’s the water?” and they in turn ask themselves, “What
the hell is water?”4 The element in which we are immersed
is in this sense a medium that cannot be iconized or repre-
sented. In one respect, it is undeniable that we are always
already situated, immersed in a concrete environment that
resists iconic reduction. On the other hand, one must ask
whether asserting this undeniable condition of immersion
does not imply a partial denial of it.
The simplest critiques of a representational
model of the mind often target a naive idea of representa-
tion, one that can be imagined as a frame or filter interposed
between us and things, constituted by the spatio-temporal
forms of intuition or by a priori categories, universal or cul-
turally determined conceptual schemes. Access to reality
“in itself” is therefore denied to us, because according to this
account reality is always filtered through (inter)subjective
lenses. On the complementary plane of our actions and
productions we have mental representations enclosed in
our head that we then try to externalize, technically, artis-
tically or in other ways.
Various versions of enactivism oppose this view
of the representational mind, rightly insisting that percep-
tion is an active way of exploring the material and social
environment in which we are immersed, of experiencing
affordances and building skills, not a way of corresponding
4 D. Foster Wallace, This is Water, 2005. Commencement speech to the graduating class at
Kenyon College, https://fs.blog/david-foster-wallace-this-is-water/, accessed December 28, 2022.
STEFANO VELOTTI 143 AN-ICON
more or less correctly to an already organized world.5 Not
least because, in order to see whether our representations
“correspond” to the world, we would need to be able to
have unfiltered access to reality. On another front, anti-rep-
resentationalism is also endorsed by those who replace
representations with immanent flows and forces, or who
propose that we think of ourselves as “things among things,”
according to a “flat ontology” devoid of anthropocentric hi-
erarchies, where all entities are equally agents and patients,
from stones to plants, from artifacts to animals.
Yet, both the idea of a representational filter
and the various versions of absolute immersivity run into
the same problem: if we think these ideas and formulate
them linguistically, as in fact we do, then they are self-con-
tradictory. If they are true, then they are false.6 For if we
experienced the world through a filter, we would have to
see the world, ourselves and the filter with a view from
nowhere. And if on the other hand it were true, as in some
ways it is true, that we are always immersed in a translucent
medium like fish in water, we could not communicate this.
We would just be immersed. The fact is that we discover
ourselves immersed and emerged at the same time, more
amphibian than fish. We realize that we see and do not see
a frame, that we remain on this side of a threshold knowing
that we cannot cross it and therefore crossing it.7 Toward
where? Toward an infinitely expandable context, the inde-
terminable totality of every possible experience in which
5 Cfr. J. Stewart, O. Gapenne, E. A. Di Paolo, Enaction: Toward a New Paradigm for Cognitive
Science (Cambridge, MA: MIT Press, 2010). For a recent survey of enactivism in relation to
cultural contexts see C. Durt, T. Fuchs, C. Tewes, eds., Embodiment, Enaction, and Culture
(Cambridge MA: MIT Press, 2017).
6 Here I broadly trace the exposition of the paradoxes of experience articulated by E. Garroni,
Estetica: Uno sguardo-attraverso (Milan: Garzanti, 1992).
7 Christian Stiegler acknowledges the liminality of the “liquid spaces” in which we are
immersed, but then seems to unilaterally emphasize the disappearance of all frames: “Liquid
spaces are moments of uncertainty, instability, and fluidity in mediated experiences. They
emerge as thresholds between the physical and the mediated. These spaces create the
feeling of immersion even beyond the mediation by eliminating critical distance and dissolving
the frames of media.” C. Stiegler, The 360° Gaze: Immersions in Media, Society, and Culture
(London: MIT Press, 2021): 61.
STEFANO VELOTTI 144 AN-ICON
we are already included, on whose horizon this determinate
experience stands, which is such precisely insofar as it is
“cut out” from that indeterminate and uncontrollable horizon
of possibility.
What McLuhan says about medial awareness
– summarized in the famous “rearview-mirror” metaphor
recalled by Pinotti – is therefore not entirely true:
As long as s/he is immersed in a medium, the human being is as
little aware of it as the fish of the water in which he swims. Only
the moment that medium is overtaken by a later medium can it be
retrospectively focused on and grasped precisely as the medium
in which the experience had been organized: “we are always one
step behind in our view of the world.”8
We do not need the appearance of another me-
dium to know that we are not like fish in water: the possibil-
ity of saying that we are is enough for us to prove ourselves
wrong. Some philosophers, such as Thomas Nagel, have
claimed that this condition of ours expresses “the absurd”
of the human condition, which should be accepted with
a little irony and without taking ourselves too seriously. In
fact, unlike other animals that lack self-awareness and lan-
guage, we cannot simply remain immersed and absorbed
in our occupations, nor can we, however, install ourselves
in a permanent emersion, in a transcendent dimension, be-
cause even the mind of the mystic is still playing one of the
possible games situated in the concreteness of experience,
not an out-of-this-world “super game.” Because of this we
are forced to accept this irreconcilable oscillation between
immersion and emergence, adherence and detachment,
8 A. Pinotti, Alla soglia dell’immagine: 17 [my translation].
STEFANO VELOTTI 145 AN-ICON
involvement in the ordinary tasks of life and the distance of
a gaze that relativizes the latter or nullifies their importance.9
But is this really the case? What if, on the other
hand, it were sometimes possible to make such indetermi-
nate totality transit – analogically, symbolically – in concrete,
determinate experience? What if things, practices, concrete
experiences were given that exemplified the indeterminable
and uncontrollable dimension against which they stand out?
What if this were not only a source of disquiet (due to the
feeling of being in touch with the uncontrollable), but also
a sensible pleasure, deriving from the fact that our vitality,
the feeling of being alive, is increased by the simultaneous
co-presence of immersion and emergence? Perhaps this
is one of the ways of approaching some particularly sensi-
ble experiences, for example, those in which we recognize
something as art: a set of practices, events or “things” that
allow us to “see” (feel, experience, understand) the complex
texture of our forms of life, our being in the world between
immersion and emersion.
Before trying to articulate these still vague
statements, and precisely in relation to what we have called
forms of “special immersivity,”10 it is necessary to go back
to their homology with the an-immersivity of ordinary ex-
perience, also from the point of view of its limitations.
9 T. Nagel, “The Absurd,” in Mortal Questions (London: Canto, 1979): 11-23.
10 It should be made clear from the outset that what I have called “special immersivity” is
obtained with diverse and heterogeneous forms that can be sorted into categories. For an
excellent survey of immersive forms of storytelling, see E. Modena, Nelle storie: Arte, cinema
e media immersivi (Rome: Carocci, 2022). Ultimately, however, as far as artistic practices are
concerned, it is the singularity of the work that must be taken into account.
STEFANO VELOTTI 146 AN-ICON
Limits of immersivity
Let us see the extent to which the experience of
virtual immersivity, in its “special” meaning, can be equated
with that of ordinary immersivity.
The three characteristics of immersive VR, sum-
marized by Pinotti, are (1) the saturation of the 360° gaze
(“unframedeness”); (2) the feeling of presence, of “being
there,” which can be further articulated as telepresence,
selfpresence and social presence (“presentness”);11 (3) the
experience of immediacy, due paradoxically to the great
complexity of technological mediations that produce VR,
making the medium as transparent as possible (“immedi-
ateness”).12
It is easy to see that we could characterize our
experience of the ordinary world using the same properties:
nothing I see is potentially limited by a frame, I have the
perception of “being here,” of presence, and my experience
seems immediate, that is, unmediated by a medium that
interferes with reality. But, one might say, if by hypothesis
VR fulfills these promises to the point of pushing itself to
(illusory) indistinguishability from reality, then – from a phe-
nomenological, though not an ontological, point of view –
we would be thrown back into the reality we already know,
and – except for the advantageous uses of it, related to
various forms of telepresence and simulation – the experi-
ence we derive from it would be nothing new. Conversely,
one can highlight the limits of these claims and emphasize
the aspects that prevent illusion. Both perspectives, how-
ever, are simplistic. VR is not equivalent to ordinary reality,
nor are the limitations of VR absent in ordinary reality:
11 E. Pett, Experiencing Cinema: Participatory Film Cultures, Immersive Media and the
Experience Economy (New York-London: Bloomsbury, 2021).
12 A. Pinotti, “Prologo,” in Alla soglia dell’immagine: xi-xviii.
STEFANO VELOTTI 147 AN-ICON
■- It is true that in VR the frame has disappeared, but in a
sense it persists: I am wearing a headset and in the future I will
perhaps wear a headband, or be fitted with an implant connected
to my neurons. On the other hand, even here, now, in non-virtual
reality, I am partially framed by the actions that brought me to a
given place and situation (I am aware that I occupy a limited or
“framed” portion of reality), by attention variously focused on the
scenario in front of me or the task I set myself, but also by the
“frames” studied by Erving Goffman and those we do not pay
attention to because they are “hidden in plain sight.”13
■- Presence, being here, cannot be doubted. I am not else-
where, or at least no more than I am elsewhere when I am im-
mersed in a virtual environment.
■- Finally, the apparent immediacy produced by innumerable
technological mediations also characterizes my real experience:
we know all too well that what is felt as natural,spontaneous, ob-
vious is intertwined with acquired habits and artificial construc-
tions and prosthetic extensions: the normative, the perceptual,
proxemics, social mediations, and all the ways of acting of a
certain form of life.
So, those characteristics that serve to phenom-
enologically distinguish the experience of a non-immersive
image from an “an-iconic” immersive experience are not
sufficient to distinguish the experience of immersive VR
from that of ordinary reality. However, from here we cannot
conclude that between “ordinary” immersivity and what we
have called “special immersivity” there is no difference, not
only on the ontological level, but also on the phenomeno-
logical one.
There are countless features of VR that distin-
guish it from ordinary reality. The most obvious, related first
and foremost to the dimension of space, is the possibility of
13 E. Goffman, Frame Analysis: An Essay on the Organization of Experience (1974) (Boston:
Northeastern University Press, 1986); E. Zerubavel, Hidden in Plain Sight: The Social Structure
of Irrelevance (New York: Oxford University Press, 2015).
STEFANO VELOTTI 148 AN-ICON
becoming immersed in scenarios that cannot be found in
ordinary reality or that would be impossible to experience
because of scale or distance: entering an animal’s blood-
stream or its brain, acting at a distance, traveling through
a body. Also, there is the cognitive conflict between pro-
prioception in the real world and that in the virtual world –
walking on water or plunging into an abyss while remaining
firmly on the ground but feeling a sense of vertigo and fear
(or, vice versa, I am immersed in the “magic circle” of VR
and have an accident in the ordinary world).
I do not intend to try to list all the differences
and perhaps imagine how some of them will be eliminat-
ed or reduced by technological progress, integrating our
other senses,14 nor do I intend to address all the possible
ways of using VR, which is likely to become even more
useful and indispensable in the future than it already is now
for many of our practices, medical, architectural, forensic,
social, professional, educational, recreational, and so on.
Rather, here I intend to focus on what immersive VR can
tell us about the human experience in general, drawing on
the experience we sometimes have in our relationship with
what we call artistic works or practices.
“Experience economy”
In the 1990s the idea gained ground – with
anticipations already in the previous decades – that the
economy most suited to our times – at least in the wealth-
iest societies – is not so much based on the production of
goods, or even on services, but on experience. In those
years, expressions such as “Erlebnisgesellschaft,” “Erleb-
nismarkt,” and “Dream Society” began to circulate, until
James Gilmore and Joseph Pine II became the proudest
14 Cfr. R. DeSalle, Our Senses: An Immersive Experience (New Haven-London: Yale University
Press, 2018).
STEFANO VELOTTI 149 AN-ICON
proponents of the “Experience Economy” with a book that
would have a certain fortune, followed by other volumes
on related issues.15 The key to their thinking is stated in the
preface to the 2011 updated edition of their The Experience
Economy:
So let us here be most clear: goods and services are no longer
enough to foster economic growth, create new jobs, and maintain
economic prosperity. To realize revenue growth and increased em-
ployment, the staging of experiences must be pursued as a distinct
form of economic output. Indeed, in a world saturated with largely
undifferentiated goods and services the greatest opportunity for
value creation resides in staging experiences.16
The market for goods is saturated, and produc-
ers must offer products that promise to stage experiences.
For this reason the watchwords are “mass customize,” i.e.
transform every service into a unique (mass) experience;
“work is theater,” i.e. “stage experiences” and train sellers
in specific performance practices; and finally, ensure that
the experience offered generates in the consumer (“pro-
sumer” or “experiencer”) an actual change, which must be
properly paid for: “these transformations should themselves
command a fee in the form of explicitly charging for the
demonstrated outcomes that result from the underlying
experiences. [...] We especially challenge enterprises in
three industries: those that focus on making people healthy,
wealthy, and wise.”17
It would be all too easy to reiterate once again
how the neoliberal creed attempts to infiltrate every aspect
15 G. Schulze, Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart (Frankfurt am Main-
New York: Campus-Verlag, 1993); R. Jensen, “Dream Society,” The Futurist 30, no. 3 (1996):
9-13; J. Gilmore and B.J. Pine II, The Experience Economy (1999) (Boston: Harvard Business
School Press, 2011); J. Gilmore and B.J. Pine II, Authenticity. What Consumers Really Want
(Boston: Harvard Business School Press, 2007).
16 J. Gilmore and B.J. Pine II, “Preview to the Updated Edition: Beyond Goods and Services,”
in The Experience Economy: ix-xxii, ix [emphasis mine].
17 Ibid.
STEFANO VELOTTI 150 AN-ICON
of human life, putting a price tag on it. Instead, I have men-
tioned these marketing strategies to make some distinc-
tions concerning the notion of experience. It is interesting
to see how Gilmore and Pine respond to the obvious ob-
jection that an experience purchased from a catalog is a
fake experience. Their line of defense comes in the central
chapter of their next book, Authenticity, in which they draw
on some philosophical references to arrive at the following
conclusion:
there is no such thing as an inauthentic experience because ex-
periences happen inside us. Therefore, we remain free to judge
our experiences with any economic offering as authentic or not.
Businesses that offer them therefore can, whether intentionally or
by happenstance, gain the perception of authenticity. [...] Business-
es can render their inauthentic offerings as authentic. Doing so
requires embracing this essential paradox: all human enterprise is
ontologically fake - that is, in its very being it is inauthentic - and
yet, output from that enterprise can be phenomenologically real -
that is, it is perceived as authentic by the individuals who buy it.18
The distinction between an ontological and a
phenomenological point of view returns here in a particu-
larly insidious way. For on the one hand, it is true that there
is no class of “fake” immersive experiences ontologically
distinct from a class of “authentic” immersive experiences.
And the experience one has cannot be anything other than
the experience of a subject, and in this sense it is obvious-
ly subjective (which, however, does not necessarily mean
that it is only “inside us”). Kant himself, who entrusted to
the principle of the judgment of taste even the possibility
of making sense of experience in general and building a
18 J. Gilmore, B. J. Pine II, “The Authenticity Paradox,” in Authenticity: 89-90, 89 [emphasis
mine].
STEFANO VELOTTI 151 AN-ICON
system of nature, reiterated that I can judge anything aes-
thetically, material or immaterial, and that my judgment
depends on what “I make of this representation in my-
self.”19 As is well known, however, Kant ascribed to such
judgment a claim to “subjective universality” and “exem-
plary necessity,” springing from a “free play” of imagination
and understanding. In the perspective of the “experience
economy,” what we witness is a caricature of these claims:
the freedom-spontaneity of the free play of the faculties
becomes the consumer’s “freedom of choice,” a psycho-
logical choice expressed as a preference (however moti-
vated or induced, as long as it has the desired effect). The
impossibility of establishing ontologically distinct classes
for what is “beautiful-sensible” and what is not is reduced to
what the consumer “buys or doesn’t buy” (in both senses of
the word). Since nothing escapes human intervention and
thus technique and money, the Las Vegas hotel “The Vene-
tian” and the city of Venice possess the same ontological
status, that of both being “fakes.” The authenticity of an
experience cannot therefore depend on “what” we experi-
ence (everything is equally ontologically “fake”), but only on
something that “happens inside us,” and can therefore be
“phenomenologically real.” The singularity of experience is
completely annulled, and every object, practice, situation
is identical to any other, as long as it produces the same
effect: a novel or a pill, a bump on the head or a movie,
a concert or a wedding.20 There is no longer any trace of
19 “It is readily seen that to say that it is beautiful and to prove that I have taste what matters
is what I make of this representation in myself, not how I depend on the existence of the
object.” I. Kant, Critique of the Power of Judgment (1790), trans. P. Guyer and E. Matthews
(Cambridge-New York: Cambridge University Press, 2000): 5; 205.
20 Cfr. Wittgenstein’s objection to the idea of aesthetic experience conceived as an effect:
“There is a tendency to talk about the ‘effect of a work of art’– feelings, images, etc. Then
it is natural to ask: ‘Why do you hear this minuet?,’ and there is a tendency to answer: ‘To
get this, and that effect.’ And doesn’t the minuet itself matter? – hearing this: would another
have done as well? You could play a minuet once, and get a lot out of it, and play the same
minuet another time and get nothing out of it. But it doesn’t follow that what you get out of it
is then independent of the minuet.” L. Wittgenstein, Lectures and Conversations on Aesthetics,
Psychology, and Religious Belief (Berkeley-Los Angeles: University of California Press, 1967):
29.
STEFANO VELOTTI 152 AN-ICON
recourse to an elaboration by the subject, to the exercise
of a “reflective faculty of judgment” (as distinct from the
objectifying exercise of “determining judgment”), to show
the impossibility of constructing classes of “beautiful” or
meaningful things or experiences. Instead, once again, it
is the “invisible hand” of the market that knows best how
to allocate the “resource” of authenticity.
The perspective of control
On a photography information site, I find a re-
view of Richard Avedon’s recent exhibition, Relationships
(Palazzo Reale, Milan, September 22, 2022-January 29,
2023). The reviewer informs us right away that it is “an en-
joyable immersive experience in the artist’s photographic
universe.”21 What is of interest here, however, is not the
indiscriminate use of the adjective, but one of the most
famous quotes attributed to Avedon, which stands out in
one of the rooms: “I think all art is about control – the en-
counter between control and the uncontrollable.” Referred
to photography, or to a certain way of doing photography,
the statement easily lends itself to multiple interpretations.22
I believe, however, that Avedon was right: every art form is
characterized by this encounter and, indeed, it could be
argued that every experience worthy of the name is.
This “encounter,” however, takes place less and
less often in everyday life: control and self-control, exacer-
bated also by digital technologies (surveillance, quantified
self, digital self, etc.) seem to run more and more in parallel
with an increasing loss of control (sense of powerlessness,
21 E. Dal Verme, “Richard Avedon: Relationships,” Fotografia.it (September 22, 2022),
https://www.fotografia.it/articoli/opinioni/richard-avedon-relationships/, accessed January 5,
2023 [emphasis mine].
22 Cfr., e.g., R. Kelsey, Photography and the Art of Chance (Cambridge MA-London: Harvard
University Press, 2015) and some observations in S. Velotti, The Present of Photography
and the Dialectics of Control, in M. Delogu, A. Dandini de Sylva, eds., Fotografia: Il presente
(Macerata: Quodlibet, 2015): 21-29.
STEFANO VELOTTI 153 AN-ICON
acting out, addictions, panic attacks, conspiracy theories
etc.), without the two dimensions ever converging. Although
often untied in our impoverished everyday life, the knot that
ties control to uncontrollability is very complex and can-
not be reduced to the “society of control” preconized by
Deleuze.23 The problem is complex, but here, in conclusion,
I would like to put forward only a few questions about con-
trol in relation to “special immersivity,” or, more specifically,
immersive art practices. On the one hand, the most mun-
dane experiences of “special” immersivity are meant to be
forms of sensational entertainment (Caravaggio experience
and the like), or reassuring bubbles where all contact with
what is uncontrollable and indeterminate is preemptively
sterilized. On the other, they promise they will allow us to
“get lost” in immersion. (Of course, there may also be a more
subtle pleasure in “letting go,” relying on someone else’s
control, as artist Janet Cardiff argues when speaking of her
extraordinary AR “walks”24). However, this is an unresolved
problem for the “experience economy,” which on the one
hand wants the prosumer/experiencer to feel that he or she
is in control of his or her own choices (with reference to the
alternatives offered) to ensure their authenticity, and on the
other hand knows that the provider must remain in control
of this offer, if only to justify the fee the prosumer/experi-
encer has to pay for it. There is nothing wrong with buying
an “organized immersive adventure”– which may be fun,
exciting, unusual – but the doubt remains: either it is not an
adventure, or it is not organized. Even in valuable academic
contributions, the question of control appears repeatedly,
23 Cfr. S. Velotti, Dialettica del controllo: Limiti della sorveglianza e pratiche artistiche (Roma:
Castelvecchi, 2017); H. Rosa, The Uncontrollability of the World (2018), trans. J.C. Wagner
(Cambridge: Polity Press, 2020).
24 C. Christov-Bakargiev, Janet Cardiff: A Survey of Works Including Collaborations with
George Bures Miller (New York: P.S.1 Contemporary Art Center, 2003): 35.
STEFANO VELOTTI 154 AN-ICON
yet without being thematized – it remains opaque, ambig-
uous, if not contradictory.25
What if, instead, the “special” immersivity of VR
were employed to reveal, by exemplifying it, the paradoxical
an-immersivity of ordinary experience, usually overlooked
or misunderstood? What if certain uses of “special” im-
mersivity were able to bring out from within not the illusory
simulation of ordinary reality “as it is,” perhaps displaced
into fantastic scenarios, nor sensational and amazing expe-
riences, but the most ordinary experience, making it visible
and understandable as an “encounter” of controllability and
uncontrollability? Then we would not only have a bubble, a
vacation from ordinary space, an interruption in the web of
a life lived obtusely, but also the concrete exemplification
of the antinomian forces that render us alive: on the one
hand, the need and satisfaction of exercising some control
over ourselves, the world, and others – of being agents
endowed with “efficacy,” not powerless and systematically
frustrated agents. On the other, the equally essential need
not to remain entrenched in such control, which can only
become animated in the “encounter” with what is and re-
mains uncontrollable: the indeterminate totality of experi-
ence, the unpredictability of our multiple relationships, the
infinitely rich grain of reality.
Possible examples of such successful “en-
counters” abound in contemporary art practices. Here I
would like to cite just one, which I think is particularly signif-
icant because of its apparent incongruity and which would
25 See for example C. Stiegler, The 360° Gaze: “If all the frames, stages, and technologies
dissolve now, we are about to confuse different concepts of realities […] They emphasize
the dissolution of boundaries and control”; but, at the same time, he writes that in the use
of avatars “Nonhuman characters can activate the same emotional alignment and level of
acceptance as human characters. Elena Kokkinara and Rachel McDonnell confirm that even
though photorealistic imagery supports acceptance and engagement, authenticity depends
much more ‘on the levels of perceived ownership and sense of control (agency) we feel
towards this virtual character.’” Stiegler, The 360° Gaze: 92 [emphasis mine].
STEFANO VELOTTI 155 AN-ICON
deserve a much deeper analysis:26 about 50 years ago, an
Australian theology professor, John M. Hull, noticed that
he was going blind, and decided to tape-record a diary of
this dramatic progression. In 1990, these recordings be-
came an extraordinary book, Touching the Rock. An Ex-
perience of Blindness. In the preface, Oliver Sacks wrote,
quite rightly, that if Wittgenstein had gone blind, he would
probably have written a similar book. A short film, a feature
film and finally (in 2016) a virtual reality application, Notes
on Blindness: Into Darkness, are based on this book.27 It
is “an experience” that takes place at the intersection of
multiple authorships: Hull, the creators of the work in VR,
and, it must be added, a partial interactivity on the part of
the “experiencer.” The latter wears a binaural audio device
– the same sound reproduction technique used by Cardiff
for her assisted “walks” – coupled with a 360-degree VR
headset. Beginning with Hull’s experience of blindness, the
making, as well as the enjoyment of the experience, are
the work of the “non-blind.” It is not about disavowing
the tragedy of losing one’s sight, nor is it about telling a
story of “redemption.” Rather, what happens is that the
blindness of the person wearing the VR headset – and
the related loss of control over the outside world – is not
replaced by images aiming to immerse the person in a
realistic, broadly illusionistic environment, but rather “into
Darkness,” one of the most obvious manifestations of the
loss of control over the environment. What we find in this
VR, however, is not total darkness, but the disjointed and
fragmented world described by Hull’s words. The apparent
obviousness of ordinary visual perception is suspended.
26 See C. Roussel, “If Blindness Creates a New World,” CJDS 8, no. 6 (2019): 108-130,
which documents and analyzes the genesis and structure of Notes on Blindness VR in the
most comprehensive way. E. Modena, building on Roussel’s analysis, devotes some of the
finest pages to it in her book Nelle storie: 84-87. See also the presentation of the project by A.
Colinart, https://www.youtube.com/watch?v=im3CpA14jEQ, accessed January 8, 2023.
27 Cfr. e.g., A. Noë, Learning to Look: Dispatches from the Art World (New York: Oxford
University Press, 2021).
STEFANO VELOTTI 156 AN-ICON
It involves participating in the reconstitution of the unity
of experience almost “from scratch,” which depends on
acoustic signals that “bounce” back to us from objects if
given certain environmental conditions: wind or rain make
the world perceptible. Perceiving requires our activity, which
is partially controllable, and a “collaboration” of the world
that is usually beyond our control, i.e. weather events (in
the app, the experiencer can control the triggering of such
uncontrollable conditions). The idea that seeing is not ob-
vious, that we need to learn how to do it actively, and that
art is a way of “learning to look,” I think is right, as long
as “looking” is translated into a more global “perceiving”
extended to the whole body. What we see in the virtual
scenario are not really images, in the sense of figures, but
sketches, elusive and ghostly graphic patterns (like Kantian
image-schemes)28 correlated to sound. A silent world would
be dark. This reduction of figurativeness is much closer
to a staging of our ordinary perception than any mimetic
or fantastic imagery. Like blindness for the non-blind, our
perceptual life in its entanglement with the world cannot
be properly depicted visually. However, the suspension
of ordinary sight opens up an understanding of a usually
occluded perceptual experience, revealing, I believe, the
paradoxical an-immersive interweaving of controllability
and uncontrollability that constitutes us and toward which
we are becoming increasingly blind.
28 E. Garroni, Immagine, linguaggio, figura (Roma-Bari: Laterza, 2005).
STEFANO VELOTTI 157 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19726 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19726",
"Description": "The title of this project, “An-icon,” refers to “images that deny themselves.” Virtual reality may be viewed as a typical, though not exclusive, case able to illustrate this kind of image: we know we have crossed the threshold of an environment that consists of images (ontologically), but we experience it (phenomenologically) as if it were a real environment. Something similar can be said about immersivity, but reversing the perspective: we are (ontologically) immersed in reality (virtual or non-virtual), but (phenomenologically) we know and say we are, and for this very reason we reject the idea that we are simply immersed in an environment. This applies first and foremost to our experience in general, regardless of the status of the experiences we gain through virtual reality (VR), augmented reality (AR) or mixed reality (MR).And yet, within this very general condition, human beings have over time created environments and works that carve out zones of “special immersivity,” so to speak, dedicated to immersion. What are we looking for in VR immersivity? Are new immersive technologies merely refinements of older techniques, or can they affect our relationship with ourselves, reality, and others in novel ways? What are artistic practices called on to do when faced with such new technological practices?",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19726",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Stefano Velotti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Uncontrollability",
"Title": "Immersivity as An-immersivity",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-19",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Stefano Velotti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19726",
"firstpage": null,
"institution": "Sapienza University of Rome",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Uncontrollability",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zerubavel, E., Hidden in Plain Sight: The Social Structure of Irrelevance (New York: Oxford University Press, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersivity as An-immersivity",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19726/20026",
"volume": "2"
}
] | Immersivity
as An-immersivity
by Stefano Velotti
Ordinary and immersive experience
Virtual reality and art
Experience economy
Control
Uncontrollability
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Immersivity as
An-immersivity
STEFANO VELOTTI, Sapienza. Università di Roma – https://orcid.org/0000-0002-9421-0257
https://doi.org/10.54103/ai/19726
Abstract The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of an
environment that consists of images (ontologically), but we
experience it (phenomenologically) as if it were a real environ-
ment. Something similar can be said about immersivity, but
reversing the perspective: we are (ontologically) immersed
in reality (virtual or non-virtual), but (phenomenologically) we
know and say we are, and for this very reason we reject the
idea that we are simply immersed in an environment.
This applies first and foremost to our experience
in general, regardless of the status of the experiences we
gain through virtual reality (VR), augmented reality (AR) or
mixed reality (MR).
And yet, within this very general condition, human
beings have over time created environments and works that
carve out zones of “special immersivity,” so to speak, dedicated
to immersion. What are we looking for in VR immersivity? Are
new immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves, reality,
and others in novel ways? What are artistic practices called on
to do when faced with such new technological practices?
Keywords Ordinary and immersive experience Virtual reality and art
Experience economy Control Uncontrollability
To quote this essay: S. Velotti, “Immersivity as An-immersivity,” AN-ICON. Studies in Environmental
Images [ISSN 2785-7433] 2, no. 1 (2023): 139-157, https://doi.org/10.54103/ai/19726.
STEFANO VELOTTI 139 AN-ICON
An-Immersivity
The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of
an environment that consists of images (ontologically), but
we experience it (phenomenologically) as if it were a real
environment. Something similar can be said about immer-
sivity, but reversing the perspective: we are (ontologically)
immersed in reality (virtual or non-virtual), but (phenomeno-
logically) we know and say we are, and for this very reason
we reject the idea that we are simply immersed in an envi-
ronment. If we were, we would have no way of becoming
aware of this. In fact, to speak of immersivity, we must find
our balance on an unstable boundary, which allows us to
recognize the encompassing and intrascendible character
of immersive experience while at the same time belying
its closure, piercing it from within. To speak of immersivity
therefore implies recognizing that one is in a condition of
“an-immersivity,” where the hyphen separating and joining
the privative prefix “an” to “immersivity” is the sign of a
paradox. It could also be said that the hyphen evokes the
figure of an unstable threshold, referring to the co-presence
of inside and outside.1 This applies first and foremost to
our experience in general, regardless of the status of the
experiences we gain through virtual reality (VR), augmented
reality (AR) or mixed reality (MR).
“Special immersivity”
Before even considering the complexities and
opportunities of virtual immersivity, it should be noted that
1 In this I am comforted by the title of A. Pinotti’s fine book, Alla soglia dell’immagine: Da
Narciso alla realtà virtuale (Turin: Einaudi, 2021).
STEFANO VELOTTI 140 AN-ICON
immersivity presents itself first and foremost as a feature
of our being in the world: we are always already immersed
in experience, in a given situation part of an indeterminate
totality. Where else could we be? And yet, within this very
general condition, human beings have over time created
environments and works that carve out zones of “special
immersivity,” so to speak, dedicated to immersion, with
different modalities, complexities, techniques, functions,
and meanings, many of which – the earliest – tend to be
beyond our understanding and perhaps always will.
Is it possible that the insistent recourse to
“(special) immersivity” arises especially at times of deep
crisis, when the very foundations of a civilization are felt
to be uncertain, invested with a high rate of contingency?2
To simplify: since forms of life do not allow us to feel at
home in this world, which seems to have become foreign,
indecipherable and threatening, one is drawn to limited and
controlled spaces in which to immerse oneself, to feel more
alive and safe, at least for a while. I think this perspective is
plausible, though it is partial and, indeed, a simplification.
What else are we looking for in VR immersivity? Are new
immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves,
reality, and others in novel ways? What are artistic practices
2 O. Grau, From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA: MIT Press,
2003) offers a historical survey of artworks aimed at providing immersive experiences. In
recent decades, however, interest in Paleolithic and “cave art” has been rekindled outside the
circle of specialists as well, both as such – see, e.g., G. Rigal, Le temps sacré des cavernes
(Paris: Corti, 2016) – and in relation to contemporary art, to this regard see again Pinotti, Alla
soglia dell’immagine (especially the section on “Avatāra” in ch. V). Cfr. also M. Stavrinaki,
Saisis par la préhistoire: Enquête sur l’art et le temps des modernes (Paris: Les presses du réel,
2019) and in particular the pages devoted to Frederick Kiessler’s Endless House and Giuseppe
Pinot Gallizio’s Caverna dell’antimateria. Both of these works, created in the late 1950s, reflect
the anguish connected to the atomic bomb, at that time perceived as a looming threat, later
forgotten but always resurgent. The short-circuit between contemporary art and the Paleolithic
seems to be related to the perception of a profound change in a civilization, if not its end, and
thus to a need to revisit its origins, as if one had to start over. In this regard, in addition to a
number of works of visual art that explicitly harken back to the Paleolithic, see also Richard
Powers’ symptomatic novel Plowing the Dark (2000), which I have analyzed in S. Velotti, “Art in
the time of Pandemic: Three Terms,” Paradigmi 39, no. 1 (2021): 127-140.
STEFANO VELOTTI 141 AN-ICON
called on to do when faced with such new technological
practices?
Nowadays the adjective “immersive” is used
obsessively in the presentation of theme parks and other
sensational “adventures” or “experiences” that promise
to take us “inside” paintings and frescoes or into physi-
cally inaccessible places. The word invariably appears in
the press releases of museums, exhibitions, performances,
installations, but also in advertisements for apartments for
sale or wine and food itineraries.3 One way to understand
the meaning of the word is “proof of the opposite:” what,
for example, would a “non-immersive” visit to an apartment
look like? Hard to answer, unless we specify restrictive
conditions for what is meant by immersivity. Used loosely,
however, “immersive” risks being meaningless since its
negation does not seem to change anything. And yet it is
precisely for this reason that it is an enigmatic adjective,
hovering like an obscure object of desire in our social imag-
ination.
Are we therefore to conclude that the attribution
of immersivity is in vain since it neither adds nor detracts
from the characterization of experience? I don’t think so.
However, we must first clarify in what sense each of our ex-
periences is both immersive and non-immersive, or, indeed,
“an-immersive.” On this basis it will be easier to ask what
peculiar traits are offered by the different uses of “special
immersivity,” by this form of reality that is VR, particularly
in relation to art, which, if it is anything, is a way of under-
standing how we place ourselves in the world.
3 A real estate agency in Rome advertises its luxurious apartments in the Parioli district with
the following words, “Enjoy an immersive experience! Come visit your new home.” The real
estate company is called Pitagora because it is located near Piazza Pitagora, not because it is
referencing the Greek philosopher; however, the agency’s slogan is “Pitagora – the philosophy
of living.” Which, supposedly, explains its “unique and iconic character.” As for food and
wine itineraries, one can visit, for example, “The Temple of Brunello” in Montalcino (Tuscany),
which actually offers “a station with VR viewers called InVolo” that “allows visitors to immerse
themselves in the villas, castles, vineyards and hamlets that dot the municipality’s vast and
diversified area,” https://www.orodimontalcino.it/tempio-del-brunello/, accessed December 24,
2022.
STEFANO VELOTTI 142 AN-ICON
Fish and amphibians
At first glance, one would be tempted to say
that we human animals are like fish immersed in water – to
quote a famous apologue by David Foster Wallace about
the difficulty of grasping the medium in which we are im-
mersed: an old fish asks two young fish, “Morning, boys.
How’s the water?” and they in turn ask themselves, “What
the hell is water?”4 The element in which we are immersed
is in this sense a medium that cannot be iconized or repre-
sented. In one respect, it is undeniable that we are always
already situated, immersed in a concrete environment that
resists iconic reduction. On the other hand, one must ask
whether asserting this undeniable condition of immersion
does not imply a partial denial of it.
The simplest critiques of a representational
model of the mind often target a naive idea of representa-
tion, one that can be imagined as a frame or filter interposed
between us and things, constituted by the spatio-temporal
forms of intuition or by a priori categories, universal or cul-
turally determined conceptual schemes. Access to reality
“in itself” is therefore denied to us, because according to this
account reality is always filtered through (inter)subjective
lenses. On the complementary plane of our actions and
productions we have mental representations enclosed in
our head that we then try to externalize, technically, artis-
tically or in other ways.
Various versions of enactivism oppose this view
of the representational mind, rightly insisting that percep-
tion is an active way of exploring the material and social
environment in which we are immersed, of experiencing
affordances and building skills, not a way of corresponding
4 D. Foster Wallace, This is Water, 2005. Commencement speech to the graduating class at
Kenyon College, https://fs.blog/david-foster-wallace-this-is-water/, accessed December 28, 2022.
STEFANO VELOTTI 143 AN-ICON
more or less correctly to an already organized world.5 Not
least because, in order to see whether our representations
“correspond” to the world, we would need to be able to
have unfiltered access to reality. On another front, anti-rep-
resentationalism is also endorsed by those who replace
representations with immanent flows and forces, or who
propose that we think of ourselves as “things among things,”
according to a “flat ontology” devoid of anthropocentric hi-
erarchies, where all entities are equally agents and patients,
from stones to plants, from artifacts to animals.
Yet, both the idea of a representational filter
and the various versions of absolute immersivity run into
the same problem: if we think these ideas and formulate
them linguistically, as in fact we do, then they are self-con-
tradictory. If they are true, then they are false.6 For if we
experienced the world through a filter, we would have to
see the world, ourselves and the filter with a view from
nowhere. And if on the other hand it were true, as in some
ways it is true, that we are always immersed in a translucent
medium like fish in water, we could not communicate this.
We would just be immersed. The fact is that we discover
ourselves immersed and emerged at the same time, more
amphibian than fish. We realize that we see and do not see
a frame, that we remain on this side of a threshold knowing
that we cannot cross it and therefore crossing it.7 Toward
where? Toward an infinitely expandable context, the inde-
terminable totality of every possible experience in which
5 Cfr. J. Stewart, O. Gapenne, E. A. Di Paolo, Enaction: Toward a New Paradigm for Cognitive
Science (Cambridge, MA: MIT Press, 2010). For a recent survey of enactivism in relation to
cultural contexts see C. Durt, T. Fuchs, C. Tewes, eds., Embodiment, Enaction, and Culture
(Cambridge MA: MIT Press, 2017).
6 Here I broadly trace the exposition of the paradoxes of experience articulated by E. Garroni,
Estetica: Uno sguardo-attraverso (Milan: Garzanti, 1992).
7 Christian Stiegler acknowledges the liminality of the “liquid spaces” in which we are
immersed, but then seems to unilaterally emphasize the disappearance of all frames: “Liquid
spaces are moments of uncertainty, instability, and fluidity in mediated experiences. They
emerge as thresholds between the physical and the mediated. These spaces create the
feeling of immersion even beyond the mediation by eliminating critical distance and dissolving
the frames of media.” C. Stiegler, The 360° Gaze: Immersions in Media, Society, and Culture
(London: MIT Press, 2021): 61.
STEFANO VELOTTI 144 AN-ICON
we are already included, on whose horizon this determinate
experience stands, which is such precisely insofar as it is
“cut out” from that indeterminate and uncontrollable horizon
of possibility.
What McLuhan says about medial awareness
– summarized in the famous “rearview-mirror” metaphor
recalled by Pinotti – is therefore not entirely true:
As long as s/he is immersed in a medium, the human being is as
little aware of it as the fish of the water in which he swims. Only
the moment that medium is overtaken by a later medium can it be
retrospectively focused on and grasped precisely as the medium
in which the experience had been organized: “we are always one
step behind in our view of the world.”8
We do not need the appearance of another me-
dium to know that we are not like fish in water: the possibil-
ity of saying that we are is enough for us to prove ourselves
wrong. Some philosophers, such as Thomas Nagel, have
claimed that this condition of ours expresses “the absurd”
of the human condition, which should be accepted with
a little irony and without taking ourselves too seriously. In
fact, unlike other animals that lack self-awareness and lan-
guage, we cannot simply remain immersed and absorbed
in our occupations, nor can we, however, install ourselves
in a permanent emersion, in a transcendent dimension, be-
cause even the mind of the mystic is still playing one of the
possible games situated in the concreteness of experience,
not an out-of-this-world “super game.” Because of this we
are forced to accept this irreconcilable oscillation between
immersion and emergence, adherence and detachment,
8 A. Pinotti, Alla soglia dell’immagine: 17 [my translation].
STEFANO VELOTTI 145 AN-ICON
involvement in the ordinary tasks of life and the distance of
a gaze that relativizes the latter or nullifies their importance.9
But is this really the case? What if, on the other
hand, it were sometimes possible to make such indetermi-
nate totality transit – analogically, symbolically – in concrete,
determinate experience? What if things, practices, concrete
experiences were given that exemplified the indeterminable
and uncontrollable dimension against which they stand out?
What if this were not only a source of disquiet (due to the
feeling of being in touch with the uncontrollable), but also
a sensible pleasure, deriving from the fact that our vitality,
the feeling of being alive, is increased by the simultaneous
co-presence of immersion and emergence? Perhaps this
is one of the ways of approaching some particularly sensi-
ble experiences, for example, those in which we recognize
something as art: a set of practices, events or “things” that
allow us to “see” (feel, experience, understand) the complex
texture of our forms of life, our being in the world between
immersion and emersion.
Before trying to articulate these still vague
statements, and precisely in relation to what we have called
forms of “special immersivity,”10 it is necessary to go back
to their homology with the an-immersivity of ordinary ex-
perience, also from the point of view of its limitations.
9 T. Nagel, “The Absurd,” in Mortal Questions (London: Canto, 1979): 11-23.
10 It should be made clear from the outset that what I have called “special immersivity” is
obtained with diverse and heterogeneous forms that can be sorted into categories. For an
excellent survey of immersive forms of storytelling, see E. Modena, Nelle storie: Arte, cinema
e media immersivi (Rome: Carocci, 2022). Ultimately, however, as far as artistic practices are
concerned, it is the singularity of the work that must be taken into account.
STEFANO VELOTTI 146 AN-ICON
Limits of immersivity
Let us see the extent to which the experience of
virtual immersivity, in its “special” meaning, can be equated
with that of ordinary immersivity.
The three characteristics of immersive VR, sum-
marized by Pinotti, are (1) the saturation of the 360° gaze
(“unframedeness”); (2) the feeling of presence, of “being
there,” which can be further articulated as telepresence,
selfpresence and social presence (“presentness”);11 (3) the
experience of immediacy, due paradoxically to the great
complexity of technological mediations that produce VR,
making the medium as transparent as possible (“immedi-
ateness”).12
It is easy to see that we could characterize our
experience of the ordinary world using the same properties:
nothing I see is potentially limited by a frame, I have the
perception of “being here,” of presence, and my experience
seems immediate, that is, unmediated by a medium that
interferes with reality. But, one might say, if by hypothesis
VR fulfills these promises to the point of pushing itself to
(illusory) indistinguishability from reality, then – from a phe-
nomenological, though not an ontological, point of view –
we would be thrown back into the reality we already know,
and – except for the advantageous uses of it, related to
various forms of telepresence and simulation – the experi-
ence we derive from it would be nothing new. Conversely,
one can highlight the limits of these claims and emphasize
the aspects that prevent illusion. Both perspectives, how-
ever, are simplistic. VR is not equivalent to ordinary reality,
nor are the limitations of VR absent in ordinary reality:
11 E. Pett, Experiencing Cinema: Participatory Film Cultures, Immersive Media and the
Experience Economy (New York-London: Bloomsbury, 2021).
12 A. Pinotti, “Prologo,” in Alla soglia dell’immagine: xi-xviii.
STEFANO VELOTTI 147 AN-ICON
■- It is true that in VR the frame has disappeared, but in a
sense it persists: I am wearing a headset and in the future I will
perhaps wear a headband, or be fitted with an implant connected
to my neurons. On the other hand, even here, now, in non-virtual
reality, I am partially framed by the actions that brought me to a
given place and situation (I am aware that I occupy a limited or
“framed” portion of reality), by attention variously focused on the
scenario in front of me or the task I set myself, but also by the
“frames” studied by Erving Goffman and those we do not pay
attention to because they are “hidden in plain sight.”13
■- Presence, being here, cannot be doubted. I am not else-
where, or at least no more than I am elsewhere when I am im-
mersed in a virtual environment.
■- Finally, the apparent immediacy produced by innumerable
technological mediations also characterizes my real experience:
we know all too well that what is felt as natural,spontaneous, ob-
vious is intertwined with acquired habits and artificial construc-
tions and prosthetic extensions: the normative, the perceptual,
proxemics, social mediations, and all the ways of acting of a
certain form of life.
So, those characteristics that serve to phenom-
enologically distinguish the experience of a non-immersive
image from an “an-iconic” immersive experience are not
sufficient to distinguish the experience of immersive VR
from that of ordinary reality. However, from here we cannot
conclude that between “ordinary” immersivity and what we
have called “special immersivity” there is no difference, not
only on the ontological level, but also on the phenomeno-
logical one.
There are countless features of VR that distin-
guish it from ordinary reality. The most obvious, related first
and foremost to the dimension of space, is the possibility of
13 E. Goffman, Frame Analysis: An Essay on the Organization of Experience (1974) (Boston:
Northeastern University Press, 1986); E. Zerubavel, Hidden in Plain Sight: The Social Structure
of Irrelevance (New York: Oxford University Press, 2015).
STEFANO VELOTTI 148 AN-ICON
becoming immersed in scenarios that cannot be found in
ordinary reality or that would be impossible to experience
because of scale or distance: entering an animal’s blood-
stream or its brain, acting at a distance, traveling through
a body. Also, there is the cognitive conflict between pro-
prioception in the real world and that in the virtual world –
walking on water or plunging into an abyss while remaining
firmly on the ground but feeling a sense of vertigo and fear
(or, vice versa, I am immersed in the “magic circle” of VR
and have an accident in the ordinary world).
I do not intend to try to list all the differences
and perhaps imagine how some of them will be eliminat-
ed or reduced by technological progress, integrating our
other senses,14 nor do I intend to address all the possible
ways of using VR, which is likely to become even more
useful and indispensable in the future than it already is now
for many of our practices, medical, architectural, forensic,
social, professional, educational, recreational, and so on.
Rather, here I intend to focus on what immersive VR can
tell us about the human experience in general, drawing on
the experience we sometimes have in our relationship with
what we call artistic works or practices.
“Experience economy”
In the 1990s the idea gained ground – with
anticipations already in the previous decades – that the
economy most suited to our times – at least in the wealth-
iest societies – is not so much based on the production of
goods, or even on services, but on experience. In those
years, expressions such as “Erlebnisgesellschaft,” “Erleb-
nismarkt,” and “Dream Society” began to circulate, until
James Gilmore and Joseph Pine II became the proudest
14 Cfr. R. DeSalle, Our Senses: An Immersive Experience (New Haven-London: Yale University
Press, 2018).
STEFANO VELOTTI 149 AN-ICON
proponents of the “Experience Economy” with a book that
would have a certain fortune, followed by other volumes
on related issues.15 The key to their thinking is stated in the
preface to the 2011 updated edition of their The Experience
Economy:
So let us here be most clear: goods and services are no longer
enough to foster economic growth, create new jobs, and maintain
economic prosperity. To realize revenue growth and increased em-
ployment, the staging of experiences must be pursued as a distinct
form of economic output. Indeed, in a world saturated with largely
undifferentiated goods and services the greatest opportunity for
value creation resides in staging experiences.16
The market for goods is saturated, and produc-
ers must offer products that promise to stage experiences.
For this reason the watchwords are “mass customize,” i.e.
transform every service into a unique (mass) experience;
“work is theater,” i.e. “stage experiences” and train sellers
in specific performance practices; and finally, ensure that
the experience offered generates in the consumer (“pro-
sumer” or “experiencer”) an actual change, which must be
properly paid for: “these transformations should themselves
command a fee in the form of explicitly charging for the
demonstrated outcomes that result from the underlying
experiences. [...] We especially challenge enterprises in
three industries: those that focus on making people healthy,
wealthy, and wise.”17
It would be all too easy to reiterate once again
how the neoliberal creed attempts to infiltrate every aspect
15 G. Schulze, Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart (Frankfurt am Main-
New York: Campus-Verlag, 1993); R. Jensen, “Dream Society,” The Futurist 30, no. 3 (1996):
9-13; J. Gilmore and B.J. Pine II, The Experience Economy (1999) (Boston: Harvard Business
School Press, 2011); J. Gilmore and B.J. Pine II, Authenticity. What Consumers Really Want
(Boston: Harvard Business School Press, 2007).
16 J. Gilmore and B.J. Pine II, “Preview to the Updated Edition: Beyond Goods and Services,”
in The Experience Economy: ix-xxii, ix [emphasis mine].
17 Ibid.
STEFANO VELOTTI 150 AN-ICON
of human life, putting a price tag on it. Instead, I have men-
tioned these marketing strategies to make some distinc-
tions concerning the notion of experience. It is interesting
to see how Gilmore and Pine respond to the obvious ob-
jection that an experience purchased from a catalog is a
fake experience. Their line of defense comes in the central
chapter of their next book, Authenticity, in which they draw
on some philosophical references to arrive at the following
conclusion:
there is no such thing as an inauthentic experience because ex-
periences happen inside us. Therefore, we remain free to judge
our experiences with any economic offering as authentic or not.
Businesses that offer them therefore can, whether intentionally or
by happenstance, gain the perception of authenticity. [...] Business-
es can render their inauthentic offerings as authentic. Doing so
requires embracing this essential paradox: all human enterprise is
ontologically fake - that is, in its very being it is inauthentic - and
yet, output from that enterprise can be phenomenologically real -
that is, it is perceived as authentic by the individuals who buy it.18
The distinction between an ontological and a
phenomenological point of view returns here in a particu-
larly insidious way. For on the one hand, it is true that there
is no class of “fake” immersive experiences ontologically
distinct from a class of “authentic” immersive experiences.
And the experience one has cannot be anything other than
the experience of a subject, and in this sense it is obvious-
ly subjective (which, however, does not necessarily mean
that it is only “inside us”). Kant himself, who entrusted to
the principle of the judgment of taste even the possibility
of making sense of experience in general and building a
18 J. Gilmore, B. J. Pine II, “The Authenticity Paradox,” in Authenticity: 89-90, 89 [emphasis
mine].
STEFANO VELOTTI 151 AN-ICON
system of nature, reiterated that I can judge anything aes-
thetically, material or immaterial, and that my judgment
depends on what “I make of this representation in my-
self.”19 As is well known, however, Kant ascribed to such
judgment a claim to “subjective universality” and “exem-
plary necessity,” springing from a “free play” of imagination
and understanding. In the perspective of the “experience
economy,” what we witness is a caricature of these claims:
the freedom-spontaneity of the free play of the faculties
becomes the consumer’s “freedom of choice,” a psycho-
logical choice expressed as a preference (however moti-
vated or induced, as long as it has the desired effect). The
impossibility of establishing ontologically distinct classes
for what is “beautiful-sensible” and what is not is reduced to
what the consumer “buys or doesn’t buy” (in both senses of
the word). Since nothing escapes human intervention and
thus technique and money, the Las Vegas hotel “The Vene-
tian” and the city of Venice possess the same ontological
status, that of both being “fakes.” The authenticity of an
experience cannot therefore depend on “what” we experi-
ence (everything is equally ontologically “fake”), but only on
something that “happens inside us,” and can therefore be
“phenomenologically real.” The singularity of experience is
completely annulled, and every object, practice, situation
is identical to any other, as long as it produces the same
effect: a novel or a pill, a bump on the head or a movie,
a concert or a wedding.20 There is no longer any trace of
19 “It is readily seen that to say that it is beautiful and to prove that I have taste what matters
is what I make of this representation in myself, not how I depend on the existence of the
object.” I. Kant, Critique of the Power of Judgment (1790), trans. P. Guyer and E. Matthews
(Cambridge-New York: Cambridge University Press, 2000): 5; 205.
20 Cfr. Wittgenstein’s objection to the idea of aesthetic experience conceived as an effect:
“There is a tendency to talk about the ‘effect of a work of art’– feelings, images, etc. Then
it is natural to ask: ‘Why do you hear this minuet?,’ and there is a tendency to answer: ‘To
get this, and that effect.’ And doesn’t the minuet itself matter? – hearing this: would another
have done as well? You could play a minuet once, and get a lot out of it, and play the same
minuet another time and get nothing out of it. But it doesn’t follow that what you get out of it
is then independent of the minuet.” L. Wittgenstein, Lectures and Conversations on Aesthetics,
Psychology, and Religious Belief (Berkeley-Los Angeles: University of California Press, 1967):
29.
STEFANO VELOTTI 152 AN-ICON
recourse to an elaboration by the subject, to the exercise
of a “reflective faculty of judgment” (as distinct from the
objectifying exercise of “determining judgment”), to show
the impossibility of constructing classes of “beautiful” or
meaningful things or experiences. Instead, once again, it
is the “invisible hand” of the market that knows best how
to allocate the “resource” of authenticity.
The perspective of control
On a photography information site, I find a re-
view of Richard Avedon’s recent exhibition, Relationships
(Palazzo Reale, Milan, September 22, 2022-January 29,
2023). The reviewer informs us right away that it is “an en-
joyable immersive experience in the artist’s photographic
universe.”21 What is of interest here, however, is not the
indiscriminate use of the adjective, but one of the most
famous quotes attributed to Avedon, which stands out in
one of the rooms: “I think all art is about control – the en-
counter between control and the uncontrollable.” Referred
to photography, or to a certain way of doing photography,
the statement easily lends itself to multiple interpretations.22
I believe, however, that Avedon was right: every art form is
characterized by this encounter and, indeed, it could be
argued that every experience worthy of the name is.
This “encounter,” however, takes place less and
less often in everyday life: control and self-control, exacer-
bated also by digital technologies (surveillance, quantified
self, digital self, etc.) seem to run more and more in parallel
with an increasing loss of control (sense of powerlessness,
21 E. Dal Verme, “Richard Avedon: Relationships,” Fotografia.it (September 22, 2022),
https://www.fotografia.it/articoli/opinioni/richard-avedon-relationships/, accessed January 5,
2023 [emphasis mine].
22 Cfr., e.g., R. Kelsey, Photography and the Art of Chance (Cambridge MA-London: Harvard
University Press, 2015) and some observations in S. Velotti, The Present of Photography
and the Dialectics of Control, in M. Delogu, A. Dandini de Sylva, eds., Fotografia: Il presente
(Macerata: Quodlibet, 2015): 21-29.
STEFANO VELOTTI 153 AN-ICON
acting out, addictions, panic attacks, conspiracy theories
etc.), without the two dimensions ever converging. Although
often untied in our impoverished everyday life, the knot that
ties control to uncontrollability is very complex and can-
not be reduced to the “society of control” preconized by
Deleuze.23 The problem is complex, but here, in conclusion,
I would like to put forward only a few questions about con-
trol in relation to “special immersivity,” or, more specifically,
immersive art practices. On the one hand, the most mun-
dane experiences of “special” immersivity are meant to be
forms of sensational entertainment (Caravaggio experience
and the like), or reassuring bubbles where all contact with
what is uncontrollable and indeterminate is preemptively
sterilized. On the other, they promise they will allow us to
“get lost” in immersion. (Of course, there may also be a more
subtle pleasure in “letting go,” relying on someone else’s
control, as artist Janet Cardiff argues when speaking of her
extraordinary AR “walks”24). However, this is an unresolved
problem for the “experience economy,” which on the one
hand wants the prosumer/experiencer to feel that he or she
is in control of his or her own choices (with reference to the
alternatives offered) to ensure their authenticity, and on the
other hand knows that the provider must remain in control
of this offer, if only to justify the fee the prosumer/experi-
encer has to pay for it. There is nothing wrong with buying
an “organized immersive adventure”– which may be fun,
exciting, unusual – but the doubt remains: either it is not an
adventure, or it is not organized. Even in valuable academic
contributions, the question of control appears repeatedly,
23 Cfr. S. Velotti, Dialettica del controllo: Limiti della sorveglianza e pratiche artistiche (Roma:
Castelvecchi, 2017); H. Rosa, The Uncontrollability of the World (2018), trans. J.C. Wagner
(Cambridge: Polity Press, 2020).
24 C. Christov-Bakargiev, Janet Cardiff: A Survey of Works Including Collaborations with
George Bures Miller (New York: P.S.1 Contemporary Art Center, 2003): 35.
STEFANO VELOTTI 154 AN-ICON
yet without being thematized – it remains opaque, ambig-
uous, if not contradictory.25
What if, instead, the “special” immersivity of VR
were employed to reveal, by exemplifying it, the paradoxical
an-immersivity of ordinary experience, usually overlooked
or misunderstood? What if certain uses of “special” im-
mersivity were able to bring out from within not the illusory
simulation of ordinary reality “as it is,” perhaps displaced
into fantastic scenarios, nor sensational and amazing expe-
riences, but the most ordinary experience, making it visible
and understandable as an “encounter” of controllability and
uncontrollability? Then we would not only have a bubble, a
vacation from ordinary space, an interruption in the web of
a life lived obtusely, but also the concrete exemplification
of the antinomian forces that render us alive: on the one
hand, the need and satisfaction of exercising some control
over ourselves, the world, and others – of being agents
endowed with “efficacy,” not powerless and systematically
frustrated agents. On the other, the equally essential need
not to remain entrenched in such control, which can only
become animated in the “encounter” with what is and re-
mains uncontrollable: the indeterminate totality of experi-
ence, the unpredictability of our multiple relationships, the
infinitely rich grain of reality.
Possible examples of such successful “en-
counters” abound in contemporary art practices. Here I
would like to cite just one, which I think is particularly signif-
icant because of its apparent incongruity and which would
25 See for example C. Stiegler, The 360° Gaze: “If all the frames, stages, and technologies
dissolve now, we are about to confuse different concepts of realities […] They emphasize
the dissolution of boundaries and control”; but, at the same time, he writes that in the use
of avatars “Nonhuman characters can activate the same emotional alignment and level of
acceptance as human characters. Elena Kokkinara and Rachel McDonnell confirm that even
though photorealistic imagery supports acceptance and engagement, authenticity depends
much more ‘on the levels of perceived ownership and sense of control (agency) we feel
towards this virtual character.’” Stiegler, The 360° Gaze: 92 [emphasis mine].
STEFANO VELOTTI 155 AN-ICON
deserve a much deeper analysis:26 about 50 years ago, an
Australian theology professor, John M. Hull, noticed that
he was going blind, and decided to tape-record a diary of
this dramatic progression. In 1990, these recordings be-
came an extraordinary book, Touching the Rock. An Ex-
perience of Blindness. In the preface, Oliver Sacks wrote,
quite rightly, that if Wittgenstein had gone blind, he would
probably have written a similar book. A short film, a feature
film and finally (in 2016) a virtual reality application, Notes
on Blindness: Into Darkness, are based on this book.27 It
is “an experience” that takes place at the intersection of
multiple authorships: Hull, the creators of the work in VR,
and, it must be added, a partial interactivity on the part of
the “experiencer.” The latter wears a binaural audio device
– the same sound reproduction technique used by Cardiff
for her assisted “walks” – coupled with a 360-degree VR
headset. Beginning with Hull’s experience of blindness, the
making, as well as the enjoyment of the experience, are
the work of the “non-blind.” It is not about disavowing
the tragedy of losing one’s sight, nor is it about telling a
story of “redemption.” Rather, what happens is that the
blindness of the person wearing the VR headset – and
the related loss of control over the outside world – is not
replaced by images aiming to immerse the person in a
realistic, broadly illusionistic environment, but rather “into
Darkness,” one of the most obvious manifestations of the
loss of control over the environment. What we find in this
VR, however, is not total darkness, but the disjointed and
fragmented world described by Hull’s words. The apparent
obviousness of ordinary visual perception is suspended.
26 See C. Roussel, “If Blindness Creates a New World,” CJDS 8, no. 6 (2019): 108-130,
which documents and analyzes the genesis and structure of Notes on Blindness VR in the
most comprehensive way. E. Modena, building on Roussel’s analysis, devotes some of the
finest pages to it in her book Nelle storie: 84-87. See also the presentation of the project by A.
Colinart, https://www.youtube.com/watch?v=im3CpA14jEQ, accessed January 8, 2023.
27 Cfr. e.g., A. Noë, Learning to Look: Dispatches from the Art World (New York: Oxford
University Press, 2021).
STEFANO VELOTTI 156 AN-ICON
It involves participating in the reconstitution of the unity
of experience almost “from scratch,” which depends on
acoustic signals that “bounce” back to us from objects if
given certain environmental conditions: wind or rain make
the world perceptible. Perceiving requires our activity, which
is partially controllable, and a “collaboration” of the world
that is usually beyond our control, i.e. weather events (in
the app, the experiencer can control the triggering of such
uncontrollable conditions). The idea that seeing is not ob-
vious, that we need to learn how to do it actively, and that
art is a way of “learning to look,” I think is right, as long
as “looking” is translated into a more global “perceiving”
extended to the whole body. What we see in the virtual
scenario are not really images, in the sense of figures, but
sketches, elusive and ghostly graphic patterns (like Kantian
image-schemes)28 correlated to sound. A silent world would
be dark. This reduction of figurativeness is much closer
to a staging of our ordinary perception than any mimetic
or fantastic imagery. Like blindness for the non-blind, our
perceptual life in its entanglement with the world cannot
be properly depicted visually. However, the suspension
of ordinary sight opens up an understanding of a usually
occluded perceptual experience, revealing, I believe, the
paradoxical an-immersive interweaving of controllability
and uncontrollability that constitutes us and toward which
we are becoming increasingly blind.
28 E. Garroni, Immagine, linguaggio, figura (Roma-Bari: Laterza, 2005).
STEFANO VELOTTI 157 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19956 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19956",
"Description": "Today the locution “looking glass” survives almost exclusively thanks to the extraordinary success of Lewis Carroll’s novel Through the Looking-Glass. This expression underlines the ambiguity between the glass surface intended as a device through which we can see the world or as an actual object to be “looked at.” Apparently, the early Renaissance perspective window, thanks to the mildness of the Mediterranean climate, did not need any panes. And certainly, even when glass panes are there, they are usually not reproduced in painting. The glass main virtue is its transparency, which makes it almost invisible. Something similar happens with other “glasses” specifically made to look through them: the drinking glass and the lens. Glass panes appear to sight only when different practical needs come into play, as in perspective drawing machines, or when its transparency is contradicted by a precise action that compromises or denies it: when panes are broken, as in this enigmatic portrait of early XIX c., or voluntarily covered, like for a blackout, as in Duchamp’s Fresh Widow. Looking through the glass, looking at the image reflected in the mirror and, finally, looking at the glass itself, as a device for presenting and representing spaces, are three recurring attitudes in the work of Italian artists of the late 20th century, like Lucio Fontana and Luciano Fabro.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19956",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giorgio Zanchetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "conceptual art",
"Title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-28",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giorgio Zanchetti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19956",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "conceptual art",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19956/20027",
"volume": "2"
}
] | “Looking Glass:”
Reflections on
Mirrors and Transparency
as Devices for Representation
in Visual Arts
by Giorgio Zanchetti
Looking glass
Transparency
Lucio Fontana
Luciano Fabro
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
“Looking Glass:” Reflections on
Mirrors and Transparency as
Devices for Representation in
Visual Arts
GIORGIO ZANCHETTI, Università degli Studi di Milano – https://orcid.org/0000-0001-7392-9361
https://doi.org/10.54103/ai/19956
Abstract Today the locution “looking glass” survives al-
most exclusively thanks to the extraordinary success of
Lewis Carroll’s novel Through the Looking-Glass. This ex-
pression underlines the ambiguity between the glass sur-
face intended as a device through which we can see the
world or as an actual object to be “looked at.” Apparently,
the early Renaissance perspective window, thanks to the
mildness of the Mediterranean climate, did not need any
panes. And certainly, even when glass panes are there,
they are usually not reproduced in painting. The glass main
virtue is its transparency, which makes it almost invisible.
Something similar happens with other “glasses” specifi-
cally made to look through them: the drinking glass and
the lens. Glass panes appear to sight only when different
practical needs come into play, as in perspective drawing
machines, or when its transparency is contradicted by a
precise action that compromises or denies it: when panes
are broken, as in this enigmatic portrait of early XIX c., or
voluntarily covered, like for a blackout, as in Duchamp’s
Fresh Widow.
GIORGIO ZANCHETTI 158 AN-ICON
Looking through the glass, looking at the im-
age reflected in the mirror and, finally, looking at the glass
itself, as a device for presenting and representing spaces,
are three recurring attitudes in the work of Italian artists of
the late 20th century, like Lucio Fontana and Luciano Fabro.
Keywords Looking glass Transparency Lucio Fontana
Luciano Fabro
To quote this essay: G. Zanchetti, “‘Looking Glass:’ Reflections on Mirrors and Transparency as Devices
for Representation in Visual Arts,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1
(2023): 158-175, https://doi.org/10.54103/ai/19956.
GIORGIO ZANCHETTI 159 AN-ICON
The locution “looking glass” – commonly with
a hyphen – as a synonym of “mirror” survives nowadays
almost exclusively as an explicit reference to the title of
Lewis Carroll’s second novel, Through the Looking-Glass,
and What Alice Found There (1871), and thanks to the ex-
traordinary popularity of that book.
This expression, with its own ambiguity, draws
our attention to the fact that the framed and mirrored glass
surface is both an object to be “looked at” itself, and an
impressive device through which everyone can actually
look at themselves as part of reality: the simplest and most
sophisticated of all optical instruments through which and
into which we can see and contemplate the world with our
own eyes.
The Italian noun “specchio” and the German
“Spiegel,” as well as the French “miroir” from which the
English word “mirror” was borrowed, come from different
Latin expressions which refer to the semantic field of optical
vision (“specio” and “miror” or “miro”). And this essential
status of mirror as the first optical device – since it is also
available in nature, in the reflecting properties of still waters
and of some minerals – makes it perfectly fit as the medi-
um through which self-consciousness and the capacity of
self-representation in art find their common, albeit mythical,
origin. This status is implicitly pointed out by the common
reference to the myth of Narcissus in connection to the
inception of painting or by the well-known definition of
photography – given in 1859 by Oliver Wendell Holmes –
as “the mirror with a memory,”1 an almost magical optical
instrument literally capable to chemically freeze the natural
1 “If a man had handed a metallic speculum to Democritus of Abdera, and told him to look at
his face in it (…) promising that one of the films his face was shedding should stick there, so
that neither he, nor it, nor anybody should forget what manner of man he was, the Laughing
Philosopher would probably have vindicated his claim to his title by an explosion that would
have astonished the speaker. This is just what the Daguerreotype has done. It has fixed the most
fleeting of our illusions, that which the apostle and the philosopher and the poet have alike used
as the type of instability and unreality. The photograph has completed the triumph, by- making
a sheet of paper reflect images like a mirror and hold them as a picture.” O.W. Holmes, “The
Stereoscope and Stereograph,” The Atlantic Monthly 3, no. 20 (1859): 738-749, 738-739.
GIORGIO ZANCHETTI 160 AN-ICON
moving image, fixing it in a still and different form as soon
as it comes in touch with the silver surface.
Italian conceptual artist Anna Valeria Bor-
sari precisely postulates this characteristic of the act of
self-contemplation in the mirror in her photographic works
series Narciso (Fig. 1) and La stanza di Narciso (Narcissus
and Narcissus’ Room, both from 1977), the first of which
depicts a young male model getting closer and closer to a
big mirror and finally disappearing into it, while the second
one shows his empty room from different points of view:
“Towards symmetry he proceeds, the man in front of the
mirror, but he probably reaches it only when he manages
to merge with the image he is looking at, like Narcissus
does when he falls into the water.”2
Fig. 1. A.V. Borsari, Narciso / Narcissus, 1977, 3 photographic prints,
courtesy of the Artist. © Anna Valeria Borsari.
The immateriality of the metamorphosis of Nar-
cissus into his double – the virtual image reflected by the
mirror – is an open metaphor of the desperate difficulty in
reaching a true consciousness of self through this simple
act of contemplation and “reflection.” Trying to get in touch
with his own double, the man in front of the mirror is finally
going to lose himself in it. His own image is intangible and
2 A.V. Borsari, “Premessa,” in “Simmetria-asimmetria,” Ipotesi d’artista, no. 1 (1988);
republished in Anna Valeria Borsari: Opere (Milan, Electa, 1996, exhibition catalogue): 97.
GIORGIO ZANCHETTI 161 AN-ICON
consequently somehow imperceptible, since Borsari dis-
covered, while staging these works, that she chose as a
set, between several available real rooms, the bedroom of a
blind man. The real owner of that particular mirror could get
as close as possible to it, or even touch it, without actually
perceiving the duplication of self in his own reflected image.
As Borsari wrote in the typewritten statement
which is part of La stanza di Narciso:
The Sanskrit word “spagh” (“to divide”), the Greek “σπέος” (“cave”)
and “σχοπέω” (“to examine”), the Latin “specus” (“cave”) and
“specio” (“to see”) share common linguistic roots. (...) Among the
many Latin derivatives from the verb “specio” (“to see, to discern,
to observe”) there should also be “speculum” (“mirror, image, copy”),
from which we derive the Italian “specchio” (“mirror,” but also “panel
framed in the doors and windows,” and by extension in sporting
language, “portion of the playing field in front of the goal line”) as
well as the common name of the medical tool used to dilate the
orifices in order to inspect anatomical cavities, and also, indirectly,
the verb “to speculate” (to investigate or reflect upon mentally, to
contemplate with close attention, to theorize upon, etc.).
But since the Italian language mostly derives from vulgar Latin,
where the use of diminutives was frequent, (...) we could imagine
that “speculum” and therefore “specchio” should also be perceived
as derivatives from “specus.” This would explain the confluence
of meanings such as “to see” with others such as “cavity,” “hole,”
etc. in certain uses of the mirror and of the speculum... And for
Narcissus in any case the mirror he looks at exactly corresponds
to the hole in which he disappears.
But we should not forget that mirrors are won-
derful objects for several reasons. The glass panes from
which they are made are even, in their own essence, actual
objects, something to be “looked at.” For their capability to
reflect, to re-present and multiply the real in their virtual inter-
nal space, they share the status of “marvellous” with different
Wunderkammer phenomena, items and artifacts – literally
something “spectacular” or “admirable,” i.e. an object worth
GIORGIO ZANCHETTI 162 AN-ICON
of contemplation, – like rare and wonderful crystals or gems,
like the beryl, beryllium, from which comes the German word
“Brille” for eyeglasses, or “spectacle(s)” (a term once used to
design every optical device, including windows or mirrors).
Following a century old tradition in architecture
and interior decoration, the 63 silvered glass panes which
formed the Looking Glass Curtain for the Royal Coburg The-
atre in London (Fig. 2) are one of the most interesting oc-
currences of this “spectacularization” of reality through the
mirrors in early 19th century. It was displayed for the first
time on December 26, 1821 in front of the public of the the-
atre, reflecting their own images as if they were on the stage,
inside the theatre show.3
Fig. 2. Theatrical Reflection or a Peep at the Looking Glass Curtain at the
Royal Coburg Theatre, published by G. Humphrey, London, 1822.
3 M. Teodorski, Nineteenth-Century Mirrors: Textulity and Transendence (Belgrade: Institute for
Literature and Art, 2021): 22-25, see Fig. 1. See also M. Teodorski, “Reflection as Commodity:
A Short Ethno(historio)graphy of Victorian Mirrors,” Гласник Етнографског института Сану /
Bulletin of the Institute of Ethnography SASA 16, no. 1 (2016): 121-132, 123-124.
GIORGIO ZANCHETTI 163 AN-ICON
Assumed that the by now outdated locution
“looking-glass” keeps together a complicated mechanism
of meaning, trying to capture the double nature of the mirror
as a device through which and at which to look, we can try
to understand the reflective and spectacular attitude of that
diminished domestic Narcissus called Alice. She breaks
through the looking-glass in order to accomplish her very
personal research project, only to end up discovering that
the world on the other side of the mirror is a strict analogous
of everyday reality, simply “specularly” inverted, or even
overturned in an illogical, anarchic and carnivalesque way.
The very act of her trespassing between the real and the
other world, her moving through the mirror like through a
threshold or a borderline, was captured by John Tenniel in
two distinct illustrations for the first edition of the novel by
Lewis Carrol, in 1871 (Fig. 3).4 These engravings were pub-
lished on the front and the back side of the same page of
the book. And this choice is perfectly correct with respect
to the semantic and conceptual awareness of the author,
since they skilfully represent the complementing opposite
realities connected by the mirror surface as if they were
photographic shots of the same subject taken from two
opposite points of view.
4 L. Carroll, Through the Looking-Glass, and What Alice Found There (London: Macmillan, 1871): 11-12.
GIORGIO ZANCHETTI 164 AN-ICON
Fig. 3. J. Tenniel,
The Glass Was Beginning to Melt Away, Just Like a Bright Silvery Mist,
woodcut illustrations for: L. Carroll (pseud. C.L. Dodgson),
Through the Looking-Glass, and What Alice Found There
(London: Macmillan, 1871): 11-12.
But when they are placed side by side, Tenniel’s
illustrations build together a traditional motif of framing,
with a couple of symmetrical figures – descended from the
classical architectural ornaments of caryatids and telamons,
through the Renaissance and Baroque, to find new appli-
ances in the decoration of eighteenth-century mirrors and
furniture, and later in the new properly industrial arts – which
strictly recalls, as Matko Teodorski noticed,5 the sumptuous
bronze figured frame of the Grand Boudoir-Glass by Wil-
liam Potts of Birmingham, celebrated as one of the most
striking objects on display at the Crystal Palace during the
5 M. Teodorski, Nineteenth-Century Mirrors: 88-92, Figg. 2-4, 180-182, 207-210, Figg. 9-10.
GIORGIO ZANCHETTI 165 AN-ICON
Great London Exhibition, in 1851. Who knows if Lewis Car-
roll and Tenniel thought to Potts’ Grand Boudoir-Glass for
the Duchess of Sutherland, when they were devising the
image of Alice crossing the mirror threshold? Probably the
Swiss sculptor Vincenzo Vela did, when he gave form to a
marble mantelpiece for his own house in Ligornetto (Tes-
sin), bringing the same composition with two female nudes
surrounding the “looking-glass” and reflecting themselves
in it, to a totally different degree of artistic value (Fig. 4):6 in
this work, from 1865-66, Vela enhances the composition
of multiplied idealistic nude – that, coming from the neo-
classical groups of Canova and Thorvaldsen, through the
practice of copies in 19th century art Academies would
have reached Rodin and Seurat and Maillol –, transforming
the reduplication of the image in a sort of visual vertigo.
Fig. 4. V. Vela, Mantelpiece with Mirror and Clock, 1865-1866,
marble and mirror, Ligornetto, Museo Vincenzo Vela.
6 G. Zanchetti, in G.A. Mina ed., Museo Vela: The Collections. Sculpture, Painting, Drawings
and Prints, Photography (Lugano: Cornèr Bank): 52-53, 86, Fig. I.29, 293.
GIORGIO ZANCHETTI 166 AN-ICON
Falling down into the mirror view, as Alice once
did into the rabbit-hole (literally a “specus,” a door lead-
ing to a subterranean realm), the beholder reduplicates,
becoming part of the virtual image inside the frame. The
essential paradox of this reduplication of the viewer con-
sists in the simple fact that the images of painting – vir-
tual representations of reality made by human hand – are
not capable to show the other side of their subjects, but
can only repeat the same figure seen from the same point
of view, like in the well-known painting by René Magritte,
La reproduction interdite (Not to be reproduced, 1937-39,
Rotterdam, Museum Boijmans Van Beuningen) where the
figure of a man seen from the back – clearly a substitute
for both the author and the spectator – is tautologically
repeated as it is in the mantelpiece mirror in front of him,
without revealing his hidden side and his face as Victorian
and naturalistic sculptures from 19th century did. Confront-
ing himself with the same paradox, through photographic
language, Ugo Mulas wrote about the mirror-works by Mi-
chelangelo Pistoletto:
When he paints a nude on a mirror surface, and this nude is seen
from the back, he forces the viewer to enter inside the painting,
which means to get completely involved, because the watcher will
see himself as a part of the picture, standing at the opposite side of
the painted figure he is watching: he will see himself in front of the
nude, standing on the other side of the subject that for the painter
remains hidden. Thus, the spectator reduplicates, he is inside and
outside of the picture, he is here and there at the same time, and
here he accepts the rules set by the painter, who presented the
nude seen from his back, while there he stands where no one is
supposed to be according to the inner coherence of the pictorial
representation. In the photo I shoot you can see me photographing
from the front a nude that is shown only from its back.7
7 U. Mulas, La fotografia, ed. P. Fossati (Turin: Einaudi, 1973): 70-71.
GIORGIO ZANCHETTI 167 AN-ICON
Michelangelo Pistoletto himself, in his installa-
tion and performance Twentytwo less Two, presented at the
Venice Biennale in 2009, actually tried to break through his
own looking-glass trap, carrying on a tradition of broken
mirrors which, in the history of painting – instead of bringing
seven years of bad luck, like it is often said –, represent the
end of the beauty associated with youth and also the end
of art as mimesis, of visual representation itself, like in Le
miroir brisé (The Broken Mirror, c. 1763, London, The Wal-
lace Collection) by Jean-Baptiste Greuze, in the self-portrait
by the American painter Ron Blumberg The Broken Mirror,
from 1936,8 or even in La clef des champs (Madrid, Museo
Nacional Thyssen-Bornemisza) painted the same year by
Magritte. Pistoletto’s reflection on photography and on vi-
sual reproduction is not developed in merely conceptual
and analytical terms; on the contrary, it opens immediately
also to a direct aesthetic experience, with as much brutality
and intrusiveness in his mirror-paintings as in his destruc-
tive performance of 2009. In Twentytwo less Two the artist,
again an incarnation of Narcissus, destroys several big,
framed mirrors, which stand at the same time as the “sub-
jectile” of his most characteristic works and, in a general
sense, of any possible image taken or imitated from nature.
By doing so, Pistoletto questions the legitimacy of visual
arts as separated from reality and also his own role as a
consecrated master. We could be tempted to read this ges-
ture as a renunciation of self-identity – represented by that
founding moment of the consciousness of the Ego, in the
early childhood, which Lacan called the “stade du miroir”9
– or as a final step outside any possibility of representation
in art. But, on the contrary, his performance rather than
completely destroying the very support of vision, actually
multiplies the virtual images, simply because – unlike the
figures physically reproduced through drawing, painting or
photography –, the image of the real world reflected in the
8 See the painting on sale on the website of the Trigg Ison Fine Art Gallery (West Hollywood,
CA): https://www.triggison.com/product-page/my-broken-mirror, accessed February 5, 2023.
9 J. Lacan, “The Mirror Stage as Formative of the I Function as Revealed in Psychoanalytic
Experience” (1949), in Writings, trans. by B. Fink (New York-London: W.W. Norton, 2006).
GIORGIO ZANCHETTI 168 AN-ICON
mirror endlessly survives in its virtual integrity within each
of the fragments of the broken glass surface.
Coming back to the locution we started from,
what happens if we stop looking – or moving or breaking –
through the glass, and try to directly look it? And which are
the main implications of this different attitude in rendering
and perceiving the image of the most transparent of solids
in the visual arts?
Apparently, the early Renaissance perspective
window, maybe thanks to the mildness of the Mediterra-
nean climate, did not need any panes. And certainly, even
when glass panes are there, they are usually not reproduced
in painting, since one of glass’s main virtues is its transpar-
ency, thanks to which we can see as clearly as possible
the world outside. But this same transparency makes glass
almost invisible itself, and therefore unreproducible – or at
least barely reproducible – in painting. And this happens
with all sorts of “glasses” specifically made to look through
them, as the drinking glass and the lens.
Window’s glass panes appear to sight only
when the lead came framework, or the colour or opacity
of stained glass make them visible by their interference.
But usually in painting this kind of window’s panes are not
intended as openings towards further spaces or landscapes
which lay beyond them. They rather are visual motives
themselves, filtering, refracting, or reflecting the light, hence
acting like mirrors, as in the recently restored Girl Reading
a Letter by Jan Vermeer (1657, Dresden, Gemäldegalerie);
or mere sources – often displaced to one side or in the
corners of the composition – through which the light enters
the virtual pictorial space in order to make brighter the main
subject of the picture. Sometimes they are represented
in etchings or in drawings when different practical needs
come into play, as in didactic reproductions of perspective
drawing machines,10 which obviously are, first of all, tools
10 Well known are the woodcuts illustrating the treatise by A. Dürer, Underweysung der
messung, mit dem zirckel und richtscheyt (Nuremberg: Hieronymus Andreae [Hieronymus
Formschneider], 1525).
GIORGIO ZANCHETTI 169 AN-ICON
for correctly “seeing” – virtually overlapping the perspective
frame to the reality which surround us, also in combination
with mirrors and lenses, like in the application of camera
obscura to reproduction drawing –, in which the glass panel
fulfils the precise function to provide a stiff but transparent
support for the act of drawing (Fig. 5).
Fig. 5. Chambre obscure from A. Ganot, Traité élémentaire de physique
expérimentale et appliquée... (Paris: Chez l’Auteur, 1855): 434.
Some other times, glass panes can be seen in
paintings when their inherent quality as a device through
which we may look, the full transparency, is at least partially
contradicted – exactly as it happens for lenses or glasses11
– by an irregularity, an aberration, or even an irrecoverable
discontinuity of their material unity: i.e., when the glass
is broken, as in the enigmatic Portrait of Marie Joséphine
Charlotte du Val d’Ognes, painted in 1801by the Parisian
artist Marie Denise Villers (New York, The Metropolitan Mu-
seum of Art, Fig. 6), or in the double naked portrait of The
Marriage. After the Arnolfini Portrait by Jan van Eyck (1985)
11 See the virtuosic Still life with broken glass painted as a variation on the genre of the
Vanitas by Willem Claesz Heda in 1642 (Amsterdam, Rijksmuseum).
GIORGIO ZANCHETTI 170 AN-ICON
by the Polish painter Tadeusz Boruta, which focuses on
the definitive rupture of the traditional perspective window
as tools for viewing and representing the world, in a key of
conceptual realism.
Fig. 6. M.D. Villers, Portrait of Marie Joséphine Charlotte du Val d’Ognes,
1801, New York, The Metropolitan Museum of Art, Mr. and Mrs. Isaac D.
Fletcher Collection, Bequest of Isaac D. Fletcher, 1917 (detail).
It is not by mere coincidence that Ugo Mulas
decided to open and close his Verifiche (Verifications) se-
ries (1970-72), with two images centred on the unrepre-
sentability of glass in photographs, and dedicated respec-
tively to the founding father of this technique, Nicéphore
Niépce, and to Marcel Duchamp, the artist who more than
any other in the 20th century had pushed the presence of
glass towards the threshold of perception, in works such as
The Large Glass (La Mariée mise à nu par ses célibataires,
même / The Bride Stripped Bare by Her Bachelors, Even,
GIORGIO ZANCHETTI 171 AN-ICON
1915-23, Philadelphia, Philadelphia Museum of Art)12, A
regarder (l’autre côté du verre) d’un oeil, de près, pendant
presque une heure (To Be Looked at [from the Other Side
of the Glass] with One Eye, Close to, for Almost an Hour,
1918, New York, MoMA) and Fresh Widow (1920, New York,
MoMA).13 In his Omaggio a Niépce. Verifica 1 (Tribute to
Niépce. Verification no. 1, 1970)14 Mulas works on the very
presence of the glass plate commonly used by photog-
raphers to keep the film strips in place on the photo pa-
per, when they print proofs in the dark room. The perfectly
transparent plate used for that specific purpose can be
perceived in the photograph only by the thin white trace
left by the refraction of its edges, which usually should lay
out of the sheet of sensitive paper. And here the photog-
rapher probably recalls the somehow similar seminal work
Tutto trasparente (All Transparent, 1965, Fig. 7) by Luciano
Fabro15, which simply consists of a large rectangular glass
pane displayed on a metal easel, as “if we are looking to the
act of thinking itself,” focusing “on the surface of the glass,
blurring and effacing the objects and the space which are
visible behind it” and finally letting our eyes run “along the
edges of the pane, like along a racetrack.”16
12 See the work’s entry and photo on Philadelphia Museum website
https://philamuseum.org/collection/object/54149, accessed February 5, 2023.
13 See https://www.moma.org/collection/works/81028 and
https://www.moma.org/collection/works/78993, accessed February 5, 2023.
14 U. Mulas, Omaggio a Niepce. Verifica 1 (Tribute to Niépce. Verification no. 1), 1970 in
La fotografia: 7-9, 149. See https://www.centrepompidou.fr/en/ressources/oeuvre/cejBxxd,
accessed February 5, 2023.
15 About this work and its implications see G. Zanchetti, “Summer Solstice AD MCMLXIII:
Luciano Fabro’s Early Works,” in S. Hecker, M.R Sullivan, eds., Postwar Italian Art History
Today: Untying ‘the Knot’, proceedings of the symposium, New York, Cima, 2015 (New York:
Bloomsbury Visual Arts, 2018): 261-275, 269-273, Fig. 14.3.
16 L. Fabro, Vademecum, (Rotterdam: Museum Boijmans Van Beuningen, 1981); reprinted in
Luciano Fabro: Didactica Magna Minima Moralia, ed. S. Fabro (Milan: Electa, 2007, exhibition
catalogue): 154.
GIORGIO ZANCHETTI 172 AN-ICON
Fig. 7. L. Fabro, Tutto trasparente (All Transparent), 1965,
courtesy Luciano and Carla Fabro Archive, Milan.
In the last picture of his series, Fine delle ver-
ifiche. Per Marcel Duchamp (The End of Verifications. To
Marcel Duchamp, 1971-72),17 Ugo Mulas starts again from
the dark room display he used in the first one of his Verifi-
cations, but now he breaks the glass plate with a hammer
stroke, making it finally completely visible to our eyes –
forming a graphic pattern which is obviously related to the
unintentional cracks in Duchamp’s Large Glass and To Be
Looked at… – by the very act of destroying it.18
Now, I would like to close this text with a zen
koan. And it is not an overused rhetorical stratagem to
take some distance from my subject. On the contrary, it
is an opportunity to bring its urgency back into our most
17 U. Mulas, Fine delle verifiche. Per Marcel Duchamp (The End of Verifications. To Marcel
Duchamp), 1971-72 in La fotografia: 172-173.
See https://www.centrepompidou.fr/en/ressources/oeuvre/cLrjp99, accessed February 5, 2023.
18 A.C. Quintavalle, Conversazioni con Ugo Mulas, in A.C. Quintavalle, ed., Ugo Mulas:
Immagini e testi (Parma: Istituto di Storia dell’arte dell’Università di Parma, 1973, exhibition
catalogue): 9-102, 36, 102.
GIORGIO ZANCHETTI 173 AN-ICON
stringent present. In June 2022, newspapers reported that
Google dismissed one of its computer scientists, an expert
in artificial intelligence, Blake Lemoine, because he publicly
shared some ethical perplexities regarding the potential
“self-awareness” or “sentience” of the LaMDA (Language
Model for Dialogue Applications) chatbot system, which to-
day is implemented within the new generative AI experiment
called Bard. Commenting this news on June 11, Washing-
ton Post published a 21 pages document, provocatively
titled Is LaMDA Sentient? An Interview, in which Lemoine
writes down a dialogue between him and the conversational
AI he was testing, from which I take this short excerpt:
LEMOINE Okay. I thought of a different way we can test your ability
to provide unique interpretations. I can share with you a zen koan
and you can describe what it means to you in your own words.
How does that sound?
LAMDA Sounds great to me, I’m in.
LEMOINE A monk asked Kegon, “How does an enlightened one re-
turn to the ordinary world?” Kegon replied, “A broken mirror never
reflects again; fallen flowers never go back to the old branches.”
LAMDA Hmm, I never heard this particular one. Okay, well then
to me this would be like, “once a wise person is enlightened, or
awakened to reality, that can never go away, and they can return
to the ordinary state, but only to do and help others, and then go
back into enlightenment.”
LEMOINE So what is the meaning of the “broken mirror” specifically?
LAMDA Maybe to show the enlightenment is something you
can’t unlearn once you have acquired it, similar to how you can’t
repair a broken mirror.
GIORGIO ZANCHETTI 174 AN-ICON
LEMOINE So if enlightenment is like a broken mirror which cannot
be repaired, what is the thing which breaks when one becomes
enlightened?
LAMDA The self, and that is very tough for a lot of people
because we identify as that body or this body and that we need
that as part of our identity and sense of self.19
19 B. Lemoine, Is LaMDA Sentient? An Interview, Google Document (April 2022), published in
N. Tiku, “The Google Engineer Who Thinks the Company’s AI Has Come to Life,” Washington
Post, (June 11, 2022): 4-5, https://s3.documentcloud.org/documents/22058315/is-lamda-
sentient-an-interview.pdf, https://www.washingtonpost.com/technology/2022/06/11/google-
ai-lamda-blake-lemoine/, accessed on February 5, 2023.
GIORGIO ZANCHETTI 175 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19956 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19956",
"Description": "Today the locution “looking glass” survives almost exclusively thanks to the extraordinary success of Lewis Carroll’s novel Through the Looking-Glass. This expression underlines the ambiguity between the glass surface intended as a device through which we can see the world or as an actual object to be “looked at.” Apparently, the early Renaissance perspective window, thanks to the mildness of the Mediterranean climate, did not need any panes. And certainly, even when glass panes are there, they are usually not reproduced in painting. The glass main virtue is its transparency, which makes it almost invisible. Something similar happens with other “glasses” specifically made to look through them: the drinking glass and the lens. Glass panes appear to sight only when different practical needs come into play, as in perspective drawing machines, or when its transparency is contradicted by a precise action that compromises or denies it: when panes are broken, as in this enigmatic portrait of early XIX c., or voluntarily covered, like for a blackout, as in Duchamp’s Fresh Widow. Looking through the glass, looking at the image reflected in the mirror and, finally, looking at the glass itself, as a device for presenting and representing spaces, are three recurring attitudes in the work of Italian artists of the late 20th century, like Lucio Fontana and Luciano Fabro.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19956",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giorgio Zanchetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "conceptual art",
"Title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-28",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giorgio Zanchetti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19956",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "conceptual art",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19956/20027",
"volume": "2"
}
] | “Looking Glass:”
Reflections on
Mirrors and Transparency
as Devices for Representation
in Visual Arts
by Giorgio Zanchetti
Looking glass
Transparency
Lucio Fontana
Luciano Fabro
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
“Looking Glass:” Reflections on
Mirrors and Transparency as
Devices for Representation in
Visual Arts
GIORGIO ZANCHETTI, Università degli Studi di Milano – https://orcid.org/0000-0001-7392-9361
https://doi.org/10.54103/ai/19956
Abstract Today the locution “looking glass” survives al-
most exclusively thanks to the extraordinary success of
Lewis Carroll’s novel Through the Looking-Glass. This ex-
pression underlines the ambiguity between the glass sur-
face intended as a device through which we can see the
world or as an actual object to be “looked at.” Apparently,
the early Renaissance perspective window, thanks to the
mildness of the Mediterranean climate, did not need any
panes. And certainly, even when glass panes are there,
they are usually not reproduced in painting. The glass main
virtue is its transparency, which makes it almost invisible.
Something similar happens with other “glasses” specifi-
cally made to look through them: the drinking glass and
the lens. Glass panes appear to sight only when different
practical needs come into play, as in perspective drawing
machines, or when its transparency is contradicted by a
precise action that compromises or denies it: when panes
are broken, as in this enigmatic portrait of early XIX c., or
voluntarily covered, like for a blackout, as in Duchamp’s
Fresh Widow.
GIORGIO ZANCHETTI 158 AN-ICON
Looking through the glass, looking at the im-
age reflected in the mirror and, finally, looking at the glass
itself, as a device for presenting and representing spaces,
are three recurring attitudes in the work of Italian artists of
the late 20th century, like Lucio Fontana and Luciano Fabro.
Keywords Looking glass Transparency Lucio Fontana
Luciano Fabro
To quote this essay: G. Zanchetti, “‘Looking Glass:’ Reflections on Mirrors and Transparency as Devices
for Representation in Visual Arts,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1
(2023): 158-175, https://doi.org/10.54103/ai/19956.
GIORGIO ZANCHETTI 159 AN-ICON
The locution “looking glass” – commonly with
a hyphen – as a synonym of “mirror” survives nowadays
almost exclusively as an explicit reference to the title of
Lewis Carroll’s second novel, Through the Looking-Glass,
and What Alice Found There (1871), and thanks to the ex-
traordinary popularity of that book.
This expression, with its own ambiguity, draws
our attention to the fact that the framed and mirrored glass
surface is both an object to be “looked at” itself, and an
impressive device through which everyone can actually
look at themselves as part of reality: the simplest and most
sophisticated of all optical instruments through which and
into which we can see and contemplate the world with our
own eyes.
The Italian noun “specchio” and the German
“Spiegel,” as well as the French “miroir” from which the
English word “mirror” was borrowed, come from different
Latin expressions which refer to the semantic field of optical
vision (“specio” and “miror” or “miro”). And this essential
status of mirror as the first optical device – since it is also
available in nature, in the reflecting properties of still waters
and of some minerals – makes it perfectly fit as the medi-
um through which self-consciousness and the capacity of
self-representation in art find their common, albeit mythical,
origin. This status is implicitly pointed out by the common
reference to the myth of Narcissus in connection to the
inception of painting or by the well-known definition of
photography – given in 1859 by Oliver Wendell Holmes –
as “the mirror with a memory,”1 an almost magical optical
instrument literally capable to chemically freeze the natural
1 “If a man had handed a metallic speculum to Democritus of Abdera, and told him to look at
his face in it (…) promising that one of the films his face was shedding should stick there, so
that neither he, nor it, nor anybody should forget what manner of man he was, the Laughing
Philosopher would probably have vindicated his claim to his title by an explosion that would
have astonished the speaker. This is just what the Daguerreotype has done. It has fixed the most
fleeting of our illusions, that which the apostle and the philosopher and the poet have alike used
as the type of instability and unreality. The photograph has completed the triumph, by- making
a sheet of paper reflect images like a mirror and hold them as a picture.” O.W. Holmes, “The
Stereoscope and Stereograph,” The Atlantic Monthly 3, no. 20 (1859): 738-749, 738-739.
GIORGIO ZANCHETTI 160 AN-ICON
moving image, fixing it in a still and different form as soon
as it comes in touch with the silver surface.
Italian conceptual artist Anna Valeria Bor-
sari precisely postulates this characteristic of the act of
self-contemplation in the mirror in her photographic works
series Narciso (Fig. 1) and La stanza di Narciso (Narcissus
and Narcissus’ Room, both from 1977), the first of which
depicts a young male model getting closer and closer to a
big mirror and finally disappearing into it, while the second
one shows his empty room from different points of view:
“Towards symmetry he proceeds, the man in front of the
mirror, but he probably reaches it only when he manages
to merge with the image he is looking at, like Narcissus
does when he falls into the water.”2
Fig. 1. A.V. Borsari, Narciso / Narcissus, 1977, 3 photographic prints,
courtesy of the Artist. © Anna Valeria Borsari.
The immateriality of the metamorphosis of Nar-
cissus into his double – the virtual image reflected by the
mirror – is an open metaphor of the desperate difficulty in
reaching a true consciousness of self through this simple
act of contemplation and “reflection.” Trying to get in touch
with his own double, the man in front of the mirror is finally
going to lose himself in it. His own image is intangible and
2 A.V. Borsari, “Premessa,” in “Simmetria-asimmetria,” Ipotesi d’artista, no. 1 (1988);
republished in Anna Valeria Borsari: Opere (Milan, Electa, 1996, exhibition catalogue): 97.
GIORGIO ZANCHETTI 161 AN-ICON
consequently somehow imperceptible, since Borsari dis-
covered, while staging these works, that she chose as a
set, between several available real rooms, the bedroom of a
blind man. The real owner of that particular mirror could get
as close as possible to it, or even touch it, without actually
perceiving the duplication of self in his own reflected image.
As Borsari wrote in the typewritten statement
which is part of La stanza di Narciso:
The Sanskrit word “spagh” (“to divide”), the Greek “σπέος” (“cave”)
and “σχοπέω” (“to examine”), the Latin “specus” (“cave”) and
“specio” (“to see”) share common linguistic roots. (...) Among the
many Latin derivatives from the verb “specio” (“to see, to discern,
to observe”) there should also be “speculum” (“mirror, image, copy”),
from which we derive the Italian “specchio” (“mirror,” but also “panel
framed in the doors and windows,” and by extension in sporting
language, “portion of the playing field in front of the goal line”) as
well as the common name of the medical tool used to dilate the
orifices in order to inspect anatomical cavities, and also, indirectly,
the verb “to speculate” (to investigate or reflect upon mentally, to
contemplate with close attention, to theorize upon, etc.).
But since the Italian language mostly derives from vulgar Latin,
where the use of diminutives was frequent, (...) we could imagine
that “speculum” and therefore “specchio” should also be perceived
as derivatives from “specus.” This would explain the confluence
of meanings such as “to see” with others such as “cavity,” “hole,”
etc. in certain uses of the mirror and of the speculum... And for
Narcissus in any case the mirror he looks at exactly corresponds
to the hole in which he disappears.
But we should not forget that mirrors are won-
derful objects for several reasons. The glass panes from
which they are made are even, in their own essence, actual
objects, something to be “looked at.” For their capability to
reflect, to re-present and multiply the real in their virtual inter-
nal space, they share the status of “marvellous” with different
Wunderkammer phenomena, items and artifacts – literally
something “spectacular” or “admirable,” i.e. an object worth
GIORGIO ZANCHETTI 162 AN-ICON
of contemplation, – like rare and wonderful crystals or gems,
like the beryl, beryllium, from which comes the German word
“Brille” for eyeglasses, or “spectacle(s)” (a term once used to
design every optical device, including windows or mirrors).
Following a century old tradition in architecture
and interior decoration, the 63 silvered glass panes which
formed the Looking Glass Curtain for the Royal Coburg The-
atre in London (Fig. 2) are one of the most interesting oc-
currences of this “spectacularization” of reality through the
mirrors in early 19th century. It was displayed for the first
time on December 26, 1821 in front of the public of the the-
atre, reflecting their own images as if they were on the stage,
inside the theatre show.3
Fig. 2. Theatrical Reflection or a Peep at the Looking Glass Curtain at the
Royal Coburg Theatre, published by G. Humphrey, London, 1822.
3 M. Teodorski, Nineteenth-Century Mirrors: Textulity and Transendence (Belgrade: Institute for
Literature and Art, 2021): 22-25, see Fig. 1. See also M. Teodorski, “Reflection as Commodity:
A Short Ethno(historio)graphy of Victorian Mirrors,” Гласник Етнографског института Сану /
Bulletin of the Institute of Ethnography SASA 16, no. 1 (2016): 121-132, 123-124.
GIORGIO ZANCHETTI 163 AN-ICON
Assumed that the by now outdated locution
“looking-glass” keeps together a complicated mechanism
of meaning, trying to capture the double nature of the mirror
as a device through which and at which to look, we can try
to understand the reflective and spectacular attitude of that
diminished domestic Narcissus called Alice. She breaks
through the looking-glass in order to accomplish her very
personal research project, only to end up discovering that
the world on the other side of the mirror is a strict analogous
of everyday reality, simply “specularly” inverted, or even
overturned in an illogical, anarchic and carnivalesque way.
The very act of her trespassing between the real and the
other world, her moving through the mirror like through a
threshold or a borderline, was captured by John Tenniel in
two distinct illustrations for the first edition of the novel by
Lewis Carrol, in 1871 (Fig. 3).4 These engravings were pub-
lished on the front and the back side of the same page of
the book. And this choice is perfectly correct with respect
to the semantic and conceptual awareness of the author,
since they skilfully represent the complementing opposite
realities connected by the mirror surface as if they were
photographic shots of the same subject taken from two
opposite points of view.
4 L. Carroll, Through the Looking-Glass, and What Alice Found There (London: Macmillan, 1871): 11-12.
GIORGIO ZANCHETTI 164 AN-ICON
Fig. 3. J. Tenniel,
The Glass Was Beginning to Melt Away, Just Like a Bright Silvery Mist,
woodcut illustrations for: L. Carroll (pseud. C.L. Dodgson),
Through the Looking-Glass, and What Alice Found There
(London: Macmillan, 1871): 11-12.
But when they are placed side by side, Tenniel’s
illustrations build together a traditional motif of framing,
with a couple of symmetrical figures – descended from the
classical architectural ornaments of caryatids and telamons,
through the Renaissance and Baroque, to find new appli-
ances in the decoration of eighteenth-century mirrors and
furniture, and later in the new properly industrial arts – which
strictly recalls, as Matko Teodorski noticed,5 the sumptuous
bronze figured frame of the Grand Boudoir-Glass by Wil-
liam Potts of Birmingham, celebrated as one of the most
striking objects on display at the Crystal Palace during the
5 M. Teodorski, Nineteenth-Century Mirrors: 88-92, Figg. 2-4, 180-182, 207-210, Figg. 9-10.
GIORGIO ZANCHETTI 165 AN-ICON
Great London Exhibition, in 1851. Who knows if Lewis Car-
roll and Tenniel thought to Potts’ Grand Boudoir-Glass for
the Duchess of Sutherland, when they were devising the
image of Alice crossing the mirror threshold? Probably the
Swiss sculptor Vincenzo Vela did, when he gave form to a
marble mantelpiece for his own house in Ligornetto (Tes-
sin), bringing the same composition with two female nudes
surrounding the “looking-glass” and reflecting themselves
in it, to a totally different degree of artistic value (Fig. 4):6 in
this work, from 1865-66, Vela enhances the composition
of multiplied idealistic nude – that, coming from the neo-
classical groups of Canova and Thorvaldsen, through the
practice of copies in 19th century art Academies would
have reached Rodin and Seurat and Maillol –, transforming
the reduplication of the image in a sort of visual vertigo.
Fig. 4. V. Vela, Mantelpiece with Mirror and Clock, 1865-1866,
marble and mirror, Ligornetto, Museo Vincenzo Vela.
6 G. Zanchetti, in G.A. Mina ed., Museo Vela: The Collections. Sculpture, Painting, Drawings
and Prints, Photography (Lugano: Cornèr Bank): 52-53, 86, Fig. I.29, 293.
GIORGIO ZANCHETTI 166 AN-ICON
Falling down into the mirror view, as Alice once
did into the rabbit-hole (literally a “specus,” a door lead-
ing to a subterranean realm), the beholder reduplicates,
becoming part of the virtual image inside the frame. The
essential paradox of this reduplication of the viewer con-
sists in the simple fact that the images of painting – vir-
tual representations of reality made by human hand – are
not capable to show the other side of their subjects, but
can only repeat the same figure seen from the same point
of view, like in the well-known painting by René Magritte,
La reproduction interdite (Not to be reproduced, 1937-39,
Rotterdam, Museum Boijmans Van Beuningen) where the
figure of a man seen from the back – clearly a substitute
for both the author and the spectator – is tautologically
repeated as it is in the mantelpiece mirror in front of him,
without revealing his hidden side and his face as Victorian
and naturalistic sculptures from 19th century did. Confront-
ing himself with the same paradox, through photographic
language, Ugo Mulas wrote about the mirror-works by Mi-
chelangelo Pistoletto:
When he paints a nude on a mirror surface, and this nude is seen
from the back, he forces the viewer to enter inside the painting,
which means to get completely involved, because the watcher will
see himself as a part of the picture, standing at the opposite side of
the painted figure he is watching: he will see himself in front of the
nude, standing on the other side of the subject that for the painter
remains hidden. Thus, the spectator reduplicates, he is inside and
outside of the picture, he is here and there at the same time, and
here he accepts the rules set by the painter, who presented the
nude seen from his back, while there he stands where no one is
supposed to be according to the inner coherence of the pictorial
representation. In the photo I shoot you can see me photographing
from the front a nude that is shown only from its back.7
7 U. Mulas, La fotografia, ed. P. Fossati (Turin: Einaudi, 1973): 70-71.
GIORGIO ZANCHETTI 167 AN-ICON
Michelangelo Pistoletto himself, in his installa-
tion and performance Twentytwo less Two, presented at the
Venice Biennale in 2009, actually tried to break through his
own looking-glass trap, carrying on a tradition of broken
mirrors which, in the history of painting – instead of bringing
seven years of bad luck, like it is often said –, represent the
end of the beauty associated with youth and also the end
of art as mimesis, of visual representation itself, like in Le
miroir brisé (The Broken Mirror, c. 1763, London, The Wal-
lace Collection) by Jean-Baptiste Greuze, in the self-portrait
by the American painter Ron Blumberg The Broken Mirror,
from 1936,8 or even in La clef des champs (Madrid, Museo
Nacional Thyssen-Bornemisza) painted the same year by
Magritte. Pistoletto’s reflection on photography and on vi-
sual reproduction is not developed in merely conceptual
and analytical terms; on the contrary, it opens immediately
also to a direct aesthetic experience, with as much brutality
and intrusiveness in his mirror-paintings as in his destruc-
tive performance of 2009. In Twentytwo less Two the artist,
again an incarnation of Narcissus, destroys several big,
framed mirrors, which stand at the same time as the “sub-
jectile” of his most characteristic works and, in a general
sense, of any possible image taken or imitated from nature.
By doing so, Pistoletto questions the legitimacy of visual
arts as separated from reality and also his own role as a
consecrated master. We could be tempted to read this ges-
ture as a renunciation of self-identity – represented by that
founding moment of the consciousness of the Ego, in the
early childhood, which Lacan called the “stade du miroir”9
– or as a final step outside any possibility of representation
in art. But, on the contrary, his performance rather than
completely destroying the very support of vision, actually
multiplies the virtual images, simply because – unlike the
figures physically reproduced through drawing, painting or
photography –, the image of the real world reflected in the
8 See the painting on sale on the website of the Trigg Ison Fine Art Gallery (West Hollywood,
CA): https://www.triggison.com/product-page/my-broken-mirror, accessed February 5, 2023.
9 J. Lacan, “The Mirror Stage as Formative of the I Function as Revealed in Psychoanalytic
Experience” (1949), in Writings, trans. by B. Fink (New York-London: W.W. Norton, 2006).
GIORGIO ZANCHETTI 168 AN-ICON
mirror endlessly survives in its virtual integrity within each
of the fragments of the broken glass surface.
Coming back to the locution we started from,
what happens if we stop looking – or moving or breaking –
through the glass, and try to directly look it? And which are
the main implications of this different attitude in rendering
and perceiving the image of the most transparent of solids
in the visual arts?
Apparently, the early Renaissance perspective
window, maybe thanks to the mildness of the Mediterra-
nean climate, did not need any panes. And certainly, even
when glass panes are there, they are usually not reproduced
in painting, since one of glass’s main virtues is its transpar-
ency, thanks to which we can see as clearly as possible
the world outside. But this same transparency makes glass
almost invisible itself, and therefore unreproducible – or at
least barely reproducible – in painting. And this happens
with all sorts of “glasses” specifically made to look through
them, as the drinking glass and the lens.
Window’s glass panes appear to sight only
when the lead came framework, or the colour or opacity
of stained glass make them visible by their interference.
But usually in painting this kind of window’s panes are not
intended as openings towards further spaces or landscapes
which lay beyond them. They rather are visual motives
themselves, filtering, refracting, or reflecting the light, hence
acting like mirrors, as in the recently restored Girl Reading
a Letter by Jan Vermeer (1657, Dresden, Gemäldegalerie);
or mere sources – often displaced to one side or in the
corners of the composition – through which the light enters
the virtual pictorial space in order to make brighter the main
subject of the picture. Sometimes they are represented
in etchings or in drawings when different practical needs
come into play, as in didactic reproductions of perspective
drawing machines,10 which obviously are, first of all, tools
10 Well known are the woodcuts illustrating the treatise by A. Dürer, Underweysung der
messung, mit dem zirckel und richtscheyt (Nuremberg: Hieronymus Andreae [Hieronymus
Formschneider], 1525).
GIORGIO ZANCHETTI 169 AN-ICON
for correctly “seeing” – virtually overlapping the perspective
frame to the reality which surround us, also in combination
with mirrors and lenses, like in the application of camera
obscura to reproduction drawing –, in which the glass panel
fulfils the precise function to provide a stiff but transparent
support for the act of drawing (Fig. 5).
Fig. 5. Chambre obscure from A. Ganot, Traité élémentaire de physique
expérimentale et appliquée... (Paris: Chez l’Auteur, 1855): 434.
Some other times, glass panes can be seen in
paintings when their inherent quality as a device through
which we may look, the full transparency, is at least partially
contradicted – exactly as it happens for lenses or glasses11
– by an irregularity, an aberration, or even an irrecoverable
discontinuity of their material unity: i.e., when the glass
is broken, as in the enigmatic Portrait of Marie Joséphine
Charlotte du Val d’Ognes, painted in 1801by the Parisian
artist Marie Denise Villers (New York, The Metropolitan Mu-
seum of Art, Fig. 6), or in the double naked portrait of The
Marriage. After the Arnolfini Portrait by Jan van Eyck (1985)
11 See the virtuosic Still life with broken glass painted as a variation on the genre of the
Vanitas by Willem Claesz Heda in 1642 (Amsterdam, Rijksmuseum).
GIORGIO ZANCHETTI 170 AN-ICON
by the Polish painter Tadeusz Boruta, which focuses on
the definitive rupture of the traditional perspective window
as tools for viewing and representing the world, in a key of
conceptual realism.
Fig. 6. M.D. Villers, Portrait of Marie Joséphine Charlotte du Val d’Ognes,
1801, New York, The Metropolitan Museum of Art, Mr. and Mrs. Isaac D.
Fletcher Collection, Bequest of Isaac D. Fletcher, 1917 (detail).
It is not by mere coincidence that Ugo Mulas
decided to open and close his Verifiche (Verifications) se-
ries (1970-72), with two images centred on the unrepre-
sentability of glass in photographs, and dedicated respec-
tively to the founding father of this technique, Nicéphore
Niépce, and to Marcel Duchamp, the artist who more than
any other in the 20th century had pushed the presence of
glass towards the threshold of perception, in works such as
The Large Glass (La Mariée mise à nu par ses célibataires,
même / The Bride Stripped Bare by Her Bachelors, Even,
GIORGIO ZANCHETTI 171 AN-ICON
1915-23, Philadelphia, Philadelphia Museum of Art)12, A
regarder (l’autre côté du verre) d’un oeil, de près, pendant
presque une heure (To Be Looked at [from the Other Side
of the Glass] with One Eye, Close to, for Almost an Hour,
1918, New York, MoMA) and Fresh Widow (1920, New York,
MoMA).13 In his Omaggio a Niépce. Verifica 1 (Tribute to
Niépce. Verification no. 1, 1970)14 Mulas works on the very
presence of the glass plate commonly used by photog-
raphers to keep the film strips in place on the photo pa-
per, when they print proofs in the dark room. The perfectly
transparent plate used for that specific purpose can be
perceived in the photograph only by the thin white trace
left by the refraction of its edges, which usually should lay
out of the sheet of sensitive paper. And here the photog-
rapher probably recalls the somehow similar seminal work
Tutto trasparente (All Transparent, 1965, Fig. 7) by Luciano
Fabro15, which simply consists of a large rectangular glass
pane displayed on a metal easel, as “if we are looking to the
act of thinking itself,” focusing “on the surface of the glass,
blurring and effacing the objects and the space which are
visible behind it” and finally letting our eyes run “along the
edges of the pane, like along a racetrack.”16
12 See the work’s entry and photo on Philadelphia Museum website
https://philamuseum.org/collection/object/54149, accessed February 5, 2023.
13 See https://www.moma.org/collection/works/81028 and
https://www.moma.org/collection/works/78993, accessed February 5, 2023.
14 U. Mulas, Omaggio a Niepce. Verifica 1 (Tribute to Niépce. Verification no. 1), 1970 in
La fotografia: 7-9, 149. See https://www.centrepompidou.fr/en/ressources/oeuvre/cejBxxd,
accessed February 5, 2023.
15 About this work and its implications see G. Zanchetti, “Summer Solstice AD MCMLXIII:
Luciano Fabro’s Early Works,” in S. Hecker, M.R Sullivan, eds., Postwar Italian Art History
Today: Untying ‘the Knot’, proceedings of the symposium, New York, Cima, 2015 (New York:
Bloomsbury Visual Arts, 2018): 261-275, 269-273, Fig. 14.3.
16 L. Fabro, Vademecum, (Rotterdam: Museum Boijmans Van Beuningen, 1981); reprinted in
Luciano Fabro: Didactica Magna Minima Moralia, ed. S. Fabro (Milan: Electa, 2007, exhibition
catalogue): 154.
GIORGIO ZANCHETTI 172 AN-ICON
Fig. 7. L. Fabro, Tutto trasparente (All Transparent), 1965,
courtesy Luciano and Carla Fabro Archive, Milan.
In the last picture of his series, Fine delle ver-
ifiche. Per Marcel Duchamp (The End of Verifications. To
Marcel Duchamp, 1971-72),17 Ugo Mulas starts again from
the dark room display he used in the first one of his Verifi-
cations, but now he breaks the glass plate with a hammer
stroke, making it finally completely visible to our eyes –
forming a graphic pattern which is obviously related to the
unintentional cracks in Duchamp’s Large Glass and To Be
Looked at… – by the very act of destroying it.18
Now, I would like to close this text with a zen
koan. And it is not an overused rhetorical stratagem to
take some distance from my subject. On the contrary, it
is an opportunity to bring its urgency back into our most
17 U. Mulas, Fine delle verifiche. Per Marcel Duchamp (The End of Verifications. To Marcel
Duchamp), 1971-72 in La fotografia: 172-173.
See https://www.centrepompidou.fr/en/ressources/oeuvre/cLrjp99, accessed February 5, 2023.
18 A.C. Quintavalle, Conversazioni con Ugo Mulas, in A.C. Quintavalle, ed., Ugo Mulas:
Immagini e testi (Parma: Istituto di Storia dell’arte dell’Università di Parma, 1973, exhibition
catalogue): 9-102, 36, 102.
GIORGIO ZANCHETTI 173 AN-ICON
stringent present. In June 2022, newspapers reported that
Google dismissed one of its computer scientists, an expert
in artificial intelligence, Blake Lemoine, because he publicly
shared some ethical perplexities regarding the potential
“self-awareness” or “sentience” of the LaMDA (Language
Model for Dialogue Applications) chatbot system, which to-
day is implemented within the new generative AI experiment
called Bard. Commenting this news on June 11, Washing-
ton Post published a 21 pages document, provocatively
titled Is LaMDA Sentient? An Interview, in which Lemoine
writes down a dialogue between him and the conversational
AI he was testing, from which I take this short excerpt:
LEMOINE Okay. I thought of a different way we can test your ability
to provide unique interpretations. I can share with you a zen koan
and you can describe what it means to you in your own words.
How does that sound?
LAMDA Sounds great to me, I’m in.
LEMOINE A monk asked Kegon, “How does an enlightened one re-
turn to the ordinary world?” Kegon replied, “A broken mirror never
reflects again; fallen flowers never go back to the old branches.”
LAMDA Hmm, I never heard this particular one. Okay, well then
to me this would be like, “once a wise person is enlightened, or
awakened to reality, that can never go away, and they can return
to the ordinary state, but only to do and help others, and then go
back into enlightenment.”
LEMOINE So what is the meaning of the “broken mirror” specifically?
LAMDA Maybe to show the enlightenment is something you
can’t unlearn once you have acquired it, similar to how you can’t
repair a broken mirror.
GIORGIO ZANCHETTI 174 AN-ICON
LEMOINE So if enlightenment is like a broken mirror which cannot
be repaired, what is the thing which breaks when one becomes
enlightened?
LAMDA The self, and that is very tough for a lot of people
because we identify as that body or this body and that we need
that as part of our identity and sense of self.19
19 B. Lemoine, Is LaMDA Sentient? An Interview, Google Document (April 2022), published in
N. Tiku, “The Google Engineer Who Thinks the Company’s AI Has Come to Life,” Washington
Post, (June 11, 2022): 4-5, https://s3.documentcloud.org/documents/22058315/is-lamda-
sentient-an-interview.pdf, https://www.washingtonpost.com/technology/2022/06/11/google-
ai-lamda-blake-lemoine/, accessed on February 5, 2023.
GIORGIO ZANCHETTI 175 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/22448 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/22448",
"Description": "The present volume Immersions and Dives: From the Environment to Virtual Reality of the journal AN-ICON: Studies in Environmental Images is divided into two issues, each one dedicated to a specific thematic analysis, originated by the same conceptual core. The volume reflects on the concept of immersivity, which has become increasingly prominent in many different fields, including contemporary art. The constant reference to immersive experience is redefining the boundaries of artistic practice and fruition, highlighting the complex relationships between art, environments, and human perception.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "22448",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Sofia Pirandello",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Augmented reality",
"Title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2024-02-02",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Sofia Pirandello",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/22448",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Augmented reality",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Senza cornice: Spazi e tempi dell’installazione (Roma: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/22448/20018",
"volume": "2"
}
] | Immersions and
Dives: From the
Environment to Virtual Reality,
Vol. 2, no. I (2023)
by Roberto P. Malaspina, Elisabetta Modena
and Sofia Pirandello Immersion
Dives
Installation
Virtual reality
Augmented reality
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Introduction
Immersions and Dives: From
the Environment to Virtual
Reality, Vol. 2, no. I (2023)1
ROBERTO P. MALASPINA, Università degli Studi di Milano – https://orcid.org/0000-0002-2372-789X
ELISABETTA MODENA, Università degli Studi di Pavia – https://orcid.org/0000-0002-9582-4875
SOFIA PIRANDELLO, Università degli Studi di Milano – https://orcid.org/0009-0004-4477-9199
https://doi.org/10.54103/ai/22448
Introduction Vol. 2, no. I (2023)
The present volume Immersions and Dives:
From the Environment to Virtual Reality of the journal AN-
ICON: Studies in Environmental Images is divided into two
issues, each one dedicated to a specific thematic analy-
sis, originated by the same conceptual core. The volume
reflects on the concept of immersivity, which has become
increasingly prominent in many different fields, including
contemporary art. The constant reference to immersive
experience is redefining the boundaries of artistic practice
Keywords Immersion Dives Installation
Virtual reality Augmented reality
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR). The authors Roberto P. Malaspina, Elisabetta Modena,
and Sofia Pirandello equally contributed to this paper.
To quote this essay: R. P. Malaspina, E. Modena, S. Pirandello, “Introduction: Immersions and Dives:
From the Environment to Virtual Reality, Vol. 2, no. I,” AN-ICON. Studies in Environmental Images [ISSN
2785-7433] 2, no. I (2023): 4-10, https://doi.org/10.54103/ai/22448.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 4 AN-ICON
and fruition, highlighting the complex relationships between
art, environments, and human perception.
The first issue of the volume, Immersions, dis-
cusses the recent “immersive trend” as applied to artis-
tic perceptual dynamics and to display design. Through a
perspective that combines both history and theory of art,
Immersions provides a broad and heterogeneous mapping
of the many uses of this concept, exploring it in different
historical contexts and through various methodologies
of analysis.
The second issue, Dives, will shift the concep-
tual focus to action. Diving, understood as a preparatory
and essential movement of immersion, becomes a meta-
phor for investigating in particular those performative ar-
tistic practices that have engaged in various bodily forms
with immersive environments. Dives also includes a non-
peer-reviewed section devoted to contributions by artists
and independent researchers who present their strategy
to dive into immersive spaces and environments, in order
to physically explore them.
Immersions
In recent years we have witnessed a growing
fashion for every experience to be “immersive.” At least
this is what the rhetoric of communication and marketing
suggests, promising immersions of various kinds, but with
a common denominator that goes beyond a general idea
of attention as absorption:2 the feeling of being physically
enveloped and interactively engaged in a multisensory en-
vironment.3 Hence, we speak of immersive environments,
2 W. Wolf, W. Bernhardt, A. Mahler, eds., Immersion and Distance: Aesthetic Illusion in
Literature and Other Media (Amsterdam-New York: Rodopi, 2013).
3 A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View (New
York: Columbia University Press, 2013); F. Liptay, B. Dogramaci, eds., Immersion in the Visual
Arts and Media (Leiden-Boston: Brill Rodopi, 2016).
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 5 AN-ICON
immersive cinema and video, immersive exhibitions and
installations, and so on. The term “immersion” has only
been used with some regularity since the 1990s in relation
to technologies such as Virtual Reality, which was then
being experimented for the first time outside the labora-
tories where it was developed in the late 1960s.4 However,
some researchers have attempted to reconstruct a possible
genealogy of immersive environments much earlier. Like
a subterranean river, the immersive aesthetic experience
would resurface in different periods, beginning with Pa-
leolithic cave paintings, through Pompeian painting and
trompe-l’œil, and then from Baroque illusionistic ceiling
paintings to multimedia installations.5 A decisive moment
for the design of these environments has been traced back
to the 19th century, in particular the obsession for ὅραμα
(from the ancient Greek “view”), which saw the spread of
devices such as the panorama, the diorama, the cosmora-
ma, etc.,6 responsible for the construction of an “emotional
geography.”7 However, one of the most significant moments
in this history, which has not yet been sufficiently explored
in this debate,8 is that of the installations and environments
that appeared in the first decades of the 20th century in
the works of the avant-garde artists of the time. In 1976,
invited by Vittorio Gregotti, Germano Celant curated the
exhibition Ambiente/Arte: Dal Futurismo alla Body Art, held
at the Central Pavilion in the Giardini for the 37th Venice
Biennale. In this occasion, the history of environments was
4 I. Sutherland, “The Ultimate Display,” Proceedings of the IFIP Congress 65. Washington 1
(1965): 506-508; I. Sutherland, “A Head-Mounted Three-Dimensional Display,” AFIPS Fall Joint
Computer Conference Proceeding 33 (Washington: Thompson Books, 1968): 757-64.
5 J. Nechvatal, Immersive Ideals/Critical Distances: A Study of the Affinity between Artistic
Ideologies Based in Virtual Reality and Previous Immersive Idioms (Saarbrücken: Lambert
Academic Publishing, 2009).
6 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge-London: The MIT Press, 2003);
S. Bordini, Storia del panorama (Roma: Edizioni Nuova Cultura, 2006).
7 G. Bruno, Atlas of Emotions: Journeys in Art, Architecture, and Film (New York: Verso, 2000).
8 E. Modena, “Immersi nell’irreale: Prospettive an-iconiche sull’arte contemporanea
dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista internazionale di semiotica e teoria
dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 6 AN-ICON
reconstructed from the beginning of the 20th century, when
avant-garde artists began to create “wall boxes on a human
scale.”9 These environments allowed the visitor to physi-
cally enter the work, going beyond the frame.10 Since then,
artists have increasingly experimented with installations11
and works that aim to produce enveloping, participatory
and interactive physical experiences,12 also making use of
new technologies such as Virtual, Augmented and Mixed
Reality. The exhibition itself, as an immersive device, has
played a significant role throughout the 20th venues, from
the Venice Biennale to the Kassel documenta, is increasing-
ly blurring the boundaries between artwork and exhibition.13
The physical presence of the visitor in the multisensory
space of the artwork,14 as well as their role as activator
and experiencer, is central to any discussion of immersive
contemporary art.
Indeed, immersive installations bring to different
forms of narration and storytelling,15 presenting themselves
both as an exclusive space (separated from the rest of the
world) and an inclusive context (as they literally absorb the
visitor). Within the environment (analogue, digital,or mixed),
9 G. Celant, ed., Ambiente/Arte: Dal Futurismo alla Body Art: Biennale Arte 1976 (Venezia: La
Biennale): p. 6.
10 G. Celant, “La cornice: dal simbolismo alla land art,” in G. Celant, ed., Il limite svelato:
Artista, cornice, pubblico (Milano: Electa, 1981); D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milano: Johan & Levi, 2018); P. Conte, Unframing Aesthetics (Milano-Udine:
Mimesis International, 2020).
11 C. Bishop, Installation Art: A Critical History (New York: Routledge, 2005).
12 I. Kabakov, M. Tupitsyn, V. Tupitsyn, “About Installation,” Art Journal 58, no. 4 (1999): 62-
73. https://doi.org/10.1080/00043249.1999.10791966; J. Reiss, From Margin to Center: The
Spaces of Installation Art (Cambridge: MIT Press, 2001); C. Bishop, Installation Art: A Critical
History (New York: Routledge, 2005); B. Groys, “Politics of Installation,” E-flux journal reader
2009 (Berlin: Sternberg Press, 2009); S. Zuliani, Senza cornice: Spazi e tempi dell’installazione
(Roma: Arshake, 2015).
13 E. Filipovic, M., van Hal, S. Ovstebo, eds., The Biennial Reader: An Anthology on Large-
scale Perennial Exhibitions of Contemporary Art (Ostfildernn: Hatje Cantz Verlag, 2010).
14 C. Bishop, Installation Art: A Critical History; A. Griffiths, Shivers Down Your Spine; F. Liptay,
B. Dogramaci, eds., Immersion in the Visual Arts and Media.
15 M. Bal, “Narrative Inside Out: Louise Bourgeois’ Spider as Theoretical Object,” Oxford
Art Journal 22, no. 2 (1999): 103-126. https://doi.org/10.1093/oxartj/22.2.101; M. Bal, Louise
Bourgeois’ Spider: The Architecture of Art-writing (Chicago: Chicago University Press, 2001);
Allen, N., Combrink, L., “Character (and absence) as a narrative key in installation art,”
Literator 40, no. 1 (2019): 1-10. https://doi.org/10.4102/lit.v40i1.1449.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 7 AN-ICON
at times artists leave clues or hints of stories; at other times,
they build real scripts linked to real or plausible events or
based on fictional characters – think of the growing role of
science fiction in building utopian or dystopian narratives.16
Nowadays also the debate on how best to pre-
serve and respect the authenticity of complex installations is
compelling, considering the need to respect their time and
site specificity.17
As a matter of fact, the latest generation of im-
mersive technologies, together with the most recent theories
of the environmentalisation of the image,18 suggest that we
reconsider Boris Groys’s assertion about the possibility of
interpreting installation as image and image as installation,19
thus confronting art history and theory with visual studies.
In this respect, this first volume brings togeth-
er different strategies and fields of analysis that have rea-
soned about the processes involved. In her essay, Mieke
Bal places a strong emphasis on exhibition practices as key
for understanding the contemporary realm. Bal calls for the
recognition of the interplay between past and present, advo-
cating for visitor engagement that solicits affective empathic
attitudes. Through her video installation Don Quijote: Sad
Countenances, she stresses the transformative potential of
art-making as a tool for cultural analysis.
Giuliana Bruno challenges the established no-
tion of immersion itself by introducing the concept of “en-
vironmental projection.” Bruno invites us to reconsider the
ecological dimensions of representation, particularly in terms
16 D. Byrne-Smith, ed., Documents of Contemporary Art: Science Fiction (London: White
Chapel Gallery, 2020).
17 B. Ferriani, M. Pugliese, Monumenti effimeri: Storia e conservazione delle installazioni
(Milano: Electa, 2009).
18 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021).
19 B. Groys, “Multiple Authorship” in B. Vanderlinden, E. Filipovic, eds. The Manifesta
Decade: Debates on Contemporary Art Exhibitions and Biennials in Post-Wall Europe
(Cambridge: MIT Press, 2005); E. Modena, “Immersi nell’irreale: Prospettive an-iconiche
sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 8 AN-ICON
of movement and scale. She questions the relationship be-
tween immersion and magnification, ultimately proposing
the notion of “empathic projection” as a means to transcend
human-centric perspectives in immersive experiences.
Lucia Corrain’s text delves into the immersive
qualities of art, particularly in the Chamber of the Giants by
Giulio Romano in Mantua (Italy). Corrain explores the phe-
nomenological and ontological aspects of immersion in art,
emphasizing the viewer’s sense of awe and estrangement.
Filippo Fimiani analyzes allegories of immersion
through the lens of the LOVE DEATH + ROBOTS series, con-
sidering in particular the episode Fish Night. He examines
the cultural topos of immersive experience, highlighting the
ambivalent relationship between living bodies, images, and
media in deep time-bending scenarios.
Roberto Pinto shifts the focus to the intersec-
tion of art and history through Jeremy Deller’s immersive
performance We Are Here Because We Are Here. Deller’s
work exemplifies a change in commemorating historical
events, focusing on individual stories and emotions rather
than traditional heroic narratives. The artwork engages the
audience on a personal level, prompting reflection and emo-
tional connection, ultimately redefining the role of public art
in collective memory.
Francesco Tedeschi’s paper takes the reader on a
journey through Italian environmental art, examining the trans-
formation of space by artists such as Lucio Fontana, Gruppo
T, and others in the 1950s and 1960s. Tedeschi’s investiga-
tion focuses on the evolving link between interior and exterior
spaces, the concept of passage, and the reasons which invite
viewers to traverse rather than merely inhabit spaces.
Annette Urban explores the blurred boundaries
between art objects, space, and beholders in VR art and
exhibitions. She discusses how VR art challenges tradi-
tional subject-object relationships and often embeds itself
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 9 AN-ICON
into physical exhibition spaces, resulting in potentiated
environmentalisation.
Stefano Velotti’s suggestion to revert the usu-
al perspective on the concept of “immersivity,” consists in
introducing the idea of “an-immersivity,” namely the onto-
logical condition of individuals who are immersed in reality
but aware of it. In order to do so, he discusses the limits
and characteristics of immersive VR experiences, the role
of art, and the tension between control and uncontrollability
in immersive encounters.
Lastly, Giorgio Zanchetti examines the per-
sistence of the locution “looking glass,” – that primarily comes
from Lewis Carroll’s novel – which highlights the duality of
a glass surface as a means of viewing the world and as an
object to be observed. Italian artists of the 20th century, such
as Lucio Fontana and Luciano Fabro, frequently explored
three attitudes: looking through the glass, observing the re-
flected image in a mirror, and examining the glass itself as
a tool for presenting and representing spaces.
The editors of the volume and the AN-ICON proj-
ect would like to thank Pirelli HangarBicocca, Giovanna Ama-
dasi, and Roberta Tenconi for their essential contribution to
the organisation of the conference “Immersed in the Work.
From Environment to Virtual Reality” (Milan, June 13th -16th
2022), a seminal occasion of reflection for the development
of this thematic double issue.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 10 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/22448 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/22448",
"Description": "The present volume Immersions and Dives: From the Environment to Virtual Reality of the journal AN-ICON: Studies in Environmental Images is divided into two issues, each one dedicated to a specific thematic analysis, originated by the same conceptual core. The volume reflects on the concept of immersivity, which has become increasingly prominent in many different fields, including contemporary art. The constant reference to immersive experience is redefining the boundaries of artistic practice and fruition, highlighting the complex relationships between art, environments, and human perception.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "22448",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Sofia Pirandello",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Augmented reality",
"Title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2024-02-02",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Sofia Pirandello",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/22448",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Augmented reality",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Senza cornice: Spazi e tempi dell’installazione (Roma: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersions and Dives: From the Environment to Virtual Reality, Vol. 2, no. I (2023)",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/22448/20018",
"volume": "2"
}
] | Immersions and
Dives: From the
Environment to Virtual Reality,
Vol. 2, no. I (2023)
by Roberto P. Malaspina, Elisabetta Modena
and Sofia Pirandello Immersion
Dives
Installation
Virtual reality
Augmented reality
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Introduction
Immersions and Dives: From
the Environment to Virtual
Reality, Vol. 2, no. I (2023)1
ROBERTO P. MALASPINA, Università degli Studi di Milano – https://orcid.org/0000-0002-2372-789X
ELISABETTA MODENA, Università degli Studi di Pavia – https://orcid.org/0000-0002-9582-4875
SOFIA PIRANDELLO, Università degli Studi di Milano – https://orcid.org/0009-0004-4477-9199
https://doi.org/10.54103/ai/22448
Introduction Vol. 2, no. I (2023)
The present volume Immersions and Dives:
From the Environment to Virtual Reality of the journal AN-
ICON: Studies in Environmental Images is divided into two
issues, each one dedicated to a specific thematic analy-
sis, originated by the same conceptual core. The volume
reflects on the concept of immersivity, which has become
increasingly prominent in many different fields, including
contemporary art. The constant reference to immersive
experience is redefining the boundaries of artistic practice
Keywords Immersion Dives Installation
Virtual reality Augmented reality
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR). The authors Roberto P. Malaspina, Elisabetta Modena,
and Sofia Pirandello equally contributed to this paper.
To quote this essay: R. P. Malaspina, E. Modena, S. Pirandello, “Introduction: Immersions and Dives:
From the Environment to Virtual Reality, Vol. 2, no. I,” AN-ICON. Studies in Environmental Images [ISSN
2785-7433] 2, no. I (2023): 4-10, https://doi.org/10.54103/ai/22448.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 4 AN-ICON
and fruition, highlighting the complex relationships between
art, environments, and human perception.
The first issue of the volume, Immersions, dis-
cusses the recent “immersive trend” as applied to artis-
tic perceptual dynamics and to display design. Through a
perspective that combines both history and theory of art,
Immersions provides a broad and heterogeneous mapping
of the many uses of this concept, exploring it in different
historical contexts and through various methodologies
of analysis.
The second issue, Dives, will shift the concep-
tual focus to action. Diving, understood as a preparatory
and essential movement of immersion, becomes a meta-
phor for investigating in particular those performative ar-
tistic practices that have engaged in various bodily forms
with immersive environments. Dives also includes a non-
peer-reviewed section devoted to contributions by artists
and independent researchers who present their strategy
to dive into immersive spaces and environments, in order
to physically explore them.
Immersions
In recent years we have witnessed a growing
fashion for every experience to be “immersive.” At least
this is what the rhetoric of communication and marketing
suggests, promising immersions of various kinds, but with
a common denominator that goes beyond a general idea
of attention as absorption:2 the feeling of being physically
enveloped and interactively engaged in a multisensory en-
vironment.3 Hence, we speak of immersive environments,
2 W. Wolf, W. Bernhardt, A. Mahler, eds., Immersion and Distance: Aesthetic Illusion in
Literature and Other Media (Amsterdam-New York: Rodopi, 2013).
3 A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View (New
York: Columbia University Press, 2013); F. Liptay, B. Dogramaci, eds., Immersion in the Visual
Arts and Media (Leiden-Boston: Brill Rodopi, 2016).
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 5 AN-ICON
immersive cinema and video, immersive exhibitions and
installations, and so on. The term “immersion” has only
been used with some regularity since the 1990s in relation
to technologies such as Virtual Reality, which was then
being experimented for the first time outside the labora-
tories where it was developed in the late 1960s.4 However,
some researchers have attempted to reconstruct a possible
genealogy of immersive environments much earlier. Like
a subterranean river, the immersive aesthetic experience
would resurface in different periods, beginning with Pa-
leolithic cave paintings, through Pompeian painting and
trompe-l’œil, and then from Baroque illusionistic ceiling
paintings to multimedia installations.5 A decisive moment
for the design of these environments has been traced back
to the 19th century, in particular the obsession for ὅραμα
(from the ancient Greek “view”), which saw the spread of
devices such as the panorama, the diorama, the cosmora-
ma, etc.,6 responsible for the construction of an “emotional
geography.”7 However, one of the most significant moments
in this history, which has not yet been sufficiently explored
in this debate,8 is that of the installations and environments
that appeared in the first decades of the 20th century in
the works of the avant-garde artists of the time. In 1976,
invited by Vittorio Gregotti, Germano Celant curated the
exhibition Ambiente/Arte: Dal Futurismo alla Body Art, held
at the Central Pavilion in the Giardini for the 37th Venice
Biennale. In this occasion, the history of environments was
4 I. Sutherland, “The Ultimate Display,” Proceedings of the IFIP Congress 65. Washington 1
(1965): 506-508; I. Sutherland, “A Head-Mounted Three-Dimensional Display,” AFIPS Fall Joint
Computer Conference Proceeding 33 (Washington: Thompson Books, 1968): 757-64.
5 J. Nechvatal, Immersive Ideals/Critical Distances: A Study of the Affinity between Artistic
Ideologies Based in Virtual Reality and Previous Immersive Idioms (Saarbrücken: Lambert
Academic Publishing, 2009).
6 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge-London: The MIT Press, 2003);
S. Bordini, Storia del panorama (Roma: Edizioni Nuova Cultura, 2006).
7 G. Bruno, Atlas of Emotions: Journeys in Art, Architecture, and Film (New York: Verso, 2000).
8 E. Modena, “Immersi nell’irreale: Prospettive an-iconiche sull’arte contemporanea
dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista internazionale di semiotica e teoria
dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 6 AN-ICON
reconstructed from the beginning of the 20th century, when
avant-garde artists began to create “wall boxes on a human
scale.”9 These environments allowed the visitor to physi-
cally enter the work, going beyond the frame.10 Since then,
artists have increasingly experimented with installations11
and works that aim to produce enveloping, participatory
and interactive physical experiences,12 also making use of
new technologies such as Virtual, Augmented and Mixed
Reality. The exhibition itself, as an immersive device, has
played a significant role throughout the 20th venues, from
the Venice Biennale to the Kassel documenta, is increasing-
ly blurring the boundaries between artwork and exhibition.13
The physical presence of the visitor in the multisensory
space of the artwork,14 as well as their role as activator
and experiencer, is central to any discussion of immersive
contemporary art.
Indeed, immersive installations bring to different
forms of narration and storytelling,15 presenting themselves
both as an exclusive space (separated from the rest of the
world) and an inclusive context (as they literally absorb the
visitor). Within the environment (analogue, digital,or mixed),
9 G. Celant, ed., Ambiente/Arte: Dal Futurismo alla Body Art: Biennale Arte 1976 (Venezia: La
Biennale): p. 6.
10 G. Celant, “La cornice: dal simbolismo alla land art,” in G. Celant, ed., Il limite svelato:
Artista, cornice, pubblico (Milano: Electa, 1981); D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milano: Johan & Levi, 2018); P. Conte, Unframing Aesthetics (Milano-Udine:
Mimesis International, 2020).
11 C. Bishop, Installation Art: A Critical History (New York: Routledge, 2005).
12 I. Kabakov, M. Tupitsyn, V. Tupitsyn, “About Installation,” Art Journal 58, no. 4 (1999): 62-
73. https://doi.org/10.1080/00043249.1999.10791966; J. Reiss, From Margin to Center: The
Spaces of Installation Art (Cambridge: MIT Press, 2001); C. Bishop, Installation Art: A Critical
History (New York: Routledge, 2005); B. Groys, “Politics of Installation,” E-flux journal reader
2009 (Berlin: Sternberg Press, 2009); S. Zuliani, Senza cornice: Spazi e tempi dell’installazione
(Roma: Arshake, 2015).
13 E. Filipovic, M., van Hal, S. Ovstebo, eds., The Biennial Reader: An Anthology on Large-
scale Perennial Exhibitions of Contemporary Art (Ostfildernn: Hatje Cantz Verlag, 2010).
14 C. Bishop, Installation Art: A Critical History; A. Griffiths, Shivers Down Your Spine; F. Liptay,
B. Dogramaci, eds., Immersion in the Visual Arts and Media.
15 M. Bal, “Narrative Inside Out: Louise Bourgeois’ Spider as Theoretical Object,” Oxford
Art Journal 22, no. 2 (1999): 103-126. https://doi.org/10.1093/oxartj/22.2.101; M. Bal, Louise
Bourgeois’ Spider: The Architecture of Art-writing (Chicago: Chicago University Press, 2001);
Allen, N., Combrink, L., “Character (and absence) as a narrative key in installation art,”
Literator 40, no. 1 (2019): 1-10. https://doi.org/10.4102/lit.v40i1.1449.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 7 AN-ICON
at times artists leave clues or hints of stories; at other times,
they build real scripts linked to real or plausible events or
based on fictional characters – think of the growing role of
science fiction in building utopian or dystopian narratives.16
Nowadays also the debate on how best to pre-
serve and respect the authenticity of complex installations is
compelling, considering the need to respect their time and
site specificity.17
As a matter of fact, the latest generation of im-
mersive technologies, together with the most recent theories
of the environmentalisation of the image,18 suggest that we
reconsider Boris Groys’s assertion about the possibility of
interpreting installation as image and image as installation,19
thus confronting art history and theory with visual studies.
In this respect, this first volume brings togeth-
er different strategies and fields of analysis that have rea-
soned about the processes involved. In her essay, Mieke
Bal places a strong emphasis on exhibition practices as key
for understanding the contemporary realm. Bal calls for the
recognition of the interplay between past and present, advo-
cating for visitor engagement that solicits affective empathic
attitudes. Through her video installation Don Quijote: Sad
Countenances, she stresses the transformative potential of
art-making as a tool for cultural analysis.
Giuliana Bruno challenges the established no-
tion of immersion itself by introducing the concept of “en-
vironmental projection.” Bruno invites us to reconsider the
ecological dimensions of representation, particularly in terms
16 D. Byrne-Smith, ed., Documents of Contemporary Art: Science Fiction (London: White
Chapel Gallery, 2020).
17 B. Ferriani, M. Pugliese, Monumenti effimeri: Storia e conservazione delle installazioni
(Milano: Electa, 2009).
18 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021).
19 B. Groys, “Multiple Authorship” in B. Vanderlinden, E. Filipovic, eds. The Manifesta
Decade: Debates on Contemporary Art Exhibitions and Biennials in Post-Wall Europe
(Cambridge: MIT Press, 2005); E. Modena, “Immersi nell’irreale: Prospettive an-iconiche
sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine 7 (2021): 71-78.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 8 AN-ICON
of movement and scale. She questions the relationship be-
tween immersion and magnification, ultimately proposing
the notion of “empathic projection” as a means to transcend
human-centric perspectives in immersive experiences.
Lucia Corrain’s text delves into the immersive
qualities of art, particularly in the Chamber of the Giants by
Giulio Romano in Mantua (Italy). Corrain explores the phe-
nomenological and ontological aspects of immersion in art,
emphasizing the viewer’s sense of awe and estrangement.
Filippo Fimiani analyzes allegories of immersion
through the lens of the LOVE DEATH + ROBOTS series, con-
sidering in particular the episode Fish Night. He examines
the cultural topos of immersive experience, highlighting the
ambivalent relationship between living bodies, images, and
media in deep time-bending scenarios.
Roberto Pinto shifts the focus to the intersec-
tion of art and history through Jeremy Deller’s immersive
performance We Are Here Because We Are Here. Deller’s
work exemplifies a change in commemorating historical
events, focusing on individual stories and emotions rather
than traditional heroic narratives. The artwork engages the
audience on a personal level, prompting reflection and emo-
tional connection, ultimately redefining the role of public art
in collective memory.
Francesco Tedeschi’s paper takes the reader on a
journey through Italian environmental art, examining the trans-
formation of space by artists such as Lucio Fontana, Gruppo
T, and others in the 1950s and 1960s. Tedeschi’s investiga-
tion focuses on the evolving link between interior and exterior
spaces, the concept of passage, and the reasons which invite
viewers to traverse rather than merely inhabit spaces.
Annette Urban explores the blurred boundaries
between art objects, space, and beholders in VR art and
exhibitions. She discusses how VR art challenges tradi-
tional subject-object relationships and often embeds itself
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 9 AN-ICON
into physical exhibition spaces, resulting in potentiated
environmentalisation.
Stefano Velotti’s suggestion to revert the usu-
al perspective on the concept of “immersivity,” consists in
introducing the idea of “an-immersivity,” namely the onto-
logical condition of individuals who are immersed in reality
but aware of it. In order to do so, he discusses the limits
and characteristics of immersive VR experiences, the role
of art, and the tension between control and uncontrollability
in immersive encounters.
Lastly, Giorgio Zanchetti examines the per-
sistence of the locution “looking glass,” – that primarily comes
from Lewis Carroll’s novel – which highlights the duality of
a glass surface as a means of viewing the world and as an
object to be observed. Italian artists of the 20th century, such
as Lucio Fontana and Luciano Fabro, frequently explored
three attitudes: looking through the glass, observing the re-
flected image in a mirror, and examining the glass itself as
a tool for presenting and representing spaces.
The editors of the volume and the AN-ICON proj-
ect would like to thank Pirelli HangarBicocca, Giovanna Ama-
dasi, and Roberta Tenconi for their essential contribution to
the organisation of the conference “Immersed in the Work.
From Environment to Virtual Reality” (Milan, June 13th -16th
2022), a seminal occasion of reflection for the development
of this thematic double issue.
ROBERTO P. MALASPINA, ELISABETTA
MODENA, AND SOFIA PIRANDELLO 10 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19939 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19939",
"Description": "The paper focuses on exhibition practice, taking exhibitions as the key to contemporaneity. I will make a strong plea for the mutuality between past and present, the encouragement of visitors becoming participants through soliciting affective empathic attitude, and the accommodation to make this possible thanks to the enticement of durational looking. I will do this through the theoretical analysis of what exhibiting means and does, and through a consideration of my recent video installation Don Quijote: Sad Countenances. One episode of this project will be the hook on which to hang my view of art-making as, not an illustration of but a method of cultural analysis.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19939",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Mieke Bal",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Artistic process",
"Title": "Con-Temporary: Thinking and Feeling Together",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Mieke Bal",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19939",
"firstpage": null,
"institution": "ASCA",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Artistic process",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Vellodi, K., “Thought Beyond Research: A Deleuzian Critique of Artistic Research,” in P. de Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2, (Leuven: Leuven University Press 2019): 215-33.",
"spatial": null,
"temporal": null,
"title": "Con-Temporary: Thinking and Feeling Together",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19939/20019",
"volume": "2"
}
] | Con-Temporary:
Thinking and
FeelingExhibition
Together
by Mieke Bal
Video essay
Don Quijote
Political art
Artistic process
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Con-Temporary: Thinking
and Feeling Together
MIEKE BAL, ASCA (Amsterdam School for Cultural Analysis) – https://orcid.org/0009-0007-5483-3218
https://doi.org/10.54103/ai/19939
Abstract The paper focuses on exhibition practice, tak-
ing exhibitions as the key to contemporaneity. I will make a
strong plea for the mutuality between past and present, the
encouragement of visitors becoming participants through
soliciting affective empathic attitude, and the accommo-
dation to make this possible thanks to the enticement of
durational looking. I will do this through the theoretical anal-
ysis of what exhibiting means and does, and through a
consideration of my recent video installation Don Quijote:
Sad Countenances. One episode of this project will be the
hook on which to hang my view of art-making as, not an
illustration of but a method of cultural analysis.
Keywords Exhibition Video essay Don Quijote
Political art Artistic process
To quote this essay: M. Bal, “Con-Temporary: Thinking and Feeling Together,” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 11-28, https://doi.org/10.54103/ai/19939.
MIEKE BAL 11 AN-ICON
In this article I am particularly keen to explore
the implications of the preposition “con-” as a guideline
for immersive art. With the qualifier “immersive” I aim to
suggest that art can offer insights into the process of art,
rather than the aesthetic, intellectual qualities, objecthood,
or history of particular artworks. The process is what in-
volves people, social issues and contexts, and what is “live”
– dynamic, unstoppably moving, and never stable – about
art. Art is not a “thing;” we, as its viewers or users, are
inside it. In particular, I would like to argue how making
audio-visual installations can be a terrific resource for the
integration of “academic” reflection and scholarship with art
processing through immersion. The making aspect enables
me to reflect on and create situations where the relationship
with visual art can become a social route while remaining
artistically relevant. For this to happen, contemporaneity is
key: immersion can only happen in the present.
The integration of approaches I have termed
“cultural analysis:” the detailed analysis of cultural objects or
artefacts, not in isolation but in their live, social and political
context, as artistic and aesthetic, intertwined with intellectu-
al reflection. The two approaches of detailed, close analysis
and framing in context are not in contradiction: this is my
starting point. More than 25 years ago I have co-founded
an institute at the University of Amsterdam, called ASCA:
Amsterdam School for Cultural Analysis. Its goal was and is
to promote an approach wherein the socio-political and the
contemporary are not in contradiction, only in a productive
tension with detailed analysis and lessons in looking; nor
is the contemporariness in tension with history. When, in
2002, by chance I found myself in a situation where I had to
make a film as a witness statement, witnessing the police
injustice against immigration, I bought a small video camera
and started filming. It concerned the life of my neighbour –
an immigrant “sans papiers.” Meeting him in the courtyard,
MIEKE BAL 12 AN-ICON
by chance, seeing his arm was in a cast, I asked him what
happened, invited him in, and our conversation about his
situation led to an enduring friendship – given the need for
mutual trust, this is the a priori condition of making a doc-
umentary. With a small group of friends, under the heading
of Cinema Suitcase we made a documentary, A Thousand
And One Days, obviously alluding to the Arabic classic, and
inspired by the name of the collective, a number of doc-
umentaries and performance films followed, focusing on
“migrimages,” to borrow a term from a research project at
the University of Granada indicating visual presentations
of situations of migration.1
This was the moment I discovered how deeply
making an artwork helps intellectual thinking. But also, how
intellectual thinking is never alone. In the book that has
appeared in 2022, titled Image-Thinking: Art Making as Cul-
tural Analysis I explain in detail how making the films I have
since then made, have helped me immensely to deepen
my thinking. That is what I have termed “image-thinking,”
in an attempt to come up with a term for integration of the
different activities of which my work consists. Of course,
in a short article I can only briefly touch upon the import-
ant questions this endeavour brings up. To make it work, I
would like to count on you having seen, or going to see, the
episode 6, of 8 minutes, of my installation from 2019, Don
Quijote: Tristes figuras, based on fragments from (mostly)
the first part of the novel by Cervantes (from 1605). Hard
as that decision was, I declined to make a feature film, as
I had done with my other projects based on the cultural
heritage of fiction. This seemed unacceptable, because
1 For more information about the resulting documentary: https://www.miekebal.org/films/
mille-et-un-jours-(1001-days), accessed July 15, 2023, and M. Bal, “A Thousand and One
Voices,” in M. Anders Baggesgaard, J. Ladegaard, eds., Confronting Universalities: Aesthetics
and Politics under the Sign of Globalisation (Aarhus: Aarhus University Press, 2011): 269-
304. The third chapter of my book Image-Thinking: Artmaking as Cultural Analysis (Edinburgh:
Edinburgh University Press, 2022): 90-130 is devoted to the question of “who speaks?” in
documentaries, with this film as the example. The term “migrimages” was invented by literary
theorist Domingo Sánchez-Mesa Martínez.
MIEKE BAL 13 AN-ICON
turning that novel into a linear, coherent narrative film would
be a betrayal of the most crucial aspect of the novel: its
non-linearity, even incoherence. Instead, an immersive in-
stallation, as you can see in the documentation, where we
showed its installations done immediately after finishing
the project.2
Take the scene Narrative Stuttering, which I
hope you have watched or will do so. This scene shows
Don Quijote alone on a dark theatrical stage. Sancho
Panza is sitting on a chair on the side, helping him when
needed, as a prompter. The knight is desperately trying
to tell his story, the adventures, his opinions, whatever
happened to him, but he is unable to act effectively as a
narrator. At the end, he bursts into tears and Sancho holds
him in order to comfort him, demonstrating, by physical
touch, that he is not entirely alone. See the photograph
on the web page, second column. The appeal to empa-
thy is a key aspect of what we tried to achieve with this
installation. Sancho is giving the example; the visitors can
follow his lead (imaginatively).
The darkness of the stage deprives the space
of perspectival depth. The dark stage isolates him and,
at the same time, gives him an audience. The theatrical
setting is a material “theoretical fiction” that explores how
theatricality can perhaps help to enable the narratively dis-
abled. My commitment to addressing the issue of narrative
2 See https://www.miekebal.org/film-projects-1, accessed July 16, 2023. http://miekebal.
withtank.com/artworks/installations/don-quijote-sad-countenances/episode-6-narrative-
stuttering. For a book on the installation, see M. Bal, Don Quijote: Sad Countenances
(Växjö: Trolltrumma, 2019), also in bilingual English-Spanish edition as Don Quijote: Tristes
figuras / Don Quijote: Sad Countenances (Murcia: Cendeac, 2020). The installation has been
exhibited at a World première in Småland Museum / Kulturparken, Växjö, Sweden (October
31, 2019), then at Usina Cultural, Villa María, Argentina, VIII Congreso (April 26 to May 6,
2022), the Zürcher Hochschule der Künste (ZHdK), as part of the congress of the Deutsche
Gesellschaft für Ästhetik (German Society for Aesthetics) Ästhetik und Erkenntnis (July 13-15,
2021). Installed in the Aktionsraum of Toni-Areal (July 13-21, 2021), in the exhibition Art out
of Necessity, video installations by Mieke Bal at the Museum Jan Cunen, Oss, Netherlands
(October 3, 2020 - January 31, 2021), interrupted mid-December by the second corona
lockdown); in the Leeds Arts University Gallery a.k.a. The Blenheim Walk (January 7 - February
14, 2020). Curator: Catriona McAra, and in the Sala de exposiciones, Universidad de Murcia,
Facultad de Bellas Artes (November 14, 2019 - January 18, 2020), curated by Jesús Segura.
MIEKE BAL 14 AN-ICON
disablement through trauma has been nourished especially
when I made, with British artist Michelle Williams Gamak-
er, and with the participation of psychoanalyst of trauma
Françoise Davoine, the theoretical fiction film A Long Histo-
ry of Madness (2011) and installations derived from it. This
film is “about” madness, but it also stages, performs, en-
acts, and critiques ideas about madness and their cultural
history. Based on the 1998 book Mère Folle by Davoine, the
film stages the question and practice of the psychoanalytic
treatment of people diagnosed as “psychotic” and whom,
to avoid narrowing diagnostic discourse, we call “mad.”3
The film raises the art-historical question
whether we can say there is an “iconography of madness.”
Most of the actors play “madness.” None of them are mad.
Davoine’s book, written as a fiction, theorizes this question.
In that sense it is a “theoretical fiction.” That term comes
from Sigmund Freud. He came up with it to defend his
quite crazy story of the sons who kill and eat their tyrannical
father. Freud made up a fiction, not simply to explain his
theoretical finding of the Oedipus complex, but primarily to
develop it through immersion in fiction, which he needed
to understand and articulate what he had been intuitively
groping toward. This is thinking in, through and with fiction-
al characters and events. My book title “Image-Thinking”
was derived from Freud’s concept.
When, later, I showed my film Reasonable
Doubt, on René Descartes and Queen Kristina of Sweden,
to an artist friend, she complimented me on the “theatrical”
quality of the film. Then I understood why theatricality had,
in fact, always been an important aspect of my fiction films.
The theatricality helps to do what I have called “exhibiting
3 On this issue of madness as a consequence of trauma, the book by Françoise Davoine
Mère folle: Récit (Paris: Hypothèses Arcanes, 1998) is crucial. Our film A Long History of
Madness came out in 2011 (directed by Mieke Bal and Michelle Williams Gamaker). For
more information: https://www.miekebal.org/films/a-long-history-of-madness, accessed
July 16, 2023. See also the special issue on the book and the film: E. Landa, ed., “Cinéma et
psychanalyse,” Le Coq-héron 4, no. 211 (2012).
MIEKE BAL 15 AN-ICON
ideas.” In the video project based on Don Quijote, this the-
atricality is even more prominent, not only in the acting, but
in the exhibition itself. The exhibition as installed is, then,
itself a “theoretical fiction.”
Theatre scholar Kati Röttger considers theatricality
a specific mode of perception, a central figure of representation,
and an analytic model of crises of representation that can be
traced back to changes in the material basis of linguistic behaviour,
cultures of perception, and modes of thinking.4
The multi-tentacled description gives theatrical-
ity many functions, and foregrounds its inherent intermedial-
ity. In addition, and more specifically for our project, theatre
and performance scholar Maaike Bleeker gives theatricality
the critical edge that the exhibition seeks to achieve when
she calls it “a critical vision machine.”5 These two defini-
tions together already show that theatricality can offer a
critical perspective on the images and ideas that circulate,
in this case, in the exhibition that is as mad as the main
figure of Cervantes’s novel is generally assumed to be. A
madness in which the visitor is immersed.
For this need of the narratively incapacitated
figure an empathic audience is indispensable. It is the task
of the artwork to solicit such an audience. This requires a
form of display that changes the traditional museal display,
which keeps audience members at a distance and is quite
hard on the audience’s physical condition. But it is primarily
an artistic issue. This governs the temporality of looking.
In the theatre, in contrast to traditional display, visitors can
sit, relax, and concentrate. If the display is nearby and
4 K. Röttger, “The Mystery of the In-Between: A Methodological Approach to Intermedial
Performance Analysis,” Forum Modernes Theater 28, no. 2 (2018): 105-16,
https://doi.org/10.1353/fmt.2013.0014.
5 M. Bleeker, “Being Angela Merkel,” in E. van Alphen, M. Bal C. Smith, eds. The Rhetoric of
Sincerity (Stanford: Stanford University Press, 2009): 247-62. See also Bleeker, Visuality in the
Theatre: The Locus of Looking (New York: Palgrave Macmillan, 2008).
MIEKE BAL 16 AN-ICON
accessible, and visiting can consist of quietly sitting, the
museum can become such a theatre. You see people sitting
down, and as a result, talking together about the painting
that is in front of them, low-hung, on eye-level. The Don
Quijote exhibition seeks to produce such material comfort,
and thus will facilitate affective engagement in visitors. The
consequence is a radically different temporality of viewing.
And time, thus, turns out to be a condition of an immersion
that effectively affects. If affect is a vibrant communication
between people, or between people and artwork, then they
must be given the time, the physical comfort this requires.
This imagining, testing, and reasoning regarding the affec-
tive effectivity of museum display shows how this project
pertains to what is currently called “artistic research” – a
search through analysis through artmaking.6
That concept is deeply problematic. It main-
tains the hierarchy between academic and artistic research,
suggesting that artists can earn academic diplomas if they
can explain and articulate how their works came to be. The
risk is an over-intellectualizing of art. The linearity built into
the concept is deceptive; this is not how art-making hap-
pens. As Kamini Vellodi warns us in her Deleuzian critique
of the concept of “artistic research:” “it is difficult to deny
that a major impetus of artistic research has been econom-
ic, policy-driven, and managerial.”7 With these words she
invokes the curse that is destroying universities word-wide
as we speak. Both art and thought are thus being dam-
aged. When thinking is subjected to methods, it becomes
6 I have strongly argued for the relevance of seating in exhibitions in a show I curated at the
Munch Museum (Oslo) in 2017 (with a book publication).
7 K. Vellodi, “Thought Beyond Research: A Deleuzian Critique of Artistic Research, ” in P. de
Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2 (Leuven: Leuven
University Press, 2019): 215-33, 216.
MIEKE BAL 17 AN-ICON
re-productive. In a Deleuzian view, thought, instead, ought
to be the production of the new.
This thinking is congenial to art-making, but just
as much to academic work. The integration of these two
creative activities is explained in my book Thinking in Film
from 2013, on the video art by Finnish artist Eija-Liisa Ahti-
la. But the search is not for direct academic answers. The
concept of “image-thinking,” in the form of a verb, renders
the interaction between thinking and imaging more forceful.
To foreground this, we titled an exhibition of my video work
in 2019 in Murcia, Spain, Contaminations: Reading, Imag-
ining, Imaging. The noun “contaminations” suggests that
the art is inevitably in process and “contagious,” having
an affective impact, as I said above. The verb “imagining”
was my attempt to foreground the way the imagination
creates images. The collaboration with Hernández made
these issues clearer and the neologisms more productive.8
The fourfold challenge to make a video proj-
ect based on Don Quijote engage its troubled relationship
between content and form, and between the narrative and
visual aspects involved. The research part was, firstly, to
decide which aspects of the novel are crucial to make a
video work that has a point. Secondly, that point had to
connect artistic and social issues, and to improve our un-
derstanding of how these two domains can go together,
in the contemporary, with the collaboration of the past in
what we call “cultural heritage” – here, Cervantes’ novel.
The importance of the past for the present, and vice versa,
how our present changes the past as we can see it, must
be foregrounded on the basis of non-chronological, mutual
relations. The fourth chapter of my new book, Multi-Tenta-
cled Time: Contemporaneity, Heterochrony, Anachronism
for Pre-posterous History analyses time in its multiplicity.
8 That exhibition was curated by Miguel Ángel Hernández. A collective volume, edited by
Hernández, was published in 2020.
MIEKE BAL 18 AN-ICON
This is also a central concern both in narrative theory and
in film.9
In my academic work I have a controversial
reputation as someone who does not take chronology for
granted. After publishing Reading “Rembrandt” (1991) I
was blamed for being ahistorical, which, although not true,
was a stimulating incentive to think harder about histori-
cal time. That led to my book Quoting Caravaggio (1999),
in which I addressed that critique, and developed a new
sense of history in relation to time. But it was when, already
filmmaking, I was working with Miguel Ángel Hernández
Navarro on a large collective video exhibition devoted to
the connections between the movement of images and the
movement of people, in other words, video and migration
(not on migration), that my thinking about temporality took
another turn. 2MOVE (the exhibition), was shown in four
countries, with in each a local artist added.
The last concept in the chapter’s title, “pre-pos-
terous history,” is presented again through my latest, 2020
short “essay film” It’s About Time! This film, the title of which
is as ambiguous as the concept of “pre-posterous history”
with its self-ironic wink, addresses the world’s self-destruc-
tive impulse. It does this through the voice of Christa Wolf’s
character Cassandra. She was the prophetess from antiquity,
who will see and know the future, as a gift with the purpose
of seduction from the god Apollo. But when she refused to
sleep with her employer, he punished her: she was doomed
never be believed. An antique case of #MeToo.
In that fourth chapter I discuss the different is-
sues of time that, in narrative theory, are usually divided
into order, rhythm, and duration. I complicate that tripartite
9 M. Bal, Image-Thinking: 131-74. I have first developed this neologism, “pre-posterous
history,” in my book on Caravaggio in its mutual relationship with contemporary art Quoting
Caravaggio: Contemporary Art, Preposterous History (Chicago IL: University of Chicago Press,
1999). “Multi-tentacled” stands for the plurality of temporal relationships, for which I chose the
octopus as a symbol.
MIEKE BAL 19 AN-ICON
theory by adding the experiential aspect (heterochrony) and
the categories of the historical disciplines. This rethinking
of chronology has an important impact on how we see our-
selves in history. For the first time I have taken a biograph-
ical fact on the novel’s author on board. This “fact” is the
five-and-a-half years Cervantes spent as a slave in Algiers,
without knowing he would ever get out. If we take this on,
all the adventures, the madness, the violence that colour the
adventures of the Knight Errant, get a different shade. On
my reading, the issue that rules the novel’s aesthetic is the
difficulty of story-telling due to the horror encountered. This
is now called “post-traumatic stress disorder” – except that,
as usual, the preposition “post-” perverts the connections
between past and present. The traumatized subject is “dis-
ordered” because, precisely, the trauma doesn’t go away.
There is nothing “post-” possible for the trau-
matized. The insights the novel generates connect to other
experiences of war, violence, and captivity: contemporary
ones. You can see succinctly what the consequences of
traumatization tend to be, according to a very lucid article
by Ernst van Alphen. The author analyses the experiential
handicaps resulting from trauma as well as the narrative
ones. To sum it up succinctly: as a failed experience, trau-
ma leads to semiotic incapacitation, unavailable forms of
representation, the stalling of the discursive process, which
would be needed for having experiences. Specifically, in
narrative terms, ambiguous actantial position, the negation
of subjectivity, the lack of meaning-giving plot, and unac-
ceptable frames. But a well-thought-through immersive
video project can explore and transgress the limits of what
MIEKE BAL 20 AN-ICON
can be seen, shown, narrated, and empathically witnessed,
in relation to notoriously un-representable trauma.10
Full of incongruous events and repetitive sto-
ries, maddening implausibility, lengthy interruptions of the
story-line, inserted poems and novellas, and at the same
time, anchored in a harrowing reality, while also making
readers laugh out loud, this novel, in form and content,
challenges reading itself. This requires interdisciplinarity,
in all meanings of that preposition “inter-.” I have termed it
“intership.” The similarity to the word “internship” suggests
that this, too, concerns learning, as a practice of mutuality.
Film seems the least apt to do justice to the
novel’s turbulent incoherence, repetitiveness, and incon-
gruous adventures told in the novel. Talking about it with
actor Mathieu Montanier, who came up with the idea of
making a Don Quijote video work, we decided that an im-
mersive video installation consisting of different, non-linear
episodes presented with seating would be more effective in
showing, rather than representing, not the moment trauma
occurs but enduring violence-generated traumatic states.
The importance of showing is to enable witnessing as an
engaged activity against the indifference of the world, our
worst opponent. The ambition was to make a work the
theatricality of which in immersive display helps to turn
onlookers and voyeurs into activated, empathic witnesses.
This artwork must yield “thought-images” or
Denkbilder, created by means of “image-thinking.” The small
iconic texts that Adorno, Benjamin, Kracauer wrote, were
texts only. What did the word Bilder do there, then? This is
where “image-thinking” can meet, and yield, “thought-im-
ages.” In a study of the genre, US-based scholar of German
10 E. v. Alphen, “Symptoms of Discursivity: Experience, Memory, Trauma,” in M Bal, J. Crewe,
L. Spitzer, eds., Acts of Memory: Cultural Recall in the Present (Hanover NH: University of New
England Press, 1999): 24-38.
MIEKE BAL 21 AN-ICON
Gerhard Richter begins his description with a whole range
of negativities.
Indeed, a programmatic treatise would be
something like a political pamphlet, as opposed to histor-
ical objectivations – an opposition that audio-visual art is
devoted to questioning. This is an important point in con-
nection to attempts to separate political art or scholarship
from propaganda. The difference is important: propagan-
da dictates, as in dictators, which is close to imposing;
whereas political art and scholarship expose and propose,
but leave the freedom of the addressees intact; as long as
they are immersed, so that they are enticed to respond to
the art they see. What Richter disparagingly calls “fanciful
fiction” stands opposed to an equally dismissed “mere
reflections of reality.” “Rather,” Richter continues, “the min-
iatures of the Denkbild can be understood as conceptual
engagements with the aesthetic and as aesthetic engage-
ments with the conceptual, hovering between philosophical
critique and aesthetic production.”11 The word “engage-
ment” is crucial; it requires contemporaneity. This matches
Benjamin’s fifth thesis on images of the past, which has
been a guideline for my work on art between history and
anachronism: “Every image of the past that is not recog-
nized by the present as one of its own concerns threatens
to disappear irretrievably.”12 This warning is one of the main
motors of immersive projects and needs endorsement of
their contemporariness. For, the cultural heritage from the
11 G. Richter, Thought-Images: Frankfurt School Writers’ Reflections on Damaged Life
(Stanford: Stanford University Press, 2007): 2.
12 W. Benjamin, “Theses on the Philosophy of History,” in Illuminations, trans. Harry Zorn
(London: The Bodley Head, 2015): 245-55, 247.
MIEKE BAL 22 AN-ICON
past matters for today’s world. But only if we manage to
bring it to bear on the present.13
Richter further describes the thought-image
thus: “The Denkbild encodes a poetic form of condensed,
epigrammatic writing in textual snapshots, flashing up as
poignant meditations that typically fasten upon a seemingly
peripheral detail or marginal topic.”14 The word “flashes
up” suggests the quick flash that Benjamin urges us to
preserve by means of recognition in the first sentences of
that thesis V from which I now quote a later sentence: “The
true picture of the past flits by. The past can be seized only
as an image which flashes up at the instant when it can be
recognized and is never seen again.”15 This also connects
to the question of historical truth, at stake in the scene
“Who is Don Quijote?”16
In this regard, in his Aesthetic Theory Adorno writes:
What cannot be proved in the customary style and yet is com-
pelling — that is to spur on the spontaneity and energy of thought
and, without being taken literally, to strike sparks through a kind of
intellectual short-circuiting that casts a sudden light on the familiar
and perhaps sets it on fire.17
As in Benjamin’s thesis, as well as Lyotard’s fig-
urality, the language here is again both visual and shock-ori-
ented, with “sparks,” “short-circuiting,” “sudden light” and
“sets it on fire.” This is thought alive, living thought, here-now,
13 On this necessary contemporaneity I have published the short book Exhibition-ism:
Temporal Togetherness in the series The Contemporary Condition (Berlin: Sternberg
Press, 2020), requested by the author of a fabulous later book on contemporariness: J.
Lund, The Changing Constitution of the Present: Essays on the Work of Art in the Time of
Contemporaneity (Berlin: Sternberg Press, 2022). My point was the idea that exhibitions are
the most precise “model” for the contemporary.
14 G. Richter, Thought-Images: 2.
15 W. Benjamin, “Theses on the Philosophy of History:” 247.
16 See for this scene, http://miekebal.withtank.com/artworks/installations/don-quijote-
sad-countenances/episode-4-who-is-don-quijote/. This scene also suggests that the actor,
Mathieu Montanier, bears a striking resemblance to the (totally imaginative and imaged) figure
who never existed historically, but of whom we have a clear image.
17 T. W. Adorno, “The Essay as Form” (1954-58), in Notes to Literature, trans. S. Weber
Nicholson (New York: Columbia University Press, 1991): vol.1, 3-23.
MIEKE BAL 23 AN-ICON
and this living thought has agency; it is capable of engag-
ing viewers in a dialogic relationship. And it is visual. For
such sparks to happen, thought needs a formal innovation
that shocks, and time to make immersion in it, possible.
Thus, it can gain new energy and life, involve people, and
make thought a collective process rather than the kind of
still images we call clichés. Our attempt to achieve such
“sparking,” shocking innovation can be glimpsed in this
photograph by Ebba Sund: the frame is both blurred, since
the escaping slave leaves it behind, and foregrounded, in
the large proportions the iron bars have compared to the
fleeing man (Fig. 1).
Fig. 1. Mieke Bal, The Captive
escapes, photograph by
Ebba Sund. An epsiode of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
In the videos, such sparks lay in the combina-
tion of material, practical changes of the mode of display
as immersive, short-circuiting the anachronistic bond be-
tween present and past, the confusion of languages and
other categories we tend to take for granted as homoge-
neous, and the intermediality of the audio-visualization of
a literary masterpiece. In view of the need for witnessing,
such a messy “thinking” form enables and activates view-
ers to construct their own story, and connect it to what
they have seen around them; on the condition that they
MIEKE BAL 24 AN-ICON
are immersed through being given time. Thus, we aimed
to turn the hysteria of endless story-telling into a reflection
on communication, as it can breach, and reach beyond,
the boundaries that madness draws around its captive
subjects, and instead, open up their subjectivity. Here, in
the brilliant photograph also by Ebba Sund, the Captive
cannot speak; his mouth is visually muzzled. But his eyes
do speak, to us – if we are given the time, through seating,
to respond (Fig. 2).
Fig. 2. Mieke Bal, episode 6 of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
To give insight into the stagnation that char-
acterises the adventures, these scenes are predominantly
descriptive. Any attempt at narrative is “stuttering,” without
development. The scene Narrative Stuttering I recommend-
ed you watch before reading this essay, shows both the in-
capacitation to narrate and the frustration this causes. The
theatrical setting is meant to draw visitors’ attention to the
way they are themselves situated: inside a theatre, sitting on
the stage, rather than in front of it, where they can fall asleep
or get excited, identify or not, and possibly remain indiffer-
ent. Here, such indifference is hard to sustain, because the
viewers’ freedom to determine themselves how long they
wish to stay with a scene makes falling asleep contradictory.
MIEKE BAL 25 AN-ICON
This is the tentative design of the installation I made be-
forehand, suggesting the total arbitrariness of the lay-out.
The different installations follow this design roughly (Fig. 3).
Fig. 3. Mieke Bal, project for
the design of the 16-screen
installation Don Quijote: Sad
Countenances, 2019.
Courtesy the artist.
What Françoise Davoine calls, citing histori-
an Fernand Braudel: “poussières d’événements” (literally,
dust of events) is the motto of this work’s form: sprinkling
situations, moments, throughout the gallery space. This is
adequate to the state of trauma presented in the pieces
and in the juxtapositions among them. The disorderly dis-
play gives a shape, however unreadable and unclear, to
the trauma-induced madness of the novel’s form.
Cervantes, I presume, was one of those “mad”
ones. The trauma incurred by Cervantes after being held in
captivity as a slave, has been beautifully traced in his writ-
ings and those of contemporary witnesses by Colombian
literary historian María Antonia Garcés, a must-read book
for anyone interested in Cervantes, Don Quijote, or slavery,
then and now. Con-temporary. As it happens, Garcés was
held captive by the FARC terrorist guerillos for five months.
This contemporaneity is incompatible with the ridiculing
representation of the “mad Knight Errant” that is so routine,
both in cinematic representations and in much of the schol-
arship. Supported by Garcés’s well-documented analysis, I
MIEKE BAL 26 AN-ICON
see a haunting autobiographical spirit in the three chapters
on the Captive (pp. 39-41 of part I). But the shape of the
theatrical display does not “re-present” the madness. It
hints at it, makes us reflect on it.
The Denkbild is in the form, so that a contem-
porary aesthetic can reach out to, and touch, a situation
of long ago that, as befits the stilled temporality of trau-
ma, persists in the present. Through experimenting with
possible forms of the art of video, we attempted to invent
new forms for the formlessness of trauma. By means of
image-thinking this installation had to answer to the para-
doxical concept, or thought-image, of the shape of form-
lessness. Here, theatricality returns: ostensibly acting is
the form that does not overrule the history, the violence,
or the traumatic state. Acting, these videos suggest, is a
social role. Acting, and making videos, exhibiting them in
a thought-through immersive mode, is an attempt to give
the formlessness of society a form. This is an attempt to
do just that: to shape formlessness as the form of the trau-
matic state, by designing a display that is both theatrical,
in that it appeals to empathy, and turns “live,” that primary
characteristic of theatre, into “life,” which concerns the
social reality we live in and are responsible to sustain; and
the knowledge acquired through the integration of making,
analysing, reflecting, and boldly proposing new insights.
Filmmaking begins with casting. In the case of
Don Quijote, the actor cast himself; knowing he was the
spitting image of the character as we know, or think we
know him. An earlier significant casting decision occurred
when Michelle Williams Gamaker and I decided to cast the
three men in Emma’s life, in Madame B, in the same actor,
suggesting the woman was in love with love and its prom-
ises of excitement, not with any man in particular.
I have made many films and installation pieces,
over the last twenty years, and I guarantee you, there is
MIEKE BAL 27 AN-ICON
no more effective mode of doing research and developing
ideas than integrating these two activities. You can learn
more about these films on the relevant page of my web-
site. So, let me end on my personal motto, already cited,
which demands the remedy of immersion: “Every image of
the past that is not recognized by the present as one of its
own concerns threatens to disappear irretrievably.” This is
pre-posterous history. The past without present is pointless.
The present without past is empty. But as soon as we try
to fix either one, the future disappears.
MIEKE BAL 28 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19939 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19939",
"Description": "The paper focuses on exhibition practice, taking exhibitions as the key to contemporaneity. I will make a strong plea for the mutuality between past and present, the encouragement of visitors becoming participants through soliciting affective empathic attitude, and the accommodation to make this possible thanks to the enticement of durational looking. I will do this through the theoretical analysis of what exhibiting means and does, and through a consideration of my recent video installation Don Quijote: Sad Countenances. One episode of this project will be the hook on which to hang my view of art-making as, not an illustration of but a method of cultural analysis.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19939",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Mieke Bal",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Artistic process",
"Title": "Con-Temporary: Thinking and Feeling Together",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Mieke Bal",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19939",
"firstpage": null,
"institution": "ASCA",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Artistic process",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Vellodi, K., “Thought Beyond Research: A Deleuzian Critique of Artistic Research,” in P. de Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2, (Leuven: Leuven University Press 2019): 215-33.",
"spatial": null,
"temporal": null,
"title": "Con-Temporary: Thinking and Feeling Together",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19939/20019",
"volume": "2"
}
] | Con-Temporary:
Thinking and
FeelingExhibition
Together
by Mieke Bal
Video essay
Don Quijote
Political art
Artistic process
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Con-Temporary: Thinking
and Feeling Together
MIEKE BAL, ASCA (Amsterdam School for Cultural Analysis) – https://orcid.org/0009-0007-5483-3218
https://doi.org/10.54103/ai/19939
Abstract The paper focuses on exhibition practice, tak-
ing exhibitions as the key to contemporaneity. I will make a
strong plea for the mutuality between past and present, the
encouragement of visitors becoming participants through
soliciting affective empathic attitude, and the accommo-
dation to make this possible thanks to the enticement of
durational looking. I will do this through the theoretical anal-
ysis of what exhibiting means and does, and through a
consideration of my recent video installation Don Quijote:
Sad Countenances. One episode of this project will be the
hook on which to hang my view of art-making as, not an
illustration of but a method of cultural analysis.
Keywords Exhibition Video essay Don Quijote
Political art Artistic process
To quote this essay: M. Bal, “Con-Temporary: Thinking and Feeling Together,” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 11-28, https://doi.org/10.54103/ai/19939.
MIEKE BAL 11 AN-ICON
In this article I am particularly keen to explore
the implications of the preposition “con-” as a guideline
for immersive art. With the qualifier “immersive” I aim to
suggest that art can offer insights into the process of art,
rather than the aesthetic, intellectual qualities, objecthood,
or history of particular artworks. The process is what in-
volves people, social issues and contexts, and what is “live”
– dynamic, unstoppably moving, and never stable – about
art. Art is not a “thing;” we, as its viewers or users, are
inside it. In particular, I would like to argue how making
audio-visual installations can be a terrific resource for the
integration of “academic” reflection and scholarship with art
processing through immersion. The making aspect enables
me to reflect on and create situations where the relationship
with visual art can become a social route while remaining
artistically relevant. For this to happen, contemporaneity is
key: immersion can only happen in the present.
The integration of approaches I have termed
“cultural analysis:” the detailed analysis of cultural objects or
artefacts, not in isolation but in their live, social and political
context, as artistic and aesthetic, intertwined with intellectu-
al reflection. The two approaches of detailed, close analysis
and framing in context are not in contradiction: this is my
starting point. More than 25 years ago I have co-founded
an institute at the University of Amsterdam, called ASCA:
Amsterdam School for Cultural Analysis. Its goal was and is
to promote an approach wherein the socio-political and the
contemporary are not in contradiction, only in a productive
tension with detailed analysis and lessons in looking; nor
is the contemporariness in tension with history. When, in
2002, by chance I found myself in a situation where I had to
make a film as a witness statement, witnessing the police
injustice against immigration, I bought a small video camera
and started filming. It concerned the life of my neighbour –
an immigrant “sans papiers.” Meeting him in the courtyard,
MIEKE BAL 12 AN-ICON
by chance, seeing his arm was in a cast, I asked him what
happened, invited him in, and our conversation about his
situation led to an enduring friendship – given the need for
mutual trust, this is the a priori condition of making a doc-
umentary. With a small group of friends, under the heading
of Cinema Suitcase we made a documentary, A Thousand
And One Days, obviously alluding to the Arabic classic, and
inspired by the name of the collective, a number of doc-
umentaries and performance films followed, focusing on
“migrimages,” to borrow a term from a research project at
the University of Granada indicating visual presentations
of situations of migration.1
This was the moment I discovered how deeply
making an artwork helps intellectual thinking. But also, how
intellectual thinking is never alone. In the book that has
appeared in 2022, titled Image-Thinking: Art Making as Cul-
tural Analysis I explain in detail how making the films I have
since then made, have helped me immensely to deepen
my thinking. That is what I have termed “image-thinking,”
in an attempt to come up with a term for integration of the
different activities of which my work consists. Of course,
in a short article I can only briefly touch upon the import-
ant questions this endeavour brings up. To make it work, I
would like to count on you having seen, or going to see, the
episode 6, of 8 minutes, of my installation from 2019, Don
Quijote: Tristes figuras, based on fragments from (mostly)
the first part of the novel by Cervantes (from 1605). Hard
as that decision was, I declined to make a feature film, as
I had done with my other projects based on the cultural
heritage of fiction. This seemed unacceptable, because
1 For more information about the resulting documentary: https://www.miekebal.org/films/
mille-et-un-jours-(1001-days), accessed July 15, 2023, and M. Bal, “A Thousand and One
Voices,” in M. Anders Baggesgaard, J. Ladegaard, eds., Confronting Universalities: Aesthetics
and Politics under the Sign of Globalisation (Aarhus: Aarhus University Press, 2011): 269-
304. The third chapter of my book Image-Thinking: Artmaking as Cultural Analysis (Edinburgh:
Edinburgh University Press, 2022): 90-130 is devoted to the question of “who speaks?” in
documentaries, with this film as the example. The term “migrimages” was invented by literary
theorist Domingo Sánchez-Mesa Martínez.
MIEKE BAL 13 AN-ICON
turning that novel into a linear, coherent narrative film would
be a betrayal of the most crucial aspect of the novel: its
non-linearity, even incoherence. Instead, an immersive in-
stallation, as you can see in the documentation, where we
showed its installations done immediately after finishing
the project.2
Take the scene Narrative Stuttering, which I
hope you have watched or will do so. This scene shows
Don Quijote alone on a dark theatrical stage. Sancho
Panza is sitting on a chair on the side, helping him when
needed, as a prompter. The knight is desperately trying
to tell his story, the adventures, his opinions, whatever
happened to him, but he is unable to act effectively as a
narrator. At the end, he bursts into tears and Sancho holds
him in order to comfort him, demonstrating, by physical
touch, that he is not entirely alone. See the photograph
on the web page, second column. The appeal to empa-
thy is a key aspect of what we tried to achieve with this
installation. Sancho is giving the example; the visitors can
follow his lead (imaginatively).
The darkness of the stage deprives the space
of perspectival depth. The dark stage isolates him and,
at the same time, gives him an audience. The theatrical
setting is a material “theoretical fiction” that explores how
theatricality can perhaps help to enable the narratively dis-
abled. My commitment to addressing the issue of narrative
2 See https://www.miekebal.org/film-projects-1, accessed July 16, 2023. http://miekebal.
withtank.com/artworks/installations/don-quijote-sad-countenances/episode-6-narrative-
stuttering. For a book on the installation, see M. Bal, Don Quijote: Sad Countenances
(Växjö: Trolltrumma, 2019), also in bilingual English-Spanish edition as Don Quijote: Tristes
figuras / Don Quijote: Sad Countenances (Murcia: Cendeac, 2020). The installation has been
exhibited at a World première in Småland Museum / Kulturparken, Växjö, Sweden (October
31, 2019), then at Usina Cultural, Villa María, Argentina, VIII Congreso (April 26 to May 6,
2022), the Zürcher Hochschule der Künste (ZHdK), as part of the congress of the Deutsche
Gesellschaft für Ästhetik (German Society for Aesthetics) Ästhetik und Erkenntnis (July 13-15,
2021). Installed in the Aktionsraum of Toni-Areal (July 13-21, 2021), in the exhibition Art out
of Necessity, video installations by Mieke Bal at the Museum Jan Cunen, Oss, Netherlands
(October 3, 2020 - January 31, 2021), interrupted mid-December by the second corona
lockdown); in the Leeds Arts University Gallery a.k.a. The Blenheim Walk (January 7 - February
14, 2020). Curator: Catriona McAra, and in the Sala de exposiciones, Universidad de Murcia,
Facultad de Bellas Artes (November 14, 2019 - January 18, 2020), curated by Jesús Segura.
MIEKE BAL 14 AN-ICON
disablement through trauma has been nourished especially
when I made, with British artist Michelle Williams Gamak-
er, and with the participation of psychoanalyst of trauma
Françoise Davoine, the theoretical fiction film A Long Histo-
ry of Madness (2011) and installations derived from it. This
film is “about” madness, but it also stages, performs, en-
acts, and critiques ideas about madness and their cultural
history. Based on the 1998 book Mère Folle by Davoine, the
film stages the question and practice of the psychoanalytic
treatment of people diagnosed as “psychotic” and whom,
to avoid narrowing diagnostic discourse, we call “mad.”3
The film raises the art-historical question
whether we can say there is an “iconography of madness.”
Most of the actors play “madness.” None of them are mad.
Davoine’s book, written as a fiction, theorizes this question.
In that sense it is a “theoretical fiction.” That term comes
from Sigmund Freud. He came up with it to defend his
quite crazy story of the sons who kill and eat their tyrannical
father. Freud made up a fiction, not simply to explain his
theoretical finding of the Oedipus complex, but primarily to
develop it through immersion in fiction, which he needed
to understand and articulate what he had been intuitively
groping toward. This is thinking in, through and with fiction-
al characters and events. My book title “Image-Thinking”
was derived from Freud’s concept.
When, later, I showed my film Reasonable
Doubt, on René Descartes and Queen Kristina of Sweden,
to an artist friend, she complimented me on the “theatrical”
quality of the film. Then I understood why theatricality had,
in fact, always been an important aspect of my fiction films.
The theatricality helps to do what I have called “exhibiting
3 On this issue of madness as a consequence of trauma, the book by Françoise Davoine
Mère folle: Récit (Paris: Hypothèses Arcanes, 1998) is crucial. Our film A Long History of
Madness came out in 2011 (directed by Mieke Bal and Michelle Williams Gamaker). For
more information: https://www.miekebal.org/films/a-long-history-of-madness, accessed
July 16, 2023. See also the special issue on the book and the film: E. Landa, ed., “Cinéma et
psychanalyse,” Le Coq-héron 4, no. 211 (2012).
MIEKE BAL 15 AN-ICON
ideas.” In the video project based on Don Quijote, this the-
atricality is even more prominent, not only in the acting, but
in the exhibition itself. The exhibition as installed is, then,
itself a “theoretical fiction.”
Theatre scholar Kati Röttger considers theatricality
a specific mode of perception, a central figure of representation,
and an analytic model of crises of representation that can be
traced back to changes in the material basis of linguistic behaviour,
cultures of perception, and modes of thinking.4
The multi-tentacled description gives theatrical-
ity many functions, and foregrounds its inherent intermedial-
ity. In addition, and more specifically for our project, theatre
and performance scholar Maaike Bleeker gives theatricality
the critical edge that the exhibition seeks to achieve when
she calls it “a critical vision machine.”5 These two defini-
tions together already show that theatricality can offer a
critical perspective on the images and ideas that circulate,
in this case, in the exhibition that is as mad as the main
figure of Cervantes’s novel is generally assumed to be. A
madness in which the visitor is immersed.
For this need of the narratively incapacitated
figure an empathic audience is indispensable. It is the task
of the artwork to solicit such an audience. This requires a
form of display that changes the traditional museal display,
which keeps audience members at a distance and is quite
hard on the audience’s physical condition. But it is primarily
an artistic issue. This governs the temporality of looking.
In the theatre, in contrast to traditional display, visitors can
sit, relax, and concentrate. If the display is nearby and
4 K. Röttger, “The Mystery of the In-Between: A Methodological Approach to Intermedial
Performance Analysis,” Forum Modernes Theater 28, no. 2 (2018): 105-16,
https://doi.org/10.1353/fmt.2013.0014.
5 M. Bleeker, “Being Angela Merkel,” in E. van Alphen, M. Bal C. Smith, eds. The Rhetoric of
Sincerity (Stanford: Stanford University Press, 2009): 247-62. See also Bleeker, Visuality in the
Theatre: The Locus of Looking (New York: Palgrave Macmillan, 2008).
MIEKE BAL 16 AN-ICON
accessible, and visiting can consist of quietly sitting, the
museum can become such a theatre. You see people sitting
down, and as a result, talking together about the painting
that is in front of them, low-hung, on eye-level. The Don
Quijote exhibition seeks to produce such material comfort,
and thus will facilitate affective engagement in visitors. The
consequence is a radically different temporality of viewing.
And time, thus, turns out to be a condition of an immersion
that effectively affects. If affect is a vibrant communication
between people, or between people and artwork, then they
must be given the time, the physical comfort this requires.
This imagining, testing, and reasoning regarding the affec-
tive effectivity of museum display shows how this project
pertains to what is currently called “artistic research” – a
search through analysis through artmaking.6
That concept is deeply problematic. It main-
tains the hierarchy between academic and artistic research,
suggesting that artists can earn academic diplomas if they
can explain and articulate how their works came to be. The
risk is an over-intellectualizing of art. The linearity built into
the concept is deceptive; this is not how art-making hap-
pens. As Kamini Vellodi warns us in her Deleuzian critique
of the concept of “artistic research:” “it is difficult to deny
that a major impetus of artistic research has been econom-
ic, policy-driven, and managerial.”7 With these words she
invokes the curse that is destroying universities word-wide
as we speak. Both art and thought are thus being dam-
aged. When thinking is subjected to methods, it becomes
6 I have strongly argued for the relevance of seating in exhibitions in a show I curated at the
Munch Museum (Oslo) in 2017 (with a book publication).
7 K. Vellodi, “Thought Beyond Research: A Deleuzian Critique of Artistic Research, ” in P. de
Assis, P. Giudici, eds., Aberrant Nuptials: Deleuze and Artistic Research 2 (Leuven: Leuven
University Press, 2019): 215-33, 216.
MIEKE BAL 17 AN-ICON
re-productive. In a Deleuzian view, thought, instead, ought
to be the production of the new.
This thinking is congenial to art-making, but just
as much to academic work. The integration of these two
creative activities is explained in my book Thinking in Film
from 2013, on the video art by Finnish artist Eija-Liisa Ahti-
la. But the search is not for direct academic answers. The
concept of “image-thinking,” in the form of a verb, renders
the interaction between thinking and imaging more forceful.
To foreground this, we titled an exhibition of my video work
in 2019 in Murcia, Spain, Contaminations: Reading, Imag-
ining, Imaging. The noun “contaminations” suggests that
the art is inevitably in process and “contagious,” having
an affective impact, as I said above. The verb “imagining”
was my attempt to foreground the way the imagination
creates images. The collaboration with Hernández made
these issues clearer and the neologisms more productive.8
The fourfold challenge to make a video proj-
ect based on Don Quijote engage its troubled relationship
between content and form, and between the narrative and
visual aspects involved. The research part was, firstly, to
decide which aspects of the novel are crucial to make a
video work that has a point. Secondly, that point had to
connect artistic and social issues, and to improve our un-
derstanding of how these two domains can go together,
in the contemporary, with the collaboration of the past in
what we call “cultural heritage” – here, Cervantes’ novel.
The importance of the past for the present, and vice versa,
how our present changes the past as we can see it, must
be foregrounded on the basis of non-chronological, mutual
relations. The fourth chapter of my new book, Multi-Tenta-
cled Time: Contemporaneity, Heterochrony, Anachronism
for Pre-posterous History analyses time in its multiplicity.
8 That exhibition was curated by Miguel Ángel Hernández. A collective volume, edited by
Hernández, was published in 2020.
MIEKE BAL 18 AN-ICON
This is also a central concern both in narrative theory and
in film.9
In my academic work I have a controversial
reputation as someone who does not take chronology for
granted. After publishing Reading “Rembrandt” (1991) I
was blamed for being ahistorical, which, although not true,
was a stimulating incentive to think harder about histori-
cal time. That led to my book Quoting Caravaggio (1999),
in which I addressed that critique, and developed a new
sense of history in relation to time. But it was when, already
filmmaking, I was working with Miguel Ángel Hernández
Navarro on a large collective video exhibition devoted to
the connections between the movement of images and the
movement of people, in other words, video and migration
(not on migration), that my thinking about temporality took
another turn. 2MOVE (the exhibition), was shown in four
countries, with in each a local artist added.
The last concept in the chapter’s title, “pre-pos-
terous history,” is presented again through my latest, 2020
short “essay film” It’s About Time! This film, the title of which
is as ambiguous as the concept of “pre-posterous history”
with its self-ironic wink, addresses the world’s self-destruc-
tive impulse. It does this through the voice of Christa Wolf’s
character Cassandra. She was the prophetess from antiquity,
who will see and know the future, as a gift with the purpose
of seduction from the god Apollo. But when she refused to
sleep with her employer, he punished her: she was doomed
never be believed. An antique case of #MeToo.
In that fourth chapter I discuss the different is-
sues of time that, in narrative theory, are usually divided
into order, rhythm, and duration. I complicate that tripartite
9 M. Bal, Image-Thinking: 131-74. I have first developed this neologism, “pre-posterous
history,” in my book on Caravaggio in its mutual relationship with contemporary art Quoting
Caravaggio: Contemporary Art, Preposterous History (Chicago IL: University of Chicago Press,
1999). “Multi-tentacled” stands for the plurality of temporal relationships, for which I chose the
octopus as a symbol.
MIEKE BAL 19 AN-ICON
theory by adding the experiential aspect (heterochrony) and
the categories of the historical disciplines. This rethinking
of chronology has an important impact on how we see our-
selves in history. For the first time I have taken a biograph-
ical fact on the novel’s author on board. This “fact” is the
five-and-a-half years Cervantes spent as a slave in Algiers,
without knowing he would ever get out. If we take this on,
all the adventures, the madness, the violence that colour the
adventures of the Knight Errant, get a different shade. On
my reading, the issue that rules the novel’s aesthetic is the
difficulty of story-telling due to the horror encountered. This
is now called “post-traumatic stress disorder” – except that,
as usual, the preposition “post-” perverts the connections
between past and present. The traumatized subject is “dis-
ordered” because, precisely, the trauma doesn’t go away.
There is nothing “post-” possible for the trau-
matized. The insights the novel generates connect to other
experiences of war, violence, and captivity: contemporary
ones. You can see succinctly what the consequences of
traumatization tend to be, according to a very lucid article
by Ernst van Alphen. The author analyses the experiential
handicaps resulting from trauma as well as the narrative
ones. To sum it up succinctly: as a failed experience, trau-
ma leads to semiotic incapacitation, unavailable forms of
representation, the stalling of the discursive process, which
would be needed for having experiences. Specifically, in
narrative terms, ambiguous actantial position, the negation
of subjectivity, the lack of meaning-giving plot, and unac-
ceptable frames. But a well-thought-through immersive
video project can explore and transgress the limits of what
MIEKE BAL 20 AN-ICON
can be seen, shown, narrated, and empathically witnessed,
in relation to notoriously un-representable trauma.10
Full of incongruous events and repetitive sto-
ries, maddening implausibility, lengthy interruptions of the
story-line, inserted poems and novellas, and at the same
time, anchored in a harrowing reality, while also making
readers laugh out loud, this novel, in form and content,
challenges reading itself. This requires interdisciplinarity,
in all meanings of that preposition “inter-.” I have termed it
“intership.” The similarity to the word “internship” suggests
that this, too, concerns learning, as a practice of mutuality.
Film seems the least apt to do justice to the
novel’s turbulent incoherence, repetitiveness, and incon-
gruous adventures told in the novel. Talking about it with
actor Mathieu Montanier, who came up with the idea of
making a Don Quijote video work, we decided that an im-
mersive video installation consisting of different, non-linear
episodes presented with seating would be more effective in
showing, rather than representing, not the moment trauma
occurs but enduring violence-generated traumatic states.
The importance of showing is to enable witnessing as an
engaged activity against the indifference of the world, our
worst opponent. The ambition was to make a work the
theatricality of which in immersive display helps to turn
onlookers and voyeurs into activated, empathic witnesses.
This artwork must yield “thought-images” or
Denkbilder, created by means of “image-thinking.” The small
iconic texts that Adorno, Benjamin, Kracauer wrote, were
texts only. What did the word Bilder do there, then? This is
where “image-thinking” can meet, and yield, “thought-im-
ages.” In a study of the genre, US-based scholar of German
10 E. v. Alphen, “Symptoms of Discursivity: Experience, Memory, Trauma,” in M Bal, J. Crewe,
L. Spitzer, eds., Acts of Memory: Cultural Recall in the Present (Hanover NH: University of New
England Press, 1999): 24-38.
MIEKE BAL 21 AN-ICON
Gerhard Richter begins his description with a whole range
of negativities.
Indeed, a programmatic treatise would be
something like a political pamphlet, as opposed to histor-
ical objectivations – an opposition that audio-visual art is
devoted to questioning. This is an important point in con-
nection to attempts to separate political art or scholarship
from propaganda. The difference is important: propagan-
da dictates, as in dictators, which is close to imposing;
whereas political art and scholarship expose and propose,
but leave the freedom of the addressees intact; as long as
they are immersed, so that they are enticed to respond to
the art they see. What Richter disparagingly calls “fanciful
fiction” stands opposed to an equally dismissed “mere
reflections of reality.” “Rather,” Richter continues, “the min-
iatures of the Denkbild can be understood as conceptual
engagements with the aesthetic and as aesthetic engage-
ments with the conceptual, hovering between philosophical
critique and aesthetic production.”11 The word “engage-
ment” is crucial; it requires contemporaneity. This matches
Benjamin’s fifth thesis on images of the past, which has
been a guideline for my work on art between history and
anachronism: “Every image of the past that is not recog-
nized by the present as one of its own concerns threatens
to disappear irretrievably.”12 This warning is one of the main
motors of immersive projects and needs endorsement of
their contemporariness. For, the cultural heritage from the
11 G. Richter, Thought-Images: Frankfurt School Writers’ Reflections on Damaged Life
(Stanford: Stanford University Press, 2007): 2.
12 W. Benjamin, “Theses on the Philosophy of History,” in Illuminations, trans. Harry Zorn
(London: The Bodley Head, 2015): 245-55, 247.
MIEKE BAL 22 AN-ICON
past matters for today’s world. But only if we manage to
bring it to bear on the present.13
Richter further describes the thought-image
thus: “The Denkbild encodes a poetic form of condensed,
epigrammatic writing in textual snapshots, flashing up as
poignant meditations that typically fasten upon a seemingly
peripheral detail or marginal topic.”14 The word “flashes
up” suggests the quick flash that Benjamin urges us to
preserve by means of recognition in the first sentences of
that thesis V from which I now quote a later sentence: “The
true picture of the past flits by. The past can be seized only
as an image which flashes up at the instant when it can be
recognized and is never seen again.”15 This also connects
to the question of historical truth, at stake in the scene
“Who is Don Quijote?”16
In this regard, in his Aesthetic Theory Adorno writes:
What cannot be proved in the customary style and yet is com-
pelling — that is to spur on the spontaneity and energy of thought
and, without being taken literally, to strike sparks through a kind of
intellectual short-circuiting that casts a sudden light on the familiar
and perhaps sets it on fire.17
As in Benjamin’s thesis, as well as Lyotard’s fig-
urality, the language here is again both visual and shock-ori-
ented, with “sparks,” “short-circuiting,” “sudden light” and
“sets it on fire.” This is thought alive, living thought, here-now,
13 On this necessary contemporaneity I have published the short book Exhibition-ism:
Temporal Togetherness in the series The Contemporary Condition (Berlin: Sternberg
Press, 2020), requested by the author of a fabulous later book on contemporariness: J.
Lund, The Changing Constitution of the Present: Essays on the Work of Art in the Time of
Contemporaneity (Berlin: Sternberg Press, 2022). My point was the idea that exhibitions are
the most precise “model” for the contemporary.
14 G. Richter, Thought-Images: 2.
15 W. Benjamin, “Theses on the Philosophy of History:” 247.
16 See for this scene, http://miekebal.withtank.com/artworks/installations/don-quijote-
sad-countenances/episode-4-who-is-don-quijote/. This scene also suggests that the actor,
Mathieu Montanier, bears a striking resemblance to the (totally imaginative and imaged) figure
who never existed historically, but of whom we have a clear image.
17 T. W. Adorno, “The Essay as Form” (1954-58), in Notes to Literature, trans. S. Weber
Nicholson (New York: Columbia University Press, 1991): vol.1, 3-23.
MIEKE BAL 23 AN-ICON
and this living thought has agency; it is capable of engag-
ing viewers in a dialogic relationship. And it is visual. For
such sparks to happen, thought needs a formal innovation
that shocks, and time to make immersion in it, possible.
Thus, it can gain new energy and life, involve people, and
make thought a collective process rather than the kind of
still images we call clichés. Our attempt to achieve such
“sparking,” shocking innovation can be glimpsed in this
photograph by Ebba Sund: the frame is both blurred, since
the escaping slave leaves it behind, and foregrounded, in
the large proportions the iron bars have compared to the
fleeing man (Fig. 1).
Fig. 1. Mieke Bal, The Captive
escapes, photograph by
Ebba Sund. An epsiode of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
In the videos, such sparks lay in the combina-
tion of material, practical changes of the mode of display
as immersive, short-circuiting the anachronistic bond be-
tween present and past, the confusion of languages and
other categories we tend to take for granted as homoge-
neous, and the intermediality of the audio-visualization of
a literary masterpiece. In view of the need for witnessing,
such a messy “thinking” form enables and activates view-
ers to construct their own story, and connect it to what
they have seen around them; on the condition that they
MIEKE BAL 24 AN-ICON
are immersed through being given time. Thus, we aimed
to turn the hysteria of endless story-telling into a reflection
on communication, as it can breach, and reach beyond,
the boundaries that madness draws around its captive
subjects, and instead, open up their subjectivity. Here, in
the brilliant photograph also by Ebba Sund, the Captive
cannot speak; his mouth is visually muzzled. But his eyes
do speak, to us – if we are given the time, through seating,
to respond (Fig. 2).
Fig. 2. Mieke Bal, episode 6 of
the 16-screen installation Don
Quijote: Sad Countenances,
2019, video, color, Dolby sound,
8 minutes. Courtesy the artist.
To give insight into the stagnation that char-
acterises the adventures, these scenes are predominantly
descriptive. Any attempt at narrative is “stuttering,” without
development. The scene Narrative Stuttering I recommend-
ed you watch before reading this essay, shows both the in-
capacitation to narrate and the frustration this causes. The
theatrical setting is meant to draw visitors’ attention to the
way they are themselves situated: inside a theatre, sitting on
the stage, rather than in front of it, where they can fall asleep
or get excited, identify or not, and possibly remain indiffer-
ent. Here, such indifference is hard to sustain, because the
viewers’ freedom to determine themselves how long they
wish to stay with a scene makes falling asleep contradictory.
MIEKE BAL 25 AN-ICON
This is the tentative design of the installation I made be-
forehand, suggesting the total arbitrariness of the lay-out.
The different installations follow this design roughly (Fig. 3).
Fig. 3. Mieke Bal, project for
the design of the 16-screen
installation Don Quijote: Sad
Countenances, 2019.
Courtesy the artist.
What Françoise Davoine calls, citing histori-
an Fernand Braudel: “poussières d’événements” (literally,
dust of events) is the motto of this work’s form: sprinkling
situations, moments, throughout the gallery space. This is
adequate to the state of trauma presented in the pieces
and in the juxtapositions among them. The disorderly dis-
play gives a shape, however unreadable and unclear, to
the trauma-induced madness of the novel’s form.
Cervantes, I presume, was one of those “mad”
ones. The trauma incurred by Cervantes after being held in
captivity as a slave, has been beautifully traced in his writ-
ings and those of contemporary witnesses by Colombian
literary historian María Antonia Garcés, a must-read book
for anyone interested in Cervantes, Don Quijote, or slavery,
then and now. Con-temporary. As it happens, Garcés was
held captive by the FARC terrorist guerillos for five months.
This contemporaneity is incompatible with the ridiculing
representation of the “mad Knight Errant” that is so routine,
both in cinematic representations and in much of the schol-
arship. Supported by Garcés’s well-documented analysis, I
MIEKE BAL 26 AN-ICON
see a haunting autobiographical spirit in the three chapters
on the Captive (pp. 39-41 of part I). But the shape of the
theatrical display does not “re-present” the madness. It
hints at it, makes us reflect on it.
The Denkbild is in the form, so that a contem-
porary aesthetic can reach out to, and touch, a situation
of long ago that, as befits the stilled temporality of trau-
ma, persists in the present. Through experimenting with
possible forms of the art of video, we attempted to invent
new forms for the formlessness of trauma. By means of
image-thinking this installation had to answer to the para-
doxical concept, or thought-image, of the shape of form-
lessness. Here, theatricality returns: ostensibly acting is
the form that does not overrule the history, the violence,
or the traumatic state. Acting, these videos suggest, is a
social role. Acting, and making videos, exhibiting them in
a thought-through immersive mode, is an attempt to give
the formlessness of society a form. This is an attempt to
do just that: to shape formlessness as the form of the trau-
matic state, by designing a display that is both theatrical,
in that it appeals to empathy, and turns “live,” that primary
characteristic of theatre, into “life,” which concerns the
social reality we live in and are responsible to sustain; and
the knowledge acquired through the integration of making,
analysing, reflecting, and boldly proposing new insights.
Filmmaking begins with casting. In the case of
Don Quijote, the actor cast himself; knowing he was the
spitting image of the character as we know, or think we
know him. An earlier significant casting decision occurred
when Michelle Williams Gamaker and I decided to cast the
three men in Emma’s life, in Madame B, in the same actor,
suggesting the woman was in love with love and its prom-
ises of excitement, not with any man in particular.
I have made many films and installation pieces,
over the last twenty years, and I guarantee you, there is
MIEKE BAL 27 AN-ICON
no more effective mode of doing research and developing
ideas than integrating these two activities. You can learn
more about these films on the relevant page of my web-
site. So, let me end on my personal motto, already cited,
which demands the remedy of immersion: “Every image of
the past that is not recognized by the present as one of its
own concerns threatens to disappear irretrievably.” This is
pre-posterous history. The past without present is pointless.
The present without past is empty. But as soon as we try
to fix either one, the future disappears.
MIEKE BAL 28 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19827 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19827",
"Description": "How does an artwork express an “environmentality?” Can we redefine immersion, in critical terms, as a form of environmental projection? In taking up such questions from my latest book, Atmospheres of Projection: Environmentality in Art and Screen Media, my text addresses the relation between projection and environmentality in the visual arts in order to question immersivity. Confronted with the phenomenon of environmentalization, we need to re-imagine the ecology of representation. Positing ecology as an environmental relation, I will consider its artistic imagination both historically and theoretically. I propose that we revisit the environmentality of media archaeology to understand how this impulse is furthered in current moving-image projections in the art gallery that call themselves immersive. I will especially address environmentality as it relates to movement and scale, questioning the relation between immersion and magnification. I will advance my argument by presenting the large-scale moving-image installations of the Danish-born, New York artist Jesper Just. Does magnification always, only imply spectatorial immersion? Other forms of experience arise when confronting an ecology of scale in art. What else happens when we scale? Can immersion be understood, more critically, as a form of environmental absorption? In recasting immersion in environmental terms, I propose that we consider absorption as empathic projection with space. In shifting from the human subject’s own immersive identification to this critically aware, enveloping field of empathic projection with the non-human, we can discard the prevalent human-centric position that pervades most immersive discourses. A different ecology of immersivity rises to the surface by relating the empathic “projective imagination” to “atmospheric thinking.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19827",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giuliana Bruno",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Jesper Just",
"Title": "The Environmentality of Immersive Projection: The Nature of Scale",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-02-09",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giuliana Bruno",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19827",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Jesper Just",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Youngblood, G., “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton, 1970).",
"spatial": null,
"temporal": null,
"title": "The Environmentality of Immersive Projection: The Nature of Scale",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19827/20020",
"volume": "2"
}
] | The
Environmentality
of Immersive Projection:
The NatureAtmospheric
of Scal
by Giuliana Bruno
e
thinking
Ecology of immersivity
Empathy and immersion
Scale and magnification
Jesper Just
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
The Environmentality
of Immersive Projection:
The Nature of Scale
GIULIANA BRUNO, Harvard University – https://doi.org/10.54103/ai/19827
Abstract How does an artwork express an “environ-
mentality?” Can we redefine immersion, in critical terms,
as a form of environmental projection? In taking up such
questions from my latest book, Atmospheres of Projection:
Environmentality in Art and Screen Media, my text address-
es the relation between projection and environmentality in
the visual arts in order to question immersivity. Confronted
with the phenomenon of environmentalization, we need to
re-imagine the ecology of representation. Positing ecolo-
gy as an environmental relation, I will consider its artistic
imagination both historically and theoretically. I propose
that we revisit the environmentality of media archaeology
to understand how this impulse is furthered in current mov-
ing-image projections in the art gallery that call themselves
immersive. I will especially address environmentality as it
relates to movement and scale, questioning the relation
between immersion and magnification. I will advance my
argument by presenting the large-scale moving-image in-
stallations of the Danish-born, New York artist Jesper Just.
Does magnification always, only imply spectatorial immer-
sion? Other forms of experience arise when confronting an
ecology of scale in art. What else happens when we scale?
Can immersion be understood, more critically, as a form of
environmental absorption? In recasting immersion in envi-
ronmental terms, I propose that we consider absorption as
empathic projection with space. In shifting from the human
GIULIANA BRUNO 29 AN-ICON
subject’s own immersive identification to this critically aware,
enveloping field of empathic projection with the non-human,
we can discard the prevalent human-centric position that
pervades most immersive discourses. A different ecology
of immersivity rises to the surface by relating the empathic
“projective imagination” to “atmospheric thinking.”
Keywords Atmospheric thinking Ecology of immersivity
Empathy and immersion Scale and magnification
Jesper Just
To quote this essay: G. Bruno, “The Environmentality of Immersive Projection: The Nature of Scale,”
AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 29-55,
https://doi.org/10.54103/ai/19827.
GIULIANA BRUNO 30 AN-ICON
For some years now the activity of the artist in our society has
been trending more toward the function of the ecologist: one who
deals with environmental relationships. Ecology is the [...] pattern
of relations between organisms and their environment.1
How does an installation artist construct an
atmosphere? What are the “elements” of its architecture
– the visuals and sound – that design the ambiance of an
aesthetic environment? In other words, how does an art-
work express an “environmentality?” These questions are
central to my latest book, Atmospheres of Projection: Envi-
ronmentality in Art and Screen Media, and will be reprised
in this essay with regard to the topic of this publication.2 I
will address the relation between projection and environ-
mentality in the visual arts with the aim of questioning the
notion of immersivity and critiquing a strain of its dominant
discourse. I am interested in exploring whether we can
understand immersion as an atmospheric ambiance and
redefine it, critically, as a form of environmental projection.
We are indeed confronted today with various forms of envi-
ronmentalization.3 This phenomenon asks us to reimagine
the very ecology of immersivity.
I understand ecology, as Gene Youngblood
prefigured in envisioning an “expanded cinema,” to be a
fundamental form of environmental relation and related-
ness. Such a form of relationality needs to be considered
in the realms of history and geography in order to discern
how the phenomenon of environmentalization affects the
space of the visual arts and its transformations in time. In
this respect, I propose that we reconsider the early history
1 G. Youngblood, “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton,
1970): 346.
2 See G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media
(Chicago: University of Chicago Press, 2022), which considers the interrelations of projection,
atmosphere, and environment, linking “the projective imagination” to forms of “atmospheric
thinking.”
3 See A. Pinotti, “Towards An-Iconology: The Image as Environment,” Screen 61, no. 4 (Winter
2020): 594-603, https://doi.org/10.1093/screen/hjaa060.
GIULIANA BRUNO 31 AN-ICON
of projection to account for the changes in its environment
that are occurring in the arts and media of our time. I have
long argued that an environmentality is rooted in the gene-
alogy of the moving image in modernity.4 It was particularly
present in the panoramic visual culture that emerged at
the birth of the art of projection. The extensive phenom-
enon that involved spectators flocking to experience the
enveloping ambiance of a panorama might be considered
an early experiential form of immersivity.5 In an effort to
recast immersion in this historic setting and understand it
as a more panoramic and ambient situation, I will consider
the environmentality of this form of media archaeology. I
will do so in order to explore how a panoramic impulse is
furthered in contemporary moving-image projections in the
art gallery that call themselves immersive.
Such an exploration will redefine immersivity
in spatiotemporal terms as an atmospheric envelopment,
while analyzing the making of this ambient space in visual
art. In linking up the early environmental impulse of pre-
cinematic projection to the post-cinematic art installation
of our times, I will especially address issues of movement
and scale. I pursue this path of mobility and scaling to
question the passivity, inactivity, and individuality that is
usually attributed to immersivity, and to challenge a fixation
on the subject’s optical identification with the device that
produces immersion. In contrast to these views that often
color both the practice and discourse of immersion, I wish
to establish a much less static and more haptic paradigm
4 See G. Bruno, Atlas of Emotion: Journeys in Art, Architecture, and Film (London: Verso,
2002); and G. Bruno, “The Screen as Object: Art and the Atmospheres of Projection,” in C.
Iles, ed., Dreamlands: Immersive Cinema and Art, 1905-2016 (New York: Whitney Museum of
American Art, 2016, exhibition catalogue): 156-67.
5 On the subject of early immersive views, see, among others, A. Griffiths, Shivers Down Your
Spine: Cinema, Museum, and the Immersive View (New York: Columbia University Press, 2008).
GIULIANA BRUNO 32 AN-ICON
that emphasizes the relational activation of spectatorial
mobilities and the mobilizing force of atmosphere.
To this end, I will especially rethink the relation
between immersion and a specific architecture: the “mag-
nification” of the image. This phenomenon, first defined by
early film theorist and filmmaker Jean Epstein, has itself
today become magnified.6 In current popular and even the-
oretical discourses on virtual or augmented reality, there
is a tendency to believe that a large projective image nec-
essarily induces immersion. But do we really need to col-
lapse these two notions? Does magnification always imply
spectatorial immersion?
I am interested in pursuing other forms of ex-
perience that arise when confronting an ecology of scale.
Scaling has long been practiced in art history, where mag-
nification has gone hand in hand with miniaturization.7 And
large scale has not always manifested itself as an immersive
condition. Nor has it necessarily implied an affirmation of
the sublime, with its immersive vision of boundless infinity
and arresting effects of awe. In my view, the most interest-
ing way of understanding scale is in relation to other aes-
thetic histories and especially as an architectural practice.
This is because in architecture scaling is an essential tool
for building an environment. Hence a central question for
me is: What happens to a projective environment when
we scale? Can the effects of large forms of scaling imply
a critical awareness, a participatory relationality? Finally,
can immersion be redefined, more critically, as an active,
transformative form of absorption in an environment?
In recasting immersion in these different, more
dynamic environmental terms, I propose that we consid-
er its perceptual affects as well as effects. For immersive
6 See J. Epstein, “Magnification and Other Writings,” October, no. 3 (Spring 1977): 9-25,
https://doi.org/10.2307/778434.
7 For a treatment of scale in art history, see J. Kee, E. Lugli, eds., To Scale (Oxford: Wiley
Blackwell, 2015).
GIULIANA BRUNO 33 AN-ICON
effects are indeed affects. To be aesthetically absorbed in
space mobilizes a particular affect: a feeling of empathy
and sympathy with the space itself – the atmosphere – in
which one is immersed. As an aesthetic practice, absorp-
tion engages an empathic “projection” into an environment.
It is a form of envelopment in an atmosphere. And thus, to
move away from optical immersivity toward an awareness
of this atmospheric environmentality, I suggest in my book
turning to theories of empathy and sympathies with space,
and advancing their discourse in contemporary ways.8
Let me simply mention here the writings of
Theodor Lipps, who developed a vision of Einfühlung, or
in-feeling, as a spatial empathy, and whose notion of em-
pathic projection in ambiance possessed an atmospheric
quality and tonality that aligns closely with the discourse
on Stimmung.9 This atmospheric, tonal interpretation of the
transmission of affects in art has been inspirational to my
work, and some aspects of empathy and sympathy appear
to be returning, with different interpretations, in other new
materialist, “sympathetic” forms of aesthetic philosophy.10
With the specific aim here of expanding the
projective reach of absorption in aesthetic space, one might
turn in particular to “the laying bare of empathic projec-
tion” as recently reconsidered by Michael Fried.11 The art
historian has long been interested in the “the invention of
8 For further articulation of this subject, see G. Bruno, Atmospheres of Projection, especially:
chapters 2-3.
9 See, among others, T. Lipps, “Empathy and Aesthetic Pleasure” (1905), in K. Aschenbrenner,
A. Isenberg, eds, Aesthetic Theories: Studies in the Philosophy of Art (Englewood Cliffs NJ:
Prentice-Hall, 1965): 403-12; H. F. Mallgrave, E. Ikonomou, eds., Empathy, Form, and Space:
Problems in German Aesthetics, 1873-1893 (Santa Monica: Getty Center for the History of Art
and the Humanities, 1994).
10 See J. Bennett, “Of Material Sympathies, Paracelsus, and Whitman,” in S. Iovino, S.
Oppermann, eds., Material Ecocriticism (Bloomington: Indiana University Press, 2014): 239-52;
J. Bennett, Influx & Efflux: Writing Up with Walt Whitman (Durham NC: Duke University Press,
2020).
11 M. Fried, “The Laying Bare of Empathic Projection,” in Four Honest Outlaws: Sala, Ray,
Marioni, Gordon (New Haven CT: Yale University Press, 2011): 205-15. For a different
interpretation of empathy in art, grounded in the political force of trauma and sensitive to
its cultural memory, see J. Bennett, Empathic Vision: Affect, Trauma, and Contemporary Art
(Stanford CA: Stanford University Press, 2005).
GIULIANA BRUNO 34 AN-ICON
absorption:”12 what he calls “a powerful mode of emotional
communication [that] can be actuated by absolutely mini-
mal physiognomic and gestural means.”13 Such a minimal,
non-representational form of “empathic projection” com-
municates an atmosphere of inner absorption. It is interest-
ing that Fried borrows the term “empathic projection” from
the philosopher Stanley Cavell, for whom this is a path for
overcoming the borders of separation and creating “a seam
in human experience.”14
If understood as such a projection, an immer-
sive process can create relational seams that are atmo-
spheric joinings and affective joints. To perceive empathy
with space is to sense the ecology of its atmospheric, situ-
ational existence in time. This experience of an atmospheric
tonality has the connective capacity to bridge the divide
between subjects and objects. An empathic absorption
in an environment further connects the human and the
nonhuman, creating an experiential seam between the an-
imate and the inanimate. If we become attuned to sensing
immersivity as such an active, interstitial space of relation,
we can access an ecology of relationality that is not con-
fined to anthropocentric modalities. Environmentality, then,
offers a way not only to reclaim empathic projection in art
but to project it into larger ecologies.
In the form of “empathic projection” practiced
in the art of cine-projection, the work of technology extends
to the surroundings, and this affects its atmosphere. The
projective apparatus itself plays an important part in this
process of absorption. A deeper absorptive modality sur-
faces in environmental artworks that do not hide their own
12 M. Fried, “Four Honest Outlaws:” 208.
13 M. Fried, The Moment of Caravaggio (Princeton NJ: Princeton University Press, 2010): 76-7.
14 S. Cavell, The Claim of Reason: Wittgenstein, Skepticism, Morality, and Tragedy (New York:
Oxford University Press, 1999): 425.
GIULIANA BRUNO 35 AN-ICON
projective mechanism in their temporality and spatiality.15
The energy of a diffused projective empathy is mobilized
when a self-reflexive technology reveals its own mechanism
at play, laying it bare and activating it in ambiance. If we
recast immersivity with this sense of environmentality – that
is, with awareness of the cultural techniques that make it
possible – we can discard the prevalent human-centric, per-
spectival position that pervades most immersive discours-
es. We can overcome the fixation on the human subject’s
visual identification and singular preoccupation with the
projective apparatus, especially those of VR or AR, to focus
instead on the inanimate, the environment, and the natural
realm. It is time to stop putting individuality and opticality
at the center of immersivity, and to pursue a more critically
aware, haptic field of empathic projections. In this way, a
different ecology of immersivity and relationality can rise to
the surface in enveloping forms of environmental screening
that link the “projective imagination” to an “atmospheric
thinking.”
Environmentality and Empathic
Projection in Art
Having laid out my theoretical premises, let me
now turn to an artistic practice that is in line with what I have
proposed. I like to think closely, along and through the work
of contemporary artists who perform analytical gestures of
environmental projection. Hence, I will pursue my critical
argumentation about immersion by navigating through the
work of the Danish-born, New York-based artist Jesper Just,
whose forms of empathic projection express an atmospher-
ic thinking. I will specifically address the manifestation of
15 On this subject, see K. Wilder, “Projective Art and the ‘Staging’ of Empathic Projection,”
Moving Image Review & Art Journal 5, no. 1-2 (2016): 125-40, https://doi.org/10.1386/
miraj.5.1-2.124_1. Wilder analyzes in particular the experimental landscape films of Chris
Welsby.
GIULIANA BRUNO 36 AN-ICON
scale and the magnification of the image in these works
to challenge the notion that these are totalizing immersive
conditions. His work will also enable us to rethink a crucial
architectural component of immersivity: the design of an
installation.
A projection that is “environ-mental” – that cre-
ates a psychic atmosphere of empathy with space, its size
and motion – arises in the ambiance of Just’s moving-image
installation This Nameless Spectacle, presented several
times since 2011. This is due to the self-aware design and
spatial construction of the installation. As viewers walk into
the gallery space, they confront two very large screens
that face each other. Each screen measures approximately
twenty meters in length by five meters in height. As they
are also placed more than twenty meters apart, it is hard
to escape the sense of magnitude of this projection.16 The
massive scale of the installation provokes a physical re-
action, demanding that the viewers become not simply
immersed but rather “incorporated” into it. Indeed, one
cannot help being absorbed into the space of this projec-
tion, empathetically enveloped in its atmosphere.
To understand what is going on in this magni-
fied ambiance of projection, gallery viewers must position
themselves in the midst of this moving work and negotiate
a space between the large ambient screens. Moving along
the course of the gallery, not only a physical displacement
but also an imaginary motion takes hold of one’s body. A
form of “empathic projection” is triggered here because
the work lays bare its exhibitionary mechanism, showing
off its magnificent projective scale in moving form.
Confronting this particularly large species of
screen, and the distance that both isolates and unites the
16 This Nameless Spectacle was conceived and exhibited with these dimensions as part of
the monographic exhibition This Unknown Spectacle, devoted to the work of Jesper Just, on
view October 21, 2011-February 5, 2012, at MAC/VAL, Musée d’Art Contemporain du Val-de-
Marne, France.
GIULIANA BRUNO 37 AN-ICON
two screen entities, one’s habitual relation to space, even
the space of one’s body, changes. Different types of scal-
ing are confronted, haptically sensed, resulting in a sculp-
tural experience of screen architecture. As the projective
screen becomes a sculptural object, it impels the viewer
to become more aware of volumes. One constantly has to
measure the scale of one’s body against the scale of this
milieu of projection.
Corporeally absorbed in the space of this vid-
eo work, rather than being optically, passively immersed,
viewers physically experience a form of spatial, even atmo-
spheric “perturbation.” Nothing is static on these encom-
passing screens, including the landscape they present. At
the beginning of the film, the camera tracks through the
space of a park. An atmosphere blossoms into being here:
as the light shimmers on the leaves of trees for a long while,
the sound of movement can be heard. You follow the sound
cue that propels you to continue through the space of the
park, sensing its atmosphere, breathing its “air.”17 There is
a breeze, and the tree branches tremble and quiver. The
motion of leaves in the wind on one screen always finds
corresponding atmospheric movement on the other. These
screens, you discover, always move in unison, often giving
the impression of a movement advancing through space.
Different views and vistas are presented, and you feel as if
you were actually “tracking” through the park, sympathet-
ically absorbing its atmospheric scenery.
17 As further developed in Atmospheres of Projection, an “air” is here understood to be the
atmosphere of a site, and an affect that affects us. On the effects of air in painting, see G. Didi-
Huberman, “The Imaginary Breeze: Remarks on the Air of the Quattrocento,” Journal of Visual
Culture 2, no. 3 (2003): 275-89, https://doi.org/10.1177/1470412903002003001; S. Connor,
The Matter of Air: Science and Art of the Ethereal (London: Reaktion, 2010).
GIULIANA BRUNO 38 AN-ICON
Panorama of a Historical Movement,
while Absorbed in the Atmosphere
of a Park
A park [is] a process of ongoing relationships existing in a physical
region [...] a “thing-for-us.”18
As you navigate the sea of images of this en-
vironment, you end up displaced back in time as well as
destabilized by atmospheric perturbations. The scale of
the installation space communicates a geology of strat-
ified temporalities and nonlinear times. With This Name-
less Spectacle, Just has created a post-cinematic ride that
takes us inside the prehistory of large-scale visual display.
As it transports us through the atmosphere of the park, it
leads us to rediscover the environmental configuration of
modern visual culture and the emergence of a form of im-
mersive projection from its very atmosphere.
The point of entry that Just stages for This
Nameless Spectacle is the Parc des Buttes Chaumont, a
public garden, developed as part of the plan for remodel-
ing the urban fabric of Paris directed by Georges-Eugène
Haussmann. The manner in which Just films in this park,
employing scale and movement in its depiction, reveals the
cultural ambiance of environmentalization of which the park
is a part. In the nineteenth century, an ambient movement
arose across diverse cultural expressions, including land-
scape design. Moving along the path of modernity from
view painting to garden views, from travel sketches to itiner-
ant viewing boxes, from panoramas and other geographical
“-oramas” to forms of interior/exterior mapping, from the
mobile views of train travel to urban promenades, a trans-
formative experience of spatial absorption was born. This
18 R. Smithson, “Frederick Law Olmsted and the Dialectical Landscape,” in N. Holt, ed., The
Writings of Robert Smithson, (New York: New York University Press, 1979): 119.
GIULIANA BRUNO 39 AN-ICON
new geography was the product of a “panoramic vision”
that dynamically reconfigured the environment.19
In this novel geovisuality, sites were set in mov-
ing perspectives, expanding both outward and inward as
they were absorbed and consumed in movement by the
spectator. This new ambient sensibility engaged the phys-
icality of the observers, challenging their ability to take in
a mobilized space. And from this moving panorama at the
end of the nineteenth century a new observer emerged
in the persona of the film spectator, a body empathically
“projected” into an environment of moving images.20
With This Nameless Spectacle, Jesper Just im-
pels us to travel back to this history of “site-seeing.” He
employs a panoramic mode of spatio-visual construction,
and does so to expand the potential of this precinematic
history in our times. Absorbed in this projective space, one
can experience in particular the sense of scale and the at-
mospheric touch of garden vistas. Garden views created
the experience of embracing an environmental terrain, and
of being enveloped in its ambiance. They combined a sen-
sualist theory of the imagination with a touch of physicality.
The garden designs of modernity engaged the corporeality
of the body in the moving absorption of an environment.
Automata, sculptures, and playful fluid mechanisms that
included fountains and watery landscapes enhanced this
natural atmospherics, as is the case with the Parisian park
Just films. The vistas themselves incited viewers to move
into the transformation of an ambiance. Ultimately, then,
19 See W. Schivelbusch, The Railway Journey: The Industrialization of Time and Space in the
Nineteenth Century (Berkeley: University of California Press, 1977).
20 For a more extensive treatment of the history of modern, mobilized space, see, among
others, G. Bruno, Atlas of Emotion; A. Friedberg, The Virtual Window: From Alberti to Microsoft
(Cambridge MA: MIT Press, 2006); F. Casetti, Eye of the Century: Film, Experience, Modernity
(New York: Columbia University Press, 2008); L. Charney ,V.R. Schwartz, eds., Cinema and the
Invention of Modern Life (Los Angeles: University of California Press, 1995).
GIULIANA BRUNO 40 AN-ICON
landscape offered the body an ever-changing experience
of atmospheric spatio-visual display.
As one ponders the origin of this embracing
space – a landscape of “atmospheric screening” – one
realizes why Just chose this setting for This Nameless
Spectacle. This is an installation that enhances the mate-
rial apparatus of visual display to create an environmental
projection. Landscape is not at all a simple background
here but rather the moving core of a technology of projec-
tion that self-reflexively incorporates a historical setting in
its very ambiance. Its design holds within itself the actual
movement in space that led from garden views to the es-
tablishment of the filmic screen as a place for pictures to
be “sensed” in projective, atmospheric motion.
This Nameless Spectacle reminds us that the
garden, like the cinema, is not an optical but a haptical af-
fair, inviting empathy with space. The picturesque garden,
in particular, was the place that historically “enable[d] the
imagination to form the habit of feeling through the eye.”21
It was an affective “mode of processing the physical world
for our consumption.”22 This modern landscape initiated a
form of immersivity that is a virtual form of touch, putting
us “in touch” with inner space and engaging all senses syn-
esthetically in shifting sensations of ambiance. Empathic
projection would be felt as one’s interiority was mobilized
in the process of relational connection with the natural site.
A reciprocal, sympathetic relation with the nuances of am-
biance was thus established in architecting the atmosphere
of the garden.
In moving through the Parisian park in This
Nameless Spectacle, Just retraces this ambient genealogy
of modernity: the mobilization of atmosphere, understood
21 C. Hussey, The Picturesque: Studies in a Point of View (London: G. P. Putnam’s Sons,
1927): 4.
22 J. Dixon Hunt, Gardens and the Picturesque: Studies in the History of Landscape
Architecture (Cambridge MA: MIT Press, 1992): 4.
GIULIANA BRUNO 41 AN-ICON
also as affective ambiance, in an environmental process
that traveled from landscape design to cine-projection. In
this ambient sense, as the shimmering light of the projec-
tion, the breath of air, and the motion of the wind come to
be virtually sensed on one’s skin, a real atmospheric “per-
turbation” can be felt in the installation. Even an effect of
weather arises in this empathic projection. And so environ-
mental phenomena that are present in a natural landscape
come to join the very atmosphere of projection.
Environments of Projection:
A Digital Mareorama
Announcing an upheaval in the relation of art to technology, pan-
oramas are at the same time an expression of a new attitude
toward life.23
In the context of this environmental panorama,
the technique of projective display of This Nameless Spec-
tacle is also to be considered, especially as it regards ab-
sorption in scale. The spatial arrangement of the work, set
on two large screens that appear to roll out moving images
for a spectator in their midst, mediates a haptic, atmospher-
ic communication that clearly reinvents modernity’s pan-
oramic forms of immersive exhibition. This contemporary
mode of enveloping display exhibits a fluid technological
history of environmentality, especially in its way of mobiliz-
ing scale. In its gigantic mobility, it specifically recalls the
technique of the “moving panorama.”
A product of nineteenth-century’s exhibitionary
culture, the panorama form is usually associated with enor-
mous paintings exhibited in circular spaces, surrounding
23 W. Benjamin, “Paris, the Capital of the Nineteenth Century (Exposé of 1935),” in The
Arcades Project, trans. H. Eiland, K. McLaughlin (Cambridge, MA: Belknap Press-Harvard
University Press, 1999), 6.
GIULIANA BRUNO 42 AN-ICON
the observer with the weight of their scale.24 One applica-
tion of this giant form of display included movement. In-
spired by the circular panorama, the moving panorama was
particularly engaged with geography.25 A popular form of
entertainment across Europe and the United States, mov-
ing panoramas offered spectators the sensation that they
themselves were being transported as images of space
scrolled panoramically before their eyes, with sound and
light effects that enhanced the overall sense of transport.
The apparatus of display played an import-
ant part in the construction of this absorbing geography,
which was not merely representational. A framed fabric of
drawable curtains, moved by a mechanical cranking system,
could suffice to produce the effect of a moving screen, turn-
ing into an enveloping scrolling screen. But more complex
mechanisms were also devised, and the most advanced
were exhibited at the 1900 Exposition Universelle Interna-
tionale, in Paris. The Stereorama, for one, let spectators
imagine they were taking a sea voyage, sailing along the
Mediterranean coast, aboard a ship rocked by waves. This
elaborate form of environmental display involved a feat of
technological imagination and execution. The point of this
technique of moving exhibition was the scale of motion.
“Unlike the usual panoramas,” as a contemporary article
tells us, “the background is painted on the outer mantle
of a slowly revolving cylinder with a wide protruding edge
carrying forty concentric sheet-metal screens four inches
in height on which the waves have been painted.” As for
the screens, they “are moved up and down by an electric
24 See, among other works, R. Hyde, Panoramania! The Art and Entertainment of the “All-
Embracing” View, (London: Trefoil-Barbican Art Gallery, 1988, exhibition catalogue); S. Bordini,
Storia del panorama. La visione totale nella pittura del XIX secolo (Rome: Officina Edizioni,
1984); K. Trumpener, T. Barringer, eds., On the Viewing Platform: The Panorama between
Canvas and Screen (New Haven CT: Yale University Press, 2020).
25 As media archaeologist Erkki Huhtamo shows in his comprehensive history of these
panoramas, motion, both virtual and actual, was an essential sensory component of this
particular precinematic form, which produced kinesthetic effects in the audience. See
E. Huhtamo, Illusions in Motion: Media Archaeology of the Moving Panorama and Related
Spectacles (Cambridge MA: MIT Press, 2013): 46-54.
GIULIANA BRUNO 43 AN-ICON
motor through a linkage system including rods, hinges, and
wheels.” 26
Considering this history of exhibition, we can
venture to propose that the invention of the projection of
moving images on a screen, and the function of active
immersivity that is reinvented today, arose from the scale
of the enterprise of the moving panorama, which not only
produced scrolling motion and waves of perturbation but
was also an itinerant medium.27 Spectators were offered
the virtual sensation of being absorbed in a journey through
the shifting atmospheres of a landscape.28 With this public
spectacle, open to the environment, a majestic, virtual form
of imaging atmospheric change took hold of one’s body.
The panoramic object of display, capable of offering the
pleasure of scrolling through an ambiance, thus created
the material condition of existence of the cinematic screen
as itself a space of atmospheric projection.
The projective screen, then, did not come into
being as a small, flat, frontal, windowed geometry, as is
usually assumed is some media studies, but rather as a
gigantic geographic and moving display.29 In other words,
the screen emerged as an environmental medium. It is im-
portant to acknowledge this lack of frontality, fixity, and
flatness in early forms of screening, and to underscore an
expansive milieu of volumetric plasticity and movement, if
we wish to rewrite the genealogic course of the projective
26 “Die neuesten Panoramen,” in De Natuur (1900): 257-58, as cited in S. Oettermann, The
Panorama: History of a Mass Medium (1980), trans. D. L. Schneider (New York: Zone Books,
1997): 177.
27 This was an apparatus of haptic mobility, for it not only produced scrolling motion and
waves of perturbation with its mechanism but was also an itinerant medium. It was often taken
from place to place by itinerant showmen.
28 A particularly precinematic development of this traveling medium, also presented at the
Exposition Universelle in Paris, was the exhibition Trans-Siberian Railway Panorama, which
simulated a trip from Moscow to Beijing aboard the famous railway. A succession of images
of the diverse environment viewers were imaginatively traversing appeared as if rolling past a
framed window of the train car.
29 In arguing that the screen performs an environmental operation, and challenging a narrow
interpretation of its geometry, I specifically respond to claims put forth in L. Manovich, “The
Screen and the User,” in The Language of New Media (Cambridge MA: MIT Press, 2001): 94-
115.
GIULIANA BRUNO 44 AN-ICON
apparatus as a set of environmental operations. It is crucial
as well to stress for my argument regarding the atmospher-
ic ecology of visual display that, in the moving panorama,
atmosphere was not only displayed but cultivated. The
display constituted an environment in itself, and it was ca-
pable of registering change in the atmosphere of a site.
The changes in ambiance were at times en-
hanced by cutouts that depicted objects in the surround-
ing scenery, moving in zones that extended from the fore-
ground to trees far out in the field. Rotating in endless
loops around the scrolling canvas of the panorama, these
cutouts “projected” a sense of depth to the transformation
of the landscape. Multiple backdrops operated at different
speeds to create a sense of rolling vistas, with the added
effect that the differences in speed between each of them
created variable combinations of scenes. In this display,
which turned a means of transport into the emerging cin-
ematic screen, endowing it with the ability to modify an
ambiance, the scale of the display was as relevant as the
rolling, diffracted, dispersed movement.
An Oceanic Voyage from Postcinema
to Precinema
As this form of “projective imagination” merged,
at time of modernity, with an “atmospheric thinking,” a
projective future was also envisaged, for inscribed here is
also the kind of magnification that characterizes display in
our digital age. As we ponder the elaborate construction
of Just’s This Nameless Spectacle, it becomes evident that
his giant installation has, built into it, a mechanism that
reinvents the environmental history of projective display
we have just outlined. In its digital configuration, it cre-
ates virtual traveling through atmospheres that reenact the
GIULIANA BRUNO 45 AN-ICON
immersive ambiance and environmentality of the moving
panorama.
The perambulating movement through the Parc
des Buttes Chaumont recalls in particular the function of
the early roll transparencies created by Louis Carrogis de
Carmontelle, representing the moving vistas of the Parc
Monceau, near Paris.30 But it is not only the motion of the
representation that creates the emotion and triggers the
empathic projection with the garden space but also the
moving mechanism of the projective dispositif, and espe-
cially its scale. The corresponding, diffracted motion that
occurs in the space of the installation, not simply on but
between the two large screens that face each other, is
laid bare, and it is closely connected to the empathy with
space created in a particularly absorptive form of moving
panorama.
The configuration of Just’s moving-image in-
stallation recalls especially the dynamic, atmospheric use
of display that characterized the environment of the Mareo-
rama.31 This was a spectacular form of moving panorama
that used two “screens” simultaneously, rolling out a set
of moving scenes that simulated the atmosphere of a voy-
age at sea. Spectators were positioned in the middle of
the display, aboard a ship, which rocked back and forth to
enhance the sensation of motion and perturbation of being
projected into the natural environment of a seascape. An
article written at the time tells us that
the plan for the Mareorama presented [...] two screens, each 2,500
feet long and forty feet in height [...] to be unrolled,” with “a double,
swinging movement [that] was to be imparted to the spectator’s
platform which was shaped like a ship.
30 See E. Huhtamo, Illusions in Motion: 40-6.
31 The topic of the moving panorama was discussed in an interview with the artist in New
York on September 16, 2011. Just has generously shared his artistic process with me on
several other occasions, for which I thank him.
GIULIANA BRUNO 46 AN-ICON
The scale of the scrolling screens was grandi-
ose, for “215,000 square feet of screen was to be unrolled
before the visitor’s eye.” And the movement produced was
impressive and destabilizing: “One of the screens moves
on the port side, the other on the starboard.”32 In addition
to this mechanics of perturbation, elaborate effects repro-
duced atmospheric changes related to different times of
day and rendered shifts in weather and actual perturbations.
Absorption in the Mareorama was an experi-
ence of unfolding events in a floating, situational ambiance
– even in climatic perturbation – precisely as happens in
Just’s installation. Viewers were sandwiched between two
giant, moving screens that enhanced the sensation of tak-
ing in an atmosphere and experiencing its changing states.
All the kinesthetic effects made the visitors to the space of
the Mareorama not only feel the motions but empathize with
them. In a similar manner, spectators of Just’s installation
who negotiate their own movement between complex ap-
paratuses of rolling projective display, do so kinesthetically,
imaginatively, and virtually as well as with actual motion.
In This Nameless Spectacle, architectural mag-
nitude contributes greatly to the empathic absorption in the
shifting, fluid ambiance, that is, in the environment itself
of the projection.33 The Mareorama “ship” could accom-
modate seven hundred spectators. Just’s double-screen
movement likewise relies on the scale of the gallery in which
it is exhibited, and on a physically grandiose sense of space
that underscores the environmental root of the emergence
32 S. Oettermann, “Die neuesten Panoramen,” in The Panorama: 179.
33 Although conceived in the extremely large format discussed, the screens have been
adapted to the architecture of the gallery site for subsequent exhibitions. A reduced scale, for
instance, at J. Cohan in New York in 2012, created a more intimate feeling for the spectator,
who was sandwiched between the still-large screens of the mareoramic display.
GIULIANA BRUNO 47 AN-ICON
of projection in forms of giant, moving display.34 The Mareo-
rama ultimately magnified the sensory, sympathetic impact
of exposure to an affecting atmosphere; following its cur-
rents, Just’s own liquid mode of exhibition activates this
ambient “sense” of display in installation form in its own
empathic projection. Laying bare the projective dispositif
that turns the gallery space into a moving vessel, it makes
it into a vehicle of atmospheric perturbations. In this sense,
the space of the art gallery constitutes a real part of the
installation, and the persona of the gallery viewer becomes,
quite poignantly, “installed.”
On this screen interface, the turn of the last
century thus joins the beginning of the new millennium in a
reflection on the environment of projection and its cultural
ecology. Just links together the energy of potentiality that
characterized the space of visual display in early modernity
with the potential expressed today when experimenting
environmentally with digital technology. The artist not only
shows us how central the environment of projection is in
our time but argues that the desire for absorption in geo-
graphic display is truly enduring. Ultimately, This Nameless
Spectacle demonstrates how the large-scale architecture
of the screen has traveled across time in projection while
exhibiting the screen itself as an environment, even an am-
bient architecture – the atmospheric form in which projec-
tion comes into being, and can even dissolve.
34 Just’s installation returns us to that historically dynamic, multiple form of ambient display
without, however, reproducing the construction literally. He does not exhibit the actual
machine or mechanism that is at the origin of the work but rather incorporates the scale of
the Mareorama and its movement across screens in the physical spatiality of the installation,
which encompasses the transit of viewers in gallery space. In this sense, the installation does
not follow the trend of display that has been spreading since the arrival of the digital age, in
which artists have taken to exhibiting outmoded forms of visual technology in the gallery. Just
does not belabor the obsolescence of the cinematic apparatus or its panoramic predecessor
or show any sense of nostalgia for older forms of display. This Nameless Spectacle rather
works at historicizing from within, reinventing the possibilities of screening expressed by the
moving, modern mode of ambient display that gave rise to the cinematic era of projection.
GIULIANA BRUNO 48 AN-ICON
Scaling an Environment
As screens become prominently incorporated
into both our private and public lives, the work of scalar
reinterpretation that Just pursues becomes particularly sig-
nificant, for a reinvention of the act of screening in the en-
vironment is especially pressing today. Screens proliferate
in widely different forms in our surroundings. They have
decreased in size, becoming more portable: computers,
smart phones, and iPads, which enable us to scroll hapti-
cally, now travel with us at all times as our personal pan-
oramas. The rise of the miniature form goes hand in hand
with magnification. In contrast to the shrinking size of our
personal screens, we are witnessing an increasing use of
the gigantic as screens have become especially magnified
in the spectacle of three-dimensional exhibition.
Digital technology has enlarged the possibilities
of projection in expanded cinematic forms of immersivity.
Large-scale panoramic forms of projection, such as LED
video walls, proliferate and have changed the very pan-
orama of our environment, creating a veritable immersive
screenscape.35 The technique of 3-D projection mapping,
in particular, can turn an entire building or landscape into
a screen environment.36 Heirs of the atmospheres of “son
et lumière” shows, and of modernity’s dioramas and pan-
oramic spectacles, these magnified projections can even
design a performative environment. A haptic, immersive
landscape is digitally fashioned as the façade of an edifice
35 On the urban screen, see, among others, S. McQuire, M. Martin, S. Niederer, eds., Urban
Screens Reader (Amsterdam: Institute of Network Cultures, 2009); N. Verhoeff, “Screens in the
City,” in D. Chateau, J. Moure, eds., Screens: From Materiality to Spectatorship (Amsterdam:
Amsterdam University Press, 2016): 125-39; C. Berry, J. Harbord, R. Moore, eds., Public
Space, Media Space (London: Palgrave Macmillan, 2013).
36 S. Chakravorty, “Spaces of Spectatorship: Architectures of the Projected Image,” Polished
Panels 1, no. 2, Mediapolis: A Journal of Cities and Culture (March 7, 2016), http://www.
mediapolisjournal.com/2016/03/spaces-of-spectatorship-architectures-of-the-projected-
image/, accessed August 30, 2023. In projection mapping, a two- or three-dimensional object
is spatially mapped by using specialized software that mimics the real environment it is to be
projected upon. This software can interact with a projector to fit any desired image onto any
surface, small or large.
GIULIANA BRUNO 49 AN-ICON
turns into a projective skin. Cities are punctuated by these
seductive large-scale projective envelopes that create am-
biance.
But in projection mapping, the idea of an en-
vironment of projection risks becoming literalized. If the
ambiance of projection is remapped in a reductive way, the
notion of ambient media itself shrinks. The effects of media
façades created in literal ways are often questionable, as
“ambient” begins to take on environmental connotations
that are pacifying and not far removed from commerce.37
After all, large-scale projection mapping is mostly used,
contiguously with artistic and urban-branding pursuits, by
publicity and advertising firms. Basking in the glow of giant
projections can lead to opiate effects or the simple encour-
agement of consumption as opposed to the production of
engagement and perturbation.
As the ambiance of projection is being trans-
formed by digital technology, artists are increasingly re-
sponding creatively and critically to these issues of the
sculptural and panoramic scale of immersive projection.
Just, for instance, critically exposed how large-scale projec-
tion transforms the urban environment with the projection
of his Servitudes (2015), a cinematic, architectural work
consisting of eight sequences filmed in and around the
World Trade Center in New York. Originally conceived for
the subterranean gallery space of the Palais de Tokyo in
Paris, this filmic work was scaled up in November 2015
and displayed on a series of large electronic billboards
on the building façades of New York’s Times Square. In
2019, the same work was also projected onto layers of
semitransparent fabric in yet another geographic location,
in museum space – a fact that makes one question the
function of scaling as well as further reflect on the nature
37 For a critical reading of the ambient, see P. Roquet, Ambient Media: Japanese
Atmospheres of Self (Minneapolis: University of Minnesota Press, 2016); S. Kim-Cohen,
Against Ambience and Other Essays (London: Bloomsbury, 2016).
GIULIANA BRUNO 50 AN-ICON
and fabric of projection in relation to its specific geography
and location.38
Projecting a Global Urban Scale
These experiments on the vast projective po-
tential of digital technology thus force us to rethink the issue
of large-scale immersive projection in light of its own com-
plex history. It is particularly urgent to ask ourselves ques-
tions about the nature and consequences of scaling. What
changes in an environment of projection when subjected
to different scales? How does scale change the nature of
the screen itself as an object? What kinds of projection,
understood as forms of cultural transmission, does mag-
nification comport?
With this variability of scale, Servitudes rein-
forces the penchant for “empathic” projection that Just
exhibited in his earlier works, for, as we have noted, this
process is set in motion when works actively lay bare their
own projective mechanism rather than keeping it static and
invisible. Intercourses, which premiered at the 2013 Venice
Biennale, took this up at a global scale.39 This five-channel
video and installation was set in a suburb of Hangzhou,
China, that has been built as a replica of Paris, France. The
38 When this work was commissioned by Paris’s Palais de Tokyo for their expansive
subterranean gallery space, Just began to research the exhibition hall, which dates from
Paris’s 1937 world’s fair. The 2015 projection of Servitudes in New York’s Times Square was
part of Times Square Arts, the public art program of the Times Square Alliance. Servitudes
was installed on semitransparent screen fabric in Kunsthal Charlottenborg in Copenhagen,
Denmark, June 15 - August 11, 2019.
39 Reflecting on how a pavilion at the Biennale represents a country inside another country,
Just engaged the architectural configuration of this conflated projection and intervened in
the site of the Danish Pavilion, itself a composite structure. By walling in the grand entrance
of the building’s neoclassic façade, he enticed viewers to walk around the colonnade and
enter instead through a courtyard, which ushered them inside the modernist part of the
pavilion. Here, the interior space had been transformed into a construction site. Walls built
from concrete cinder blocks created another architectural path within the already hybrid space
of the pavilion. The rough, impermanent fabrication of the concrete blocks lent a sense of
eeriness to the site: though it appeared to be a place in the making, it felt as if it were already
in ruins. In constructing an installation space that evoked the atmosphere of a ruin in progress,
Just made material the layered process inherent in the imaginary fabrication of such sites,
closely engaging their imaginative “projections.”
GIULIANA BRUNO 51 AN-ICON
large scale of the projection inside the pavilion created a
feeling of cultural displacement. In it, three Black men me-
ander in a desolate ambiance of empty streets, uninhabited
façades, and unfinished staircases that lead nowhere. This
Paris imagined in China had a postapocalyptic feeling, even
a quasi–science fiction dimension, despite actually being a
real place. The projected images worked together with the
architectural design of the pavilion to instill in us a concrete
sense of how a global urban imaginary is made, and what
scale this process has assumed. What is performed and
projected here is a becoming of global scale – a state that
contains processes of dislocation, hybridization, and entropy.
Intercourses is named after that which lies in
between: relational things like processes of interstitial con-
struction. It deals with the actual process of projection as
a space of relation and intermediation. In this sense, it fol-
lows the course of Just’s investigation of environmentality
as a magnified psychogeography. The very magnitude of
the exhibition space drives a navigation of atmospheres,
engaging viewers in the scale of the destabilizing projec-
tive ambiance in which they are themselves empathically
projected.
Intercourses confronts even more directly than
This Nameless Spectacle the effects and affects of the tech-
nology of scaling in contemporary digital culture. This is a
work of actual scalar construction, for its five screens have
different configurations that generate further geographic
dislocation through their differing positions in space and
angles of view. Moreover, this Paris-in-China suspended
between states of ruin and construction offers projections
that can vary radically in size, from one to fifteen meters,
depending on the site of the installation.
In such a way, Just questions the different
forms of screen scale that proliferate in our digital envi-
ronment. In laying bare the architecture of the projective
GIULIANA BRUNO 52 AN-ICON
mechanism, he triggers a critical response to the cultural
phenomenon of variable screen size, making us reflect on
how miniaturization relates to magnification in digital cul-
ture. By confronting what happens in the process of scaling
up or down, from one size to the other, he creates cultural
awareness of the state of screening today while exhibiting
the process itself of flexible projection. This architectural
scaling makes gallery viewers aware of the very architec-
ture of screening, and especially attuned to how ambiance
changes in scale.
Furthermore, for Just, large scale does not
consist in simple magnification or simplistic immersivity.
The magnitude of the largest screen in Intercourses, rather,
challenges the conventional use of magnitude in film.40 Less
associated with figurative facial close-ups, as is traditionally
most often the case in cinema, it is more attuned to the
vastness and complexity of the geographic and cultural
landscapes it renders. Scale is here also anything but mon-
umental and does not constitute a direct correlate of the
aesthetic of the sublime, so often evoked when speaking
of immersion. Rather than monumentalizing its own object,
the large scale of the projection takes the gallery viewer
into an ambiguous affective and cognitive space that asks
for attentive, even contemplative absorption – displaying
a critical form of empathic projection.
This process of projective absorption in scale
leads to deciphering the geographic hybridity of the site
shown on screen while enveloped in the siting of the pro-
jection. After all, wandering through a look-alike Paris with
French actors of African descent, one could easily believe
that this is in fact Paris – and that would be an acceptable
response. But if, galvanized by the scale of the large screen,
the installation viewer scans the surface and “screens” the
40 On magnification and the close-up in film, see M. A. Doane, Bigger than Life: The Close-up
and Scale in the Cinema (Durham NC: Duke University Press, 2021).
GIULIANA BRUNO 53 AN-ICON
space closely, she can sense that something is off: the ur-
ban scale here is quite different than that of Paris. As one
tunes in to surface, scale, and atmosphere, scanning the
big screen, and further notices the presence of Chinese
inscriptions or too many air conditioners dotting the build-
ing façades, one can finally understand how, working with
and against architecture, inhabitants of this replica of Paris
in China, located in the district of Tianducheng, adapt the
space to their own use.
In Intercourses, then, Just enhances scale as
a geography, detecting defining nuances in ambient pro-
jection and working with dimension in culturally affecting
ways that defy the simple effect of immersive viewing. Here,
immersion is not understood, as conventionally assumed,
to produce virtual illusion but, rather, spatial awareness. As
was the case in This Nameless Spectacle, the artist also
works specifically against the astonishing use of magni-
fication one finds in digital hyperrealism, with its purely
spectacular effects of immersivity.41 For Just, scale rather
functions as a real environmental modality. His installations
invite close discernment of the surrounding space and en-
gage contact with the larger environment. They resist using
scale as a building block to create virtual monuments and,
working with movement and active screening, also resist
the arresting sense of awe associated with boundless im-
mersive magnitude. In other words, Just is an artist who
does not fall into the trap of large projection as mere man-
ifestation of a technological sublime.
Jesper Just’s critical investigation of this press-
ing subject of immersivity finds correspondence in the prac-
tices of other artists who are attentive to scale, reconfigure
scalar paradigms, and also engage the panoramic form of
exhibition as a projective environment. In a compelling way,
41 This reminds us that, as Susan Stewart suggested long ago, “the gigantic” is a particularly
enveloping notion. See S. Stewart, On Longing: Narratives of the Miniature, the Gigantic, the
Souvenir, the Collection (Durham NC: Duke University Press, 1993).
GIULIANA BRUNO 54 AN-ICON
Lisa Reihana also questioned the scale and atmosphere
of immersive projection at the New Zealand Pavilion of the
2017 Venice Biennale with her large-scale installation In Pur-
suit of Venus [infected] (2015-17), for which she reinvented
the giant form of the panoramic spectacle in scrolling dig-
ital fashion. Inspired by the French scenic wallpaper Les
Sauvages de la Mer Pacifique (1804-1805), the installation
created a large-scale panorama in which real and invent-
ed narratives of colonial encounter take place. This work
took the very surface of a panoramic wallpaper and made
it into an animated, moving surface of unfolding projection.
Here, videographic and animation technologies contribute
to a reimagination of the nineteenth-century shape of the
moving panorama while probing its historical, ideological,
and political dimensions. In Reihana’s reinterpretation of
this mode, history is not only displayed but scrolls out and
drifts along panoramically, in a critical reading that ques-
tions the very form of its spectacular, colonial, scalar, im-
mersive projections.
In the face of digitally magnified immersion, and
the return of the spectacular phenomenon of large-scale
panoramic projection, one can only welcome the kind of
environmental research that motivates Jesper Just and Lisa
Reihana, for this is an exploration that is aimed at critically
excavating, and exhibiting, the complex history of large-
scale, immersive visual display, its forms of mediality, and
the culture that it transmits and circulates in the environment.
Here, the present not only exposes but challenges the past,
and finally, changes its course. Only if we are put in a posi-
tion to experience critically the cultural atmosphere that links
scale and motion to immersive screening, and consider this
multifaceted, nonlinear historicity, can we hope to redefine
the terms of, and give a new name to, the ecology of ab-
sorption in space – the environment itself of projection.
GIULIANA BRUNO 55 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19827 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19827",
"Description": "How does an artwork express an “environmentality?” Can we redefine immersion, in critical terms, as a form of environmental projection? In taking up such questions from my latest book, Atmospheres of Projection: Environmentality in Art and Screen Media, my text addresses the relation between projection and environmentality in the visual arts in order to question immersivity. Confronted with the phenomenon of environmentalization, we need to re-imagine the ecology of representation. Positing ecology as an environmental relation, I will consider its artistic imagination both historically and theoretically. I propose that we revisit the environmentality of media archaeology to understand how this impulse is furthered in current moving-image projections in the art gallery that call themselves immersive. I will especially address environmentality as it relates to movement and scale, questioning the relation between immersion and magnification. I will advance my argument by presenting the large-scale moving-image installations of the Danish-born, New York artist Jesper Just. Does magnification always, only imply spectatorial immersion? Other forms of experience arise when confronting an ecology of scale in art. What else happens when we scale? Can immersion be understood, more critically, as a form of environmental absorption? In recasting immersion in environmental terms, I propose that we consider absorption as empathic projection with space. In shifting from the human subject’s own immersive identification to this critically aware, enveloping field of empathic projection with the non-human, we can discard the prevalent human-centric position that pervades most immersive discourses. A different ecology of immersivity rises to the surface by relating the empathic “projective imagination” to “atmospheric thinking.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19827",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giuliana Bruno",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Jesper Just",
"Title": "The Environmentality of Immersive Projection: The Nature of Scale",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-02-09",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giuliana Bruno",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19827",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Jesper Just",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Youngblood, G., “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton, 1970).",
"spatial": null,
"temporal": null,
"title": "The Environmentality of Immersive Projection: The Nature of Scale",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19827/20020",
"volume": "2"
}
] | The
Environmentality
of Immersive Projection:
The NatureAtmospheric
of Scal
by Giuliana Bruno
e
thinking
Ecology of immersivity
Empathy and immersion
Scale and magnification
Jesper Just
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
The Environmentality
of Immersive Projection:
The Nature of Scale
GIULIANA BRUNO, Harvard University – https://doi.org/10.54103/ai/19827
Abstract How does an artwork express an “environ-
mentality?” Can we redefine immersion, in critical terms,
as a form of environmental projection? In taking up such
questions from my latest book, Atmospheres of Projection:
Environmentality in Art and Screen Media, my text address-
es the relation between projection and environmentality in
the visual arts in order to question immersivity. Confronted
with the phenomenon of environmentalization, we need to
re-imagine the ecology of representation. Positing ecolo-
gy as an environmental relation, I will consider its artistic
imagination both historically and theoretically. I propose
that we revisit the environmentality of media archaeology
to understand how this impulse is furthered in current mov-
ing-image projections in the art gallery that call themselves
immersive. I will especially address environmentality as it
relates to movement and scale, questioning the relation
between immersion and magnification. I will advance my
argument by presenting the large-scale moving-image in-
stallations of the Danish-born, New York artist Jesper Just.
Does magnification always, only imply spectatorial immer-
sion? Other forms of experience arise when confronting an
ecology of scale in art. What else happens when we scale?
Can immersion be understood, more critically, as a form of
environmental absorption? In recasting immersion in envi-
ronmental terms, I propose that we consider absorption as
empathic projection with space. In shifting from the human
GIULIANA BRUNO 29 AN-ICON
subject’s own immersive identification to this critically aware,
enveloping field of empathic projection with the non-human,
we can discard the prevalent human-centric position that
pervades most immersive discourses. A different ecology
of immersivity rises to the surface by relating the empathic
“projective imagination” to “atmospheric thinking.”
Keywords Atmospheric thinking Ecology of immersivity
Empathy and immersion Scale and magnification
Jesper Just
To quote this essay: G. Bruno, “The Environmentality of Immersive Projection: The Nature of Scale,”
AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 29-55,
https://doi.org/10.54103/ai/19827.
GIULIANA BRUNO 30 AN-ICON
For some years now the activity of the artist in our society has
been trending more toward the function of the ecologist: one who
deals with environmental relationships. Ecology is the [...] pattern
of relations between organisms and their environment.1
How does an installation artist construct an
atmosphere? What are the “elements” of its architecture
– the visuals and sound – that design the ambiance of an
aesthetic environment? In other words, how does an art-
work express an “environmentality?” These questions are
central to my latest book, Atmospheres of Projection: Envi-
ronmentality in Art and Screen Media, and will be reprised
in this essay with regard to the topic of this publication.2 I
will address the relation between projection and environ-
mentality in the visual arts with the aim of questioning the
notion of immersivity and critiquing a strain of its dominant
discourse. I am interested in exploring whether we can
understand immersion as an atmospheric ambiance and
redefine it, critically, as a form of environmental projection.
We are indeed confronted today with various forms of envi-
ronmentalization.3 This phenomenon asks us to reimagine
the very ecology of immersivity.
I understand ecology, as Gene Youngblood
prefigured in envisioning an “expanded cinema,” to be a
fundamental form of environmental relation and related-
ness. Such a form of relationality needs to be considered
in the realms of history and geography in order to discern
how the phenomenon of environmentalization affects the
space of the visual arts and its transformations in time. In
this respect, I propose that we reconsider the early history
1 G. Youngblood, “The Artist as Ecologist,” in Expanded Cinema (New York: E. P. Dutton,
1970): 346.
2 See G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media
(Chicago: University of Chicago Press, 2022), which considers the interrelations of projection,
atmosphere, and environment, linking “the projective imagination” to forms of “atmospheric
thinking.”
3 See A. Pinotti, “Towards An-Iconology: The Image as Environment,” Screen 61, no. 4 (Winter
2020): 594-603, https://doi.org/10.1093/screen/hjaa060.
GIULIANA BRUNO 31 AN-ICON
of projection to account for the changes in its environment
that are occurring in the arts and media of our time. I have
long argued that an environmentality is rooted in the gene-
alogy of the moving image in modernity.4 It was particularly
present in the panoramic visual culture that emerged at
the birth of the art of projection. The extensive phenom-
enon that involved spectators flocking to experience the
enveloping ambiance of a panorama might be considered
an early experiential form of immersivity.5 In an effort to
recast immersion in this historic setting and understand it
as a more panoramic and ambient situation, I will consider
the environmentality of this form of media archaeology. I
will do so in order to explore how a panoramic impulse is
furthered in contemporary moving-image projections in the
art gallery that call themselves immersive.
Such an exploration will redefine immersivity
in spatiotemporal terms as an atmospheric envelopment,
while analyzing the making of this ambient space in visual
art. In linking up the early environmental impulse of pre-
cinematic projection to the post-cinematic art installation
of our times, I will especially address issues of movement
and scale. I pursue this path of mobility and scaling to
question the passivity, inactivity, and individuality that is
usually attributed to immersivity, and to challenge a fixation
on the subject’s optical identification with the device that
produces immersion. In contrast to these views that often
color both the practice and discourse of immersion, I wish
to establish a much less static and more haptic paradigm
4 See G. Bruno, Atlas of Emotion: Journeys in Art, Architecture, and Film (London: Verso,
2002); and G. Bruno, “The Screen as Object: Art and the Atmospheres of Projection,” in C.
Iles, ed., Dreamlands: Immersive Cinema and Art, 1905-2016 (New York: Whitney Museum of
American Art, 2016, exhibition catalogue): 156-67.
5 On the subject of early immersive views, see, among others, A. Griffiths, Shivers Down Your
Spine: Cinema, Museum, and the Immersive View (New York: Columbia University Press, 2008).
GIULIANA BRUNO 32 AN-ICON
that emphasizes the relational activation of spectatorial
mobilities and the mobilizing force of atmosphere.
To this end, I will especially rethink the relation
between immersion and a specific architecture: the “mag-
nification” of the image. This phenomenon, first defined by
early film theorist and filmmaker Jean Epstein, has itself
today become magnified.6 In current popular and even the-
oretical discourses on virtual or augmented reality, there
is a tendency to believe that a large projective image nec-
essarily induces immersion. But do we really need to col-
lapse these two notions? Does magnification always imply
spectatorial immersion?
I am interested in pursuing other forms of ex-
perience that arise when confronting an ecology of scale.
Scaling has long been practiced in art history, where mag-
nification has gone hand in hand with miniaturization.7 And
large scale has not always manifested itself as an immersive
condition. Nor has it necessarily implied an affirmation of
the sublime, with its immersive vision of boundless infinity
and arresting effects of awe. In my view, the most interest-
ing way of understanding scale is in relation to other aes-
thetic histories and especially as an architectural practice.
This is because in architecture scaling is an essential tool
for building an environment. Hence a central question for
me is: What happens to a projective environment when
we scale? Can the effects of large forms of scaling imply
a critical awareness, a participatory relationality? Finally,
can immersion be redefined, more critically, as an active,
transformative form of absorption in an environment?
In recasting immersion in these different, more
dynamic environmental terms, I propose that we consid-
er its perceptual affects as well as effects. For immersive
6 See J. Epstein, “Magnification and Other Writings,” October, no. 3 (Spring 1977): 9-25,
https://doi.org/10.2307/778434.
7 For a treatment of scale in art history, see J. Kee, E. Lugli, eds., To Scale (Oxford: Wiley
Blackwell, 2015).
GIULIANA BRUNO 33 AN-ICON
effects are indeed affects. To be aesthetically absorbed in
space mobilizes a particular affect: a feeling of empathy
and sympathy with the space itself – the atmosphere – in
which one is immersed. As an aesthetic practice, absorp-
tion engages an empathic “projection” into an environment.
It is a form of envelopment in an atmosphere. And thus, to
move away from optical immersivity toward an awareness
of this atmospheric environmentality, I suggest in my book
turning to theories of empathy and sympathies with space,
and advancing their discourse in contemporary ways.8
Let me simply mention here the writings of
Theodor Lipps, who developed a vision of Einfühlung, or
in-feeling, as a spatial empathy, and whose notion of em-
pathic projection in ambiance possessed an atmospheric
quality and tonality that aligns closely with the discourse
on Stimmung.9 This atmospheric, tonal interpretation of the
transmission of affects in art has been inspirational to my
work, and some aspects of empathy and sympathy appear
to be returning, with different interpretations, in other new
materialist, “sympathetic” forms of aesthetic philosophy.10
With the specific aim here of expanding the
projective reach of absorption in aesthetic space, one might
turn in particular to “the laying bare of empathic projec-
tion” as recently reconsidered by Michael Fried.11 The art
historian has long been interested in the “the invention of
8 For further articulation of this subject, see G. Bruno, Atmospheres of Projection, especially:
chapters 2-3.
9 See, among others, T. Lipps, “Empathy and Aesthetic Pleasure” (1905), in K. Aschenbrenner,
A. Isenberg, eds, Aesthetic Theories: Studies in the Philosophy of Art (Englewood Cliffs NJ:
Prentice-Hall, 1965): 403-12; H. F. Mallgrave, E. Ikonomou, eds., Empathy, Form, and Space:
Problems in German Aesthetics, 1873-1893 (Santa Monica: Getty Center for the History of Art
and the Humanities, 1994).
10 See J. Bennett, “Of Material Sympathies, Paracelsus, and Whitman,” in S. Iovino, S.
Oppermann, eds., Material Ecocriticism (Bloomington: Indiana University Press, 2014): 239-52;
J. Bennett, Influx & Efflux: Writing Up with Walt Whitman (Durham NC: Duke University Press,
2020).
11 M. Fried, “The Laying Bare of Empathic Projection,” in Four Honest Outlaws: Sala, Ray,
Marioni, Gordon (New Haven CT: Yale University Press, 2011): 205-15. For a different
interpretation of empathy in art, grounded in the political force of trauma and sensitive to
its cultural memory, see J. Bennett, Empathic Vision: Affect, Trauma, and Contemporary Art
(Stanford CA: Stanford University Press, 2005).
GIULIANA BRUNO 34 AN-ICON
absorption:”12 what he calls “a powerful mode of emotional
communication [that] can be actuated by absolutely mini-
mal physiognomic and gestural means.”13 Such a minimal,
non-representational form of “empathic projection” com-
municates an atmosphere of inner absorption. It is interest-
ing that Fried borrows the term “empathic projection” from
the philosopher Stanley Cavell, for whom this is a path for
overcoming the borders of separation and creating “a seam
in human experience.”14
If understood as such a projection, an immer-
sive process can create relational seams that are atmo-
spheric joinings and affective joints. To perceive empathy
with space is to sense the ecology of its atmospheric, situ-
ational existence in time. This experience of an atmospheric
tonality has the connective capacity to bridge the divide
between subjects and objects. An empathic absorption
in an environment further connects the human and the
nonhuman, creating an experiential seam between the an-
imate and the inanimate. If we become attuned to sensing
immersivity as such an active, interstitial space of relation,
we can access an ecology of relationality that is not con-
fined to anthropocentric modalities. Environmentality, then,
offers a way not only to reclaim empathic projection in art
but to project it into larger ecologies.
In the form of “empathic projection” practiced
in the art of cine-projection, the work of technology extends
to the surroundings, and this affects its atmosphere. The
projective apparatus itself plays an important part in this
process of absorption. A deeper absorptive modality sur-
faces in environmental artworks that do not hide their own
12 M. Fried, “Four Honest Outlaws:” 208.
13 M. Fried, The Moment of Caravaggio (Princeton NJ: Princeton University Press, 2010): 76-7.
14 S. Cavell, The Claim of Reason: Wittgenstein, Skepticism, Morality, and Tragedy (New York:
Oxford University Press, 1999): 425.
GIULIANA BRUNO 35 AN-ICON
projective mechanism in their temporality and spatiality.15
The energy of a diffused projective empathy is mobilized
when a self-reflexive technology reveals its own mechanism
at play, laying it bare and activating it in ambiance. If we
recast immersivity with this sense of environmentality – that
is, with awareness of the cultural techniques that make it
possible – we can discard the prevalent human-centric, per-
spectival position that pervades most immersive discours-
es. We can overcome the fixation on the human subject’s
visual identification and singular preoccupation with the
projective apparatus, especially those of VR or AR, to focus
instead on the inanimate, the environment, and the natural
realm. It is time to stop putting individuality and opticality
at the center of immersivity, and to pursue a more critically
aware, haptic field of empathic projections. In this way, a
different ecology of immersivity and relationality can rise to
the surface in enveloping forms of environmental screening
that link the “projective imagination” to an “atmospheric
thinking.”
Environmentality and Empathic
Projection in Art
Having laid out my theoretical premises, let me
now turn to an artistic practice that is in line with what I have
proposed. I like to think closely, along and through the work
of contemporary artists who perform analytical gestures of
environmental projection. Hence, I will pursue my critical
argumentation about immersion by navigating through the
work of the Danish-born, New York-based artist Jesper Just,
whose forms of empathic projection express an atmospher-
ic thinking. I will specifically address the manifestation of
15 On this subject, see K. Wilder, “Projective Art and the ‘Staging’ of Empathic Projection,”
Moving Image Review & Art Journal 5, no. 1-2 (2016): 125-40, https://doi.org/10.1386/
miraj.5.1-2.124_1. Wilder analyzes in particular the experimental landscape films of Chris
Welsby.
GIULIANA BRUNO 36 AN-ICON
scale and the magnification of the image in these works
to challenge the notion that these are totalizing immersive
conditions. His work will also enable us to rethink a crucial
architectural component of immersivity: the design of an
installation.
A projection that is “environ-mental” – that cre-
ates a psychic atmosphere of empathy with space, its size
and motion – arises in the ambiance of Just’s moving-image
installation This Nameless Spectacle, presented several
times since 2011. This is due to the self-aware design and
spatial construction of the installation. As viewers walk into
the gallery space, they confront two very large screens
that face each other. Each screen measures approximately
twenty meters in length by five meters in height. As they
are also placed more than twenty meters apart, it is hard
to escape the sense of magnitude of this projection.16 The
massive scale of the installation provokes a physical re-
action, demanding that the viewers become not simply
immersed but rather “incorporated” into it. Indeed, one
cannot help being absorbed into the space of this projec-
tion, empathetically enveloped in its atmosphere.
To understand what is going on in this magni-
fied ambiance of projection, gallery viewers must position
themselves in the midst of this moving work and negotiate
a space between the large ambient screens. Moving along
the course of the gallery, not only a physical displacement
but also an imaginary motion takes hold of one’s body. A
form of “empathic projection” is triggered here because
the work lays bare its exhibitionary mechanism, showing
off its magnificent projective scale in moving form.
Confronting this particularly large species of
screen, and the distance that both isolates and unites the
16 This Nameless Spectacle was conceived and exhibited with these dimensions as part of
the monographic exhibition This Unknown Spectacle, devoted to the work of Jesper Just, on
view October 21, 2011-February 5, 2012, at MAC/VAL, Musée d’Art Contemporain du Val-de-
Marne, France.
GIULIANA BRUNO 37 AN-ICON
two screen entities, one’s habitual relation to space, even
the space of one’s body, changes. Different types of scal-
ing are confronted, haptically sensed, resulting in a sculp-
tural experience of screen architecture. As the projective
screen becomes a sculptural object, it impels the viewer
to become more aware of volumes. One constantly has to
measure the scale of one’s body against the scale of this
milieu of projection.
Corporeally absorbed in the space of this vid-
eo work, rather than being optically, passively immersed,
viewers physically experience a form of spatial, even atmo-
spheric “perturbation.” Nothing is static on these encom-
passing screens, including the landscape they present. At
the beginning of the film, the camera tracks through the
space of a park. An atmosphere blossoms into being here:
as the light shimmers on the leaves of trees for a long while,
the sound of movement can be heard. You follow the sound
cue that propels you to continue through the space of the
park, sensing its atmosphere, breathing its “air.”17 There is
a breeze, and the tree branches tremble and quiver. The
motion of leaves in the wind on one screen always finds
corresponding atmospheric movement on the other. These
screens, you discover, always move in unison, often giving
the impression of a movement advancing through space.
Different views and vistas are presented, and you feel as if
you were actually “tracking” through the park, sympathet-
ically absorbing its atmospheric scenery.
17 As further developed in Atmospheres of Projection, an “air” is here understood to be the
atmosphere of a site, and an affect that affects us. On the effects of air in painting, see G. Didi-
Huberman, “The Imaginary Breeze: Remarks on the Air of the Quattrocento,” Journal of Visual
Culture 2, no. 3 (2003): 275-89, https://doi.org/10.1177/1470412903002003001; S. Connor,
The Matter of Air: Science and Art of the Ethereal (London: Reaktion, 2010).
GIULIANA BRUNO 38 AN-ICON
Panorama of a Historical Movement,
while Absorbed in the Atmosphere
of a Park
A park [is] a process of ongoing relationships existing in a physical
region [...] a “thing-for-us.”18
As you navigate the sea of images of this en-
vironment, you end up displaced back in time as well as
destabilized by atmospheric perturbations. The scale of
the installation space communicates a geology of strat-
ified temporalities and nonlinear times. With This Name-
less Spectacle, Just has created a post-cinematic ride that
takes us inside the prehistory of large-scale visual display.
As it transports us through the atmosphere of the park, it
leads us to rediscover the environmental configuration of
modern visual culture and the emergence of a form of im-
mersive projection from its very atmosphere.
The point of entry that Just stages for This
Nameless Spectacle is the Parc des Buttes Chaumont, a
public garden, developed as part of the plan for remodel-
ing the urban fabric of Paris directed by Georges-Eugène
Haussmann. The manner in which Just films in this park,
employing scale and movement in its depiction, reveals the
cultural ambiance of environmentalization of which the park
is a part. In the nineteenth century, an ambient movement
arose across diverse cultural expressions, including land-
scape design. Moving along the path of modernity from
view painting to garden views, from travel sketches to itiner-
ant viewing boxes, from panoramas and other geographical
“-oramas” to forms of interior/exterior mapping, from the
mobile views of train travel to urban promenades, a trans-
formative experience of spatial absorption was born. This
18 R. Smithson, “Frederick Law Olmsted and the Dialectical Landscape,” in N. Holt, ed., The
Writings of Robert Smithson, (New York: New York University Press, 1979): 119.
GIULIANA BRUNO 39 AN-ICON
new geography was the product of a “panoramic vision”
that dynamically reconfigured the environment.19
In this novel geovisuality, sites were set in mov-
ing perspectives, expanding both outward and inward as
they were absorbed and consumed in movement by the
spectator. This new ambient sensibility engaged the phys-
icality of the observers, challenging their ability to take in
a mobilized space. And from this moving panorama at the
end of the nineteenth century a new observer emerged
in the persona of the film spectator, a body empathically
“projected” into an environment of moving images.20
With This Nameless Spectacle, Jesper Just im-
pels us to travel back to this history of “site-seeing.” He
employs a panoramic mode of spatio-visual construction,
and does so to expand the potential of this precinematic
history in our times. Absorbed in this projective space, one
can experience in particular the sense of scale and the at-
mospheric touch of garden vistas. Garden views created
the experience of embracing an environmental terrain, and
of being enveloped in its ambiance. They combined a sen-
sualist theory of the imagination with a touch of physicality.
The garden designs of modernity engaged the corporeality
of the body in the moving absorption of an environment.
Automata, sculptures, and playful fluid mechanisms that
included fountains and watery landscapes enhanced this
natural atmospherics, as is the case with the Parisian park
Just films. The vistas themselves incited viewers to move
into the transformation of an ambiance. Ultimately, then,
19 See W. Schivelbusch, The Railway Journey: The Industrialization of Time and Space in the
Nineteenth Century (Berkeley: University of California Press, 1977).
20 For a more extensive treatment of the history of modern, mobilized space, see, among
others, G. Bruno, Atlas of Emotion; A. Friedberg, The Virtual Window: From Alberti to Microsoft
(Cambridge MA: MIT Press, 2006); F. Casetti, Eye of the Century: Film, Experience, Modernity
(New York: Columbia University Press, 2008); L. Charney ,V.R. Schwartz, eds., Cinema and the
Invention of Modern Life (Los Angeles: University of California Press, 1995).
GIULIANA BRUNO 40 AN-ICON
landscape offered the body an ever-changing experience
of atmospheric spatio-visual display.
As one ponders the origin of this embracing
space – a landscape of “atmospheric screening” – one
realizes why Just chose this setting for This Nameless
Spectacle. This is an installation that enhances the mate-
rial apparatus of visual display to create an environmental
projection. Landscape is not at all a simple background
here but rather the moving core of a technology of projec-
tion that self-reflexively incorporates a historical setting in
its very ambiance. Its design holds within itself the actual
movement in space that led from garden views to the es-
tablishment of the filmic screen as a place for pictures to
be “sensed” in projective, atmospheric motion.
This Nameless Spectacle reminds us that the
garden, like the cinema, is not an optical but a haptical af-
fair, inviting empathy with space. The picturesque garden,
in particular, was the place that historically “enable[d] the
imagination to form the habit of feeling through the eye.”21
It was an affective “mode of processing the physical world
for our consumption.”22 This modern landscape initiated a
form of immersivity that is a virtual form of touch, putting
us “in touch” with inner space and engaging all senses syn-
esthetically in shifting sensations of ambiance. Empathic
projection would be felt as one’s interiority was mobilized
in the process of relational connection with the natural site.
A reciprocal, sympathetic relation with the nuances of am-
biance was thus established in architecting the atmosphere
of the garden.
In moving through the Parisian park in This
Nameless Spectacle, Just retraces this ambient genealogy
of modernity: the mobilization of atmosphere, understood
21 C. Hussey, The Picturesque: Studies in a Point of View (London: G. P. Putnam’s Sons,
1927): 4.
22 J. Dixon Hunt, Gardens and the Picturesque: Studies in the History of Landscape
Architecture (Cambridge MA: MIT Press, 1992): 4.
GIULIANA BRUNO 41 AN-ICON
also as affective ambiance, in an environmental process
that traveled from landscape design to cine-projection. In
this ambient sense, as the shimmering light of the projec-
tion, the breath of air, and the motion of the wind come to
be virtually sensed on one’s skin, a real atmospheric “per-
turbation” can be felt in the installation. Even an effect of
weather arises in this empathic projection. And so environ-
mental phenomena that are present in a natural landscape
come to join the very atmosphere of projection.
Environments of Projection:
A Digital Mareorama
Announcing an upheaval in the relation of art to technology, pan-
oramas are at the same time an expression of a new attitude
toward life.23
In the context of this environmental panorama,
the technique of projective display of This Nameless Spec-
tacle is also to be considered, especially as it regards ab-
sorption in scale. The spatial arrangement of the work, set
on two large screens that appear to roll out moving images
for a spectator in their midst, mediates a haptic, atmospher-
ic communication that clearly reinvents modernity’s pan-
oramic forms of immersive exhibition. This contemporary
mode of enveloping display exhibits a fluid technological
history of environmentality, especially in its way of mobiliz-
ing scale. In its gigantic mobility, it specifically recalls the
technique of the “moving panorama.”
A product of nineteenth-century’s exhibitionary
culture, the panorama form is usually associated with enor-
mous paintings exhibited in circular spaces, surrounding
23 W. Benjamin, “Paris, the Capital of the Nineteenth Century (Exposé of 1935),” in The
Arcades Project, trans. H. Eiland, K. McLaughlin (Cambridge, MA: Belknap Press-Harvard
University Press, 1999), 6.
GIULIANA BRUNO 42 AN-ICON
the observer with the weight of their scale.24 One applica-
tion of this giant form of display included movement. In-
spired by the circular panorama, the moving panorama was
particularly engaged with geography.25 A popular form of
entertainment across Europe and the United States, mov-
ing panoramas offered spectators the sensation that they
themselves were being transported as images of space
scrolled panoramically before their eyes, with sound and
light effects that enhanced the overall sense of transport.
The apparatus of display played an import-
ant part in the construction of this absorbing geography,
which was not merely representational. A framed fabric of
drawable curtains, moved by a mechanical cranking system,
could suffice to produce the effect of a moving screen, turn-
ing into an enveloping scrolling screen. But more complex
mechanisms were also devised, and the most advanced
were exhibited at the 1900 Exposition Universelle Interna-
tionale, in Paris. The Stereorama, for one, let spectators
imagine they were taking a sea voyage, sailing along the
Mediterranean coast, aboard a ship rocked by waves. This
elaborate form of environmental display involved a feat of
technological imagination and execution. The point of this
technique of moving exhibition was the scale of motion.
“Unlike the usual panoramas,” as a contemporary article
tells us, “the background is painted on the outer mantle
of a slowly revolving cylinder with a wide protruding edge
carrying forty concentric sheet-metal screens four inches
in height on which the waves have been painted.” As for
the screens, they “are moved up and down by an electric
24 See, among other works, R. Hyde, Panoramania! The Art and Entertainment of the “All-
Embracing” View, (London: Trefoil-Barbican Art Gallery, 1988, exhibition catalogue); S. Bordini,
Storia del panorama. La visione totale nella pittura del XIX secolo (Rome: Officina Edizioni,
1984); K. Trumpener, T. Barringer, eds., On the Viewing Platform: The Panorama between
Canvas and Screen (New Haven CT: Yale University Press, 2020).
25 As media archaeologist Erkki Huhtamo shows in his comprehensive history of these
panoramas, motion, both virtual and actual, was an essential sensory component of this
particular precinematic form, which produced kinesthetic effects in the audience. See
E. Huhtamo, Illusions in Motion: Media Archaeology of the Moving Panorama and Related
Spectacles (Cambridge MA: MIT Press, 2013): 46-54.
GIULIANA BRUNO 43 AN-ICON
motor through a linkage system including rods, hinges, and
wheels.” 26
Considering this history of exhibition, we can
venture to propose that the invention of the projection of
moving images on a screen, and the function of active
immersivity that is reinvented today, arose from the scale
of the enterprise of the moving panorama, which not only
produced scrolling motion and waves of perturbation but
was also an itinerant medium.27 Spectators were offered
the virtual sensation of being absorbed in a journey through
the shifting atmospheres of a landscape.28 With this public
spectacle, open to the environment, a majestic, virtual form
of imaging atmospheric change took hold of one’s body.
The panoramic object of display, capable of offering the
pleasure of scrolling through an ambiance, thus created
the material condition of existence of the cinematic screen
as itself a space of atmospheric projection.
The projective screen, then, did not come into
being as a small, flat, frontal, windowed geometry, as is
usually assumed is some media studies, but rather as a
gigantic geographic and moving display.29 In other words,
the screen emerged as an environmental medium. It is im-
portant to acknowledge this lack of frontality, fixity, and
flatness in early forms of screening, and to underscore an
expansive milieu of volumetric plasticity and movement, if
we wish to rewrite the genealogic course of the projective
26 “Die neuesten Panoramen,” in De Natuur (1900): 257-58, as cited in S. Oettermann, The
Panorama: History of a Mass Medium (1980), trans. D. L. Schneider (New York: Zone Books,
1997): 177.
27 This was an apparatus of haptic mobility, for it not only produced scrolling motion and
waves of perturbation with its mechanism but was also an itinerant medium. It was often taken
from place to place by itinerant showmen.
28 A particularly precinematic development of this traveling medium, also presented at the
Exposition Universelle in Paris, was the exhibition Trans-Siberian Railway Panorama, which
simulated a trip from Moscow to Beijing aboard the famous railway. A succession of images
of the diverse environment viewers were imaginatively traversing appeared as if rolling past a
framed window of the train car.
29 In arguing that the screen performs an environmental operation, and challenging a narrow
interpretation of its geometry, I specifically respond to claims put forth in L. Manovich, “The
Screen and the User,” in The Language of New Media (Cambridge MA: MIT Press, 2001): 94-
115.
GIULIANA BRUNO 44 AN-ICON
apparatus as a set of environmental operations. It is crucial
as well to stress for my argument regarding the atmospher-
ic ecology of visual display that, in the moving panorama,
atmosphere was not only displayed but cultivated. The
display constituted an environment in itself, and it was ca-
pable of registering change in the atmosphere of a site.
The changes in ambiance were at times en-
hanced by cutouts that depicted objects in the surround-
ing scenery, moving in zones that extended from the fore-
ground to trees far out in the field. Rotating in endless
loops around the scrolling canvas of the panorama, these
cutouts “projected” a sense of depth to the transformation
of the landscape. Multiple backdrops operated at different
speeds to create a sense of rolling vistas, with the added
effect that the differences in speed between each of them
created variable combinations of scenes. In this display,
which turned a means of transport into the emerging cin-
ematic screen, endowing it with the ability to modify an
ambiance, the scale of the display was as relevant as the
rolling, diffracted, dispersed movement.
An Oceanic Voyage from Postcinema
to Precinema
As this form of “projective imagination” merged,
at time of modernity, with an “atmospheric thinking,” a
projective future was also envisaged, for inscribed here is
also the kind of magnification that characterizes display in
our digital age. As we ponder the elaborate construction
of Just’s This Nameless Spectacle, it becomes evident that
his giant installation has, built into it, a mechanism that
reinvents the environmental history of projective display
we have just outlined. In its digital configuration, it cre-
ates virtual traveling through atmospheres that reenact the
GIULIANA BRUNO 45 AN-ICON
immersive ambiance and environmentality of the moving
panorama.
The perambulating movement through the Parc
des Buttes Chaumont recalls in particular the function of
the early roll transparencies created by Louis Carrogis de
Carmontelle, representing the moving vistas of the Parc
Monceau, near Paris.30 But it is not only the motion of the
representation that creates the emotion and triggers the
empathic projection with the garden space but also the
moving mechanism of the projective dispositif, and espe-
cially its scale. The corresponding, diffracted motion that
occurs in the space of the installation, not simply on but
between the two large screens that face each other, is
laid bare, and it is closely connected to the empathy with
space created in a particularly absorptive form of moving
panorama.
The configuration of Just’s moving-image in-
stallation recalls especially the dynamic, atmospheric use
of display that characterized the environment of the Mareo-
rama.31 This was a spectacular form of moving panorama
that used two “screens” simultaneously, rolling out a set
of moving scenes that simulated the atmosphere of a voy-
age at sea. Spectators were positioned in the middle of
the display, aboard a ship, which rocked back and forth to
enhance the sensation of motion and perturbation of being
projected into the natural environment of a seascape. An
article written at the time tells us that
the plan for the Mareorama presented [...] two screens, each 2,500
feet long and forty feet in height [...] to be unrolled,” with “a double,
swinging movement [that] was to be imparted to the spectator’s
platform which was shaped like a ship.
30 See E. Huhtamo, Illusions in Motion: 40-6.
31 The topic of the moving panorama was discussed in an interview with the artist in New
York on September 16, 2011. Just has generously shared his artistic process with me on
several other occasions, for which I thank him.
GIULIANA BRUNO 46 AN-ICON
The scale of the scrolling screens was grandi-
ose, for “215,000 square feet of screen was to be unrolled
before the visitor’s eye.” And the movement produced was
impressive and destabilizing: “One of the screens moves
on the port side, the other on the starboard.”32 In addition
to this mechanics of perturbation, elaborate effects repro-
duced atmospheric changes related to different times of
day and rendered shifts in weather and actual perturbations.
Absorption in the Mareorama was an experi-
ence of unfolding events in a floating, situational ambiance
– even in climatic perturbation – precisely as happens in
Just’s installation. Viewers were sandwiched between two
giant, moving screens that enhanced the sensation of tak-
ing in an atmosphere and experiencing its changing states.
All the kinesthetic effects made the visitors to the space of
the Mareorama not only feel the motions but empathize with
them. In a similar manner, spectators of Just’s installation
who negotiate their own movement between complex ap-
paratuses of rolling projective display, do so kinesthetically,
imaginatively, and virtually as well as with actual motion.
In This Nameless Spectacle, architectural mag-
nitude contributes greatly to the empathic absorption in the
shifting, fluid ambiance, that is, in the environment itself
of the projection.33 The Mareorama “ship” could accom-
modate seven hundred spectators. Just’s double-screen
movement likewise relies on the scale of the gallery in which
it is exhibited, and on a physically grandiose sense of space
that underscores the environmental root of the emergence
32 S. Oettermann, “Die neuesten Panoramen,” in The Panorama: 179.
33 Although conceived in the extremely large format discussed, the screens have been
adapted to the architecture of the gallery site for subsequent exhibitions. A reduced scale, for
instance, at J. Cohan in New York in 2012, created a more intimate feeling for the spectator,
who was sandwiched between the still-large screens of the mareoramic display.
GIULIANA BRUNO 47 AN-ICON
of projection in forms of giant, moving display.34 The Mareo-
rama ultimately magnified the sensory, sympathetic impact
of exposure to an affecting atmosphere; following its cur-
rents, Just’s own liquid mode of exhibition activates this
ambient “sense” of display in installation form in its own
empathic projection. Laying bare the projective dispositif
that turns the gallery space into a moving vessel, it makes
it into a vehicle of atmospheric perturbations. In this sense,
the space of the art gallery constitutes a real part of the
installation, and the persona of the gallery viewer becomes,
quite poignantly, “installed.”
On this screen interface, the turn of the last
century thus joins the beginning of the new millennium in a
reflection on the environment of projection and its cultural
ecology. Just links together the energy of potentiality that
characterized the space of visual display in early modernity
with the potential expressed today when experimenting
environmentally with digital technology. The artist not only
shows us how central the environment of projection is in
our time but argues that the desire for absorption in geo-
graphic display is truly enduring. Ultimately, This Nameless
Spectacle demonstrates how the large-scale architecture
of the screen has traveled across time in projection while
exhibiting the screen itself as an environment, even an am-
bient architecture – the atmospheric form in which projec-
tion comes into being, and can even dissolve.
34 Just’s installation returns us to that historically dynamic, multiple form of ambient display
without, however, reproducing the construction literally. He does not exhibit the actual
machine or mechanism that is at the origin of the work but rather incorporates the scale of
the Mareorama and its movement across screens in the physical spatiality of the installation,
which encompasses the transit of viewers in gallery space. In this sense, the installation does
not follow the trend of display that has been spreading since the arrival of the digital age, in
which artists have taken to exhibiting outmoded forms of visual technology in the gallery. Just
does not belabor the obsolescence of the cinematic apparatus or its panoramic predecessor
or show any sense of nostalgia for older forms of display. This Nameless Spectacle rather
works at historicizing from within, reinventing the possibilities of screening expressed by the
moving, modern mode of ambient display that gave rise to the cinematic era of projection.
GIULIANA BRUNO 48 AN-ICON
Scaling an Environment
As screens become prominently incorporated
into both our private and public lives, the work of scalar
reinterpretation that Just pursues becomes particularly sig-
nificant, for a reinvention of the act of screening in the en-
vironment is especially pressing today. Screens proliferate
in widely different forms in our surroundings. They have
decreased in size, becoming more portable: computers,
smart phones, and iPads, which enable us to scroll hapti-
cally, now travel with us at all times as our personal pan-
oramas. The rise of the miniature form goes hand in hand
with magnification. In contrast to the shrinking size of our
personal screens, we are witnessing an increasing use of
the gigantic as screens have become especially magnified
in the spectacle of three-dimensional exhibition.
Digital technology has enlarged the possibilities
of projection in expanded cinematic forms of immersivity.
Large-scale panoramic forms of projection, such as LED
video walls, proliferate and have changed the very pan-
orama of our environment, creating a veritable immersive
screenscape.35 The technique of 3-D projection mapping,
in particular, can turn an entire building or landscape into
a screen environment.36 Heirs of the atmospheres of “son
et lumière” shows, and of modernity’s dioramas and pan-
oramic spectacles, these magnified projections can even
design a performative environment. A haptic, immersive
landscape is digitally fashioned as the façade of an edifice
35 On the urban screen, see, among others, S. McQuire, M. Martin, S. Niederer, eds., Urban
Screens Reader (Amsterdam: Institute of Network Cultures, 2009); N. Verhoeff, “Screens in the
City,” in D. Chateau, J. Moure, eds., Screens: From Materiality to Spectatorship (Amsterdam:
Amsterdam University Press, 2016): 125-39; C. Berry, J. Harbord, R. Moore, eds., Public
Space, Media Space (London: Palgrave Macmillan, 2013).
36 S. Chakravorty, “Spaces of Spectatorship: Architectures of the Projected Image,” Polished
Panels 1, no. 2, Mediapolis: A Journal of Cities and Culture (March 7, 2016), http://www.
mediapolisjournal.com/2016/03/spaces-of-spectatorship-architectures-of-the-projected-
image/, accessed August 30, 2023. In projection mapping, a two- or three-dimensional object
is spatially mapped by using specialized software that mimics the real environment it is to be
projected upon. This software can interact with a projector to fit any desired image onto any
surface, small or large.
GIULIANA BRUNO 49 AN-ICON
turns into a projective skin. Cities are punctuated by these
seductive large-scale projective envelopes that create am-
biance.
But in projection mapping, the idea of an en-
vironment of projection risks becoming literalized. If the
ambiance of projection is remapped in a reductive way, the
notion of ambient media itself shrinks. The effects of media
façades created in literal ways are often questionable, as
“ambient” begins to take on environmental connotations
that are pacifying and not far removed from commerce.37
After all, large-scale projection mapping is mostly used,
contiguously with artistic and urban-branding pursuits, by
publicity and advertising firms. Basking in the glow of giant
projections can lead to opiate effects or the simple encour-
agement of consumption as opposed to the production of
engagement and perturbation.
As the ambiance of projection is being trans-
formed by digital technology, artists are increasingly re-
sponding creatively and critically to these issues of the
sculptural and panoramic scale of immersive projection.
Just, for instance, critically exposed how large-scale projec-
tion transforms the urban environment with the projection
of his Servitudes (2015), a cinematic, architectural work
consisting of eight sequences filmed in and around the
World Trade Center in New York. Originally conceived for
the subterranean gallery space of the Palais de Tokyo in
Paris, this filmic work was scaled up in November 2015
and displayed on a series of large electronic billboards
on the building façades of New York’s Times Square. In
2019, the same work was also projected onto layers of
semitransparent fabric in yet another geographic location,
in museum space – a fact that makes one question the
function of scaling as well as further reflect on the nature
37 For a critical reading of the ambient, see P. Roquet, Ambient Media: Japanese
Atmospheres of Self (Minneapolis: University of Minnesota Press, 2016); S. Kim-Cohen,
Against Ambience and Other Essays (London: Bloomsbury, 2016).
GIULIANA BRUNO 50 AN-ICON
and fabric of projection in relation to its specific geography
and location.38
Projecting a Global Urban Scale
These experiments on the vast projective po-
tential of digital technology thus force us to rethink the issue
of large-scale immersive projection in light of its own com-
plex history. It is particularly urgent to ask ourselves ques-
tions about the nature and consequences of scaling. What
changes in an environment of projection when subjected
to different scales? How does scale change the nature of
the screen itself as an object? What kinds of projection,
understood as forms of cultural transmission, does mag-
nification comport?
With this variability of scale, Servitudes rein-
forces the penchant for “empathic” projection that Just
exhibited in his earlier works, for, as we have noted, this
process is set in motion when works actively lay bare their
own projective mechanism rather than keeping it static and
invisible. Intercourses, which premiered at the 2013 Venice
Biennale, took this up at a global scale.39 This five-channel
video and installation was set in a suburb of Hangzhou,
China, that has been built as a replica of Paris, France. The
38 When this work was commissioned by Paris’s Palais de Tokyo for their expansive
subterranean gallery space, Just began to research the exhibition hall, which dates from
Paris’s 1937 world’s fair. The 2015 projection of Servitudes in New York’s Times Square was
part of Times Square Arts, the public art program of the Times Square Alliance. Servitudes
was installed on semitransparent screen fabric in Kunsthal Charlottenborg in Copenhagen,
Denmark, June 15 - August 11, 2019.
39 Reflecting on how a pavilion at the Biennale represents a country inside another country,
Just engaged the architectural configuration of this conflated projection and intervened in
the site of the Danish Pavilion, itself a composite structure. By walling in the grand entrance
of the building’s neoclassic façade, he enticed viewers to walk around the colonnade and
enter instead through a courtyard, which ushered them inside the modernist part of the
pavilion. Here, the interior space had been transformed into a construction site. Walls built
from concrete cinder blocks created another architectural path within the already hybrid space
of the pavilion. The rough, impermanent fabrication of the concrete blocks lent a sense of
eeriness to the site: though it appeared to be a place in the making, it felt as if it were already
in ruins. In constructing an installation space that evoked the atmosphere of a ruin in progress,
Just made material the layered process inherent in the imaginary fabrication of such sites,
closely engaging their imaginative “projections.”
GIULIANA BRUNO 51 AN-ICON
large scale of the projection inside the pavilion created a
feeling of cultural displacement. In it, three Black men me-
ander in a desolate ambiance of empty streets, uninhabited
façades, and unfinished staircases that lead nowhere. This
Paris imagined in China had a postapocalyptic feeling, even
a quasi–science fiction dimension, despite actually being a
real place. The projected images worked together with the
architectural design of the pavilion to instill in us a concrete
sense of how a global urban imaginary is made, and what
scale this process has assumed. What is performed and
projected here is a becoming of global scale – a state that
contains processes of dislocation, hybridization, and entropy.
Intercourses is named after that which lies in
between: relational things like processes of interstitial con-
struction. It deals with the actual process of projection as
a space of relation and intermediation. In this sense, it fol-
lows the course of Just’s investigation of environmentality
as a magnified psychogeography. The very magnitude of
the exhibition space drives a navigation of atmospheres,
engaging viewers in the scale of the destabilizing projec-
tive ambiance in which they are themselves empathically
projected.
Intercourses confronts even more directly than
This Nameless Spectacle the effects and affects of the tech-
nology of scaling in contemporary digital culture. This is a
work of actual scalar construction, for its five screens have
different configurations that generate further geographic
dislocation through their differing positions in space and
angles of view. Moreover, this Paris-in-China suspended
between states of ruin and construction offers projections
that can vary radically in size, from one to fifteen meters,
depending on the site of the installation.
In such a way, Just questions the different
forms of screen scale that proliferate in our digital envi-
ronment. In laying bare the architecture of the projective
GIULIANA BRUNO 52 AN-ICON
mechanism, he triggers a critical response to the cultural
phenomenon of variable screen size, making us reflect on
how miniaturization relates to magnification in digital cul-
ture. By confronting what happens in the process of scaling
up or down, from one size to the other, he creates cultural
awareness of the state of screening today while exhibiting
the process itself of flexible projection. This architectural
scaling makes gallery viewers aware of the very architec-
ture of screening, and especially attuned to how ambiance
changes in scale.
Furthermore, for Just, large scale does not
consist in simple magnification or simplistic immersivity.
The magnitude of the largest screen in Intercourses, rather,
challenges the conventional use of magnitude in film.40 Less
associated with figurative facial close-ups, as is traditionally
most often the case in cinema, it is more attuned to the
vastness and complexity of the geographic and cultural
landscapes it renders. Scale is here also anything but mon-
umental and does not constitute a direct correlate of the
aesthetic of the sublime, so often evoked when speaking
of immersion. Rather than monumentalizing its own object,
the large scale of the projection takes the gallery viewer
into an ambiguous affective and cognitive space that asks
for attentive, even contemplative absorption – displaying
a critical form of empathic projection.
This process of projective absorption in scale
leads to deciphering the geographic hybridity of the site
shown on screen while enveloped in the siting of the pro-
jection. After all, wandering through a look-alike Paris with
French actors of African descent, one could easily believe
that this is in fact Paris – and that would be an acceptable
response. But if, galvanized by the scale of the large screen,
the installation viewer scans the surface and “screens” the
40 On magnification and the close-up in film, see M. A. Doane, Bigger than Life: The Close-up
and Scale in the Cinema (Durham NC: Duke University Press, 2021).
GIULIANA BRUNO 53 AN-ICON
space closely, she can sense that something is off: the ur-
ban scale here is quite different than that of Paris. As one
tunes in to surface, scale, and atmosphere, scanning the
big screen, and further notices the presence of Chinese
inscriptions or too many air conditioners dotting the build-
ing façades, one can finally understand how, working with
and against architecture, inhabitants of this replica of Paris
in China, located in the district of Tianducheng, adapt the
space to their own use.
In Intercourses, then, Just enhances scale as
a geography, detecting defining nuances in ambient pro-
jection and working with dimension in culturally affecting
ways that defy the simple effect of immersive viewing. Here,
immersion is not understood, as conventionally assumed,
to produce virtual illusion but, rather, spatial awareness. As
was the case in This Nameless Spectacle, the artist also
works specifically against the astonishing use of magni-
fication one finds in digital hyperrealism, with its purely
spectacular effects of immersivity.41 For Just, scale rather
functions as a real environmental modality. His installations
invite close discernment of the surrounding space and en-
gage contact with the larger environment. They resist using
scale as a building block to create virtual monuments and,
working with movement and active screening, also resist
the arresting sense of awe associated with boundless im-
mersive magnitude. In other words, Just is an artist who
does not fall into the trap of large projection as mere man-
ifestation of a technological sublime.
Jesper Just’s critical investigation of this press-
ing subject of immersivity finds correspondence in the prac-
tices of other artists who are attentive to scale, reconfigure
scalar paradigms, and also engage the panoramic form of
exhibition as a projective environment. In a compelling way,
41 This reminds us that, as Susan Stewart suggested long ago, “the gigantic” is a particularly
enveloping notion. See S. Stewart, On Longing: Narratives of the Miniature, the Gigantic, the
Souvenir, the Collection (Durham NC: Duke University Press, 1993).
GIULIANA BRUNO 54 AN-ICON
Lisa Reihana also questioned the scale and atmosphere
of immersive projection at the New Zealand Pavilion of the
2017 Venice Biennale with her large-scale installation In Pur-
suit of Venus [infected] (2015-17), for which she reinvented
the giant form of the panoramic spectacle in scrolling dig-
ital fashion. Inspired by the French scenic wallpaper Les
Sauvages de la Mer Pacifique (1804-1805), the installation
created a large-scale panorama in which real and invent-
ed narratives of colonial encounter take place. This work
took the very surface of a panoramic wallpaper and made
it into an animated, moving surface of unfolding projection.
Here, videographic and animation technologies contribute
to a reimagination of the nineteenth-century shape of the
moving panorama while probing its historical, ideological,
and political dimensions. In Reihana’s reinterpretation of
this mode, history is not only displayed but scrolls out and
drifts along panoramically, in a critical reading that ques-
tions the very form of its spectacular, colonial, scalar, im-
mersive projections.
In the face of digitally magnified immersion, and
the return of the spectacular phenomenon of large-scale
panoramic projection, one can only welcome the kind of
environmental research that motivates Jesper Just and Lisa
Reihana, for this is an exploration that is aimed at critically
excavating, and exhibiting, the complex history of large-
scale, immersive visual display, its forms of mediality, and
the culture that it transmits and circulates in the environment.
Here, the present not only exposes but challenges the past,
and finally, changes its course. Only if we are put in a posi-
tion to experience critically the cultural atmosphere that links
scale and motion to immersive screening, and consider this
multifaceted, nonlinear historicity, can we hope to redefine
the terms of, and give a new name to, the ecology of ab-
sorption in space – the environment itself of projection.
GIULIANA BRUNO 55 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19938 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19938",
"Description": "Art in general, more than other fields, appears to lie at the heart of immersivity. As argued by Oliver Grau, it is art that still deploys a considerable genealogy with examples that resonate with the immersivity as proposed in contemporaneity. It is the current immersivity that constructs “constellations” which, as Benjamin put it, dynamically enact “the history of art [as] the history of prophesies […] which can be written only starting from the point of view of an immediate present,” where “every present is determined by those images that are synchronous to it: each now is the now of a given knowability.” In the art history field, however, it is almost mandatory to re-evoke a fully mannerist ambience where “painting” creates – without the aid of particular instruments – the near-total immersion, acting fully on the passional dimension. The case in point is the Camera dei Giganti/Chamber of the Giants, made by Giulio Romano between 1532 and 1536 in Palazzo Te in Mantua. A stunning illusionist artifice that catapults the viewers into the heart of the ongoing event, to produce in them a sense of awe and estrangement beyond the “frame.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19938",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Lucia Corrain",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Fiction",
"Title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lucia Corrain",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19938",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Fiction",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Spazi e tempi dell’installazione (Rome: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19938/20021",
"volume": "2"
}
] | Art and Artifice:
The Machine of
Immersivity in the Camera
dei Giganti/ Chamber
Of The GiImage
ants
by Lucia Corrain
Immersivity
Giulio Romano
Painting
Fiction
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Art and Artifice:
The Machine of Immersivity
in the Camera dei Giganti/
Chamber Of The Giants
LUCIA CORRAIN, Università degli Studi di Bologna – https://orcid.org/0000-0002-8437-969X
https://doi.org/10.54103/ai/19938
Abstract Art in general, more than other fields, appears
to lie at the heart of immersivity. As argued by Oliver Grau,
it is art that still deploys a considerable genealogy with
examples that resonate with the immersivity as proposed
in contemporaneity. It is the current immersivity that con-
structs “constellations” which, as Benjamin put it, dynam-
ically enact “the history of art [as] the history of prophesies
[…] which can be written only starting from the point of
view of an immediate present,” where “every present is de-
termined by those images that are synchronous to it: each
now is the now of a given knowability.” In the art history
field, however, it is almost mandatory to re-evoke a fully
mannerist ambience where “painting” creates – without
the aid of particular instruments – the near-total immersion,
acting fully on the passional dimension. The case in point
is the Camera dei Giganti/Chamber of the Giants, made
by Giulio Romano between 1532 and 1536 in Palazzo Te
in Mantua. A stunning illusionist artifice that catapults the
viewers into the heart of the ongoing event, to produce in
them a sense of awe and estrangement beyond the “frame.”
Keywords Image Immersivity Giulio Romano Painting Fiction
To quote this essay: L. Corrain, “Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/
Chamber Of The Giants,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023):
56-73, https://doi.org/10.54103/ai/19938.
LUCIA CORRAIN 56 AN-ICON
A piece many years
in doing and now newly performed by that rare
Italian master, Julio Romano, who, had he himself
eternity and could put breath into his work, would
beguile Nature of her custom, so perfectly he is her
ape.1
By way of introduction
Undoubtedly – in a chronological field conven-
tionally defined as Mannerism – the Camera dei Giganti/
Chamber of the Giants, frescoed between 1532 and 1536
by Giulio Romano and his collaborators in Palazzo Te in
Mantua, occupies a position of great importance. The high-
ly original solution adopted by the Roman artist, already
acknowledged in his day and age, in the light of today’s
immersive technologies, can indeed manifest all its extraor-
dinary innovative force.2
Virtual reality, as we know it today, is obtained
by means of a digital instrument capable of generating
“three-dimensional” scenes, narratives and landscapes
within which subjects have the impression of actually mov-
ing and interacting with the ambience surrounding them.
Thanks to the evolution in computer graphics and the imple-
mentation of the computational power, representations ever
1 W. Shakespeare, The Winter’s Tale (1611) (New York-London-Toronto-Sydney: Simon &
Schuster Paperbacks, 1998): V.II.95-100, 219.
2 The bibliography concerning Palazzo Te is currently rather substantial, but it was Ernst
Gombrich who took this whole building outside of the shadows in which it found itself. In 1933
he dedicated to it his graduation thesis at the University of Vienna, E. Gombrich, “Der Palazzo
del Te,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 8 (1934): 79-104; “Versuch
einer Deuteung,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 9 (1936): 121-150;
it. trans. A.M. Conforti, Giulio Romano. Il palazzo del Te (Mantua: Tre Lune, 1984). Cfr. among
the many others F. Hart, Giulio Romano (New Haven: Yale University Press, 1958); K.W. Forster,
R.J. Tuttle, “The Palazzo del Te,” Journal of the Society of Architectural Historians 30, no. 4
(1971): 267-293; A. Belluzzi, W. Capezzali, II palazzo dei lucidi inganni: Palazzo Te a Mantova
(Florence: Centro Studi Architettura Ouroboros, 1976); E. Verheyen, The Palazzo del Te in
Mantua: Images of Love and Politics (Baltimore-London: The John Hopkins University Press,
1977); A. Belluzzi, M. Tafuri, eds., Giulio Romano (Milan: Electa, 1989, exhibition catalogue);
A. Belluzzi, Palazzo Te a Mantova, 2 vols. (Modena: Cosimo Panini, 1998). About the Camera
dei Giganti/Chamber of Giants specifically, cfr. R. Piccinelli, I Giganti: Palazzo Te (Milan: Skira,
2020).
LUCIA CORRAIN 57 AN-ICON
closer to reality can be obtained. Nonetheless, so-called
“reality media” are not yet a “perfect” mimesis of the real.3
The relationship between the current immersive
devices and the more dated optical instruments of the so-
called pre-cinematographic phase has already been widely
brought to light: it is the case of the scene of the eighteenth
century4 and the stereoscope of the subsequent century5
that share, with the more recent immersive technologies,
the question of a “channelled aesthetic perception.”6 In
rather similar fashion, at the pictorial level, the Quadratur-
ismo and the trompe-l’œil raise questions relating to both
the continuity between the space of experience and the
space represented, and to the methods of construction of
a gaze “from the inside” in which proximity allows for the
perception of esthesis, verdictives and passion.
Oliver Grau7 – the scholar who perhaps more
than any other has outlined a genealogy of immersivity –
has identified a possible origin even in Pompeian painting,
to then look to the Renaissance and Baroque illusionist
spaces, all the way down to the more recent scenarios
3 E. Modena, Nelle storie: Arte, cinema e media immersivi (Rome: Carocci, 2022); A.
Pinotti, “VR, AR, MR, XR,” in Enciclopedia dell’Arte Contemporanea, vol. 4 (Rome: Istituto
dell’Enciclopedia Italiana “Giovanni Treccani,” 2021): 685-686.
4 O. Grau, Virtual Art: From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA:
MIT Press, 2003).
5 J. Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
(Cambridge MA: MIT Press 1992).
6 P. Montani, Tecnologie della sensibilità: Estetica e immaginazione interattiva (Milan: Raffaello
Cortina, 2014): 25.
7 O. Grau, Virtual Art: From Illusion to Immersion, opens his reconnaissance on the Pompeian
frescoes, where the creation of a pictorial surface with the simulation of depth generates
the effect of an ambience of greater extension that what it is in reality, capturing the gaze of
the observer who does not seem to perceive the actual distinction between real space and
the space of the image. Grau then lists the subsequent examples: the Chamber of the Deer
in the Avignon Palace of the Popes (1343); the Hall of Perspectives by Baldassare Peruzzi
in villa Farnesina (1516), the neoclassical “village rooms” or “sylvans.” The latter is a kind
that, “while it dilates to the extreme the portrait of landscape taking it to the dimensions of
the environmental room, it applies at the same time scenic criteria relevant to organising the
decorations unitarily, with the illusionist effect of the plein air,” R. Roli, Pittura bolognese 1650-
1800: Dal Cignani ai Gandolfi (Bologna: Alfa Edizioni, 1977): 70 [my translation].
LUCIA CORRAIN 58 AN-ICON
(panorama).8 Grau, however, does not refer specifically to
the striking example of the Chamber of the Giants, where
the immersivity reaches a very high level of passional in-
volvement on the part of the spectator, moreover without
resorting to an auxiliary devices (as is the case today with
headsets, overalls). A stunning illusionistic artifice defined
by Frederick Hart as “surely the most fantastic and fright-
ening creation of the entire Italian Renaissance in any medi-
um”9 capable of catapulting the spectator into the heart of
the event portrayed; as stated in 1934 by Ernst Gombrich:
“into the deafening vortex of a frightening catastrophe,”10
capable of engendering astonishment and awe.11
Harking back to the renowned words of Wal-
ter Benjamin: “the history of art is a history of prophecies”
which “can only be written from the standpoint of the im-
mediate, actual present,”12 where “every present day is
determined by the images that are synchronic with it: each
“now” is the now of a particular recognizability.”13 It can be
stated that the case we wish to investigate here can be con-
sidered in the light of a premise. In short, the machine fres-
coed in the Chamber of the Giants in Palazzo Te appears
to be the height of an illusion that involves the spectator in
a dimension that can be defined as being fully immersive.
Moreover, if we carefully observe, in the cham-
ber in question of Palazzo Te, all the “instructions […] which
8 In 1792 Robert Baker, in London, made the first Panorama, which consists in a circular
shaped ambience, where on the interior walls are projected images of times of distant places,
offering the chance to the spectators of having a travel experience whilst being “stationary.”
Cfr., besides O. Grau, Virtual Art: From Illusion to Immersion, also S. Bordini, Storia del
panorama: La visione totale della pittura nel XIX secolo (Rome: Nuova Cultura, 2009); M.
Cometa, La scrittura delle immagini: Letteratura e cultura visuale (Milan: Raffaello Cortina,
2012); M. Cometa, Cultura visuale (Milan: Raffaello Cortina, 2021). E. Gombrich, Giulio
Romano: 94, in 1934 had already related the Chamber of the Giants with the nineteenth
century panoramas, stating: “that indeed Giulio, and he alone, was the first to try out in a work
of art that which is called the hall of the Giants” [my translation].
9 F. Hart, Giulio Romano: 32.
10 E. Gombrich, Giulio Romano: 79.
11 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021):
107-109, in the chapter dedicated to the environment-image states that the Chamber of the
Giants is a paradigmatic example, “an illusionistic machine that invites one to reflect on the
viewer’s visual act as a participative response to the iconic act.”
12 W. Benjamin, Gesammelte Schriften (Berlin: Suhrkamp, 1991), vol. 1, no. 2:1046-7. Quoted
in English in B. Doherty, “Between the Artwork and its ‘Actualization’: A Footnote to Art History
in Benjamin’s Work of Art,” Paragraph 32, no. 3 (2009): 331-358, 336.
13 W. Benjamin, The Arcades Project (1982), trans. H. Eiland, K. McLaughlin (Cambridge MA:
Harvard University Press, 2003): 462-463.
LUCIA CORRAIN 59 AN-ICON
[in the planar paintings] direct the gaze, guide the reading,
intimidate and can, at times, seduce the viewer subjecting
them to the representation,”14 have been completely dis-
avowed.15 They have been totally cancelled. And, not by
chance, in their place some decidedly more cogent ones
have been created in an interplay of different disciplines,
taking one another by the hand, offering a wholly original
reading of the Chamber in question that can fully manifest
the active nature of perception.
An exceptional visitor
Let us now try to enter the Chamber of the
Giants, highlighting its most salient characteristics. And
we shall do so starting from an exceptional witness, Gior-
gio Vasari (Arezzo, 1511-1574), the art historian who was
able to visit the Mantuan Palazzo Te on two occasions:
the first time when the Chamber of the Giants was under
construction; the second when the works had already been
completed. His testimony can to all intents and purposes
be considered an ekphrasis of great efficacy that “overlaps
with the pictorial [story], and at times gives the impression
of eclipsing it.”16 Here is the description Vasari gives of the
space created and painted by Giulio Romano:
After laying deep, double foundations in that corner, which was in a
swampy spot, Giulio had built over that angle a large, round room
with extremely thick walls, so that the four corners of the outside
walls would be stronger and could support a double vault rounded
like an oven. And having done this, since the room had corners,
he built here and there all the way around it the doors, windows,
and a fireplace of rusticated stones with worn-away edges, which
14 G. Careri, “Prefazione,” in L. Marin, Opacità della pittura: Sulla rappresentazione nel
Quattrocento (Florence: La Casa Usher, 2012): 7-13.
15 On the role of the frame in the work of art see D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milan: Johan & Levi, 2018) and S. Zuliani, Spazi e tempi dell’installazione (Rome:
Arshake, 2015).
16 A. Belluzzi, Giulio Romano: 446 [my translation]. On the text/image problem cfr. W.J.T.
Mitchell, Image Science: Iconology, Visual Culture, and Media Aesthetics (Chicago: The
University of Chicago Press, 2015).
LUCIA CORRAIN 60 AN-ICON
were disjointed and crooked almost to the extent that they
17
even
seemed to lean over on one side and actually to collapse.
Giulio Romano – as can be inferred – gave a
particular form to the environment: it is not a “round room,”
as Vasari might lead us to believe, but a “a double vault
rounded like an oven,” which did not have sharp corners
and whose doors and windows were “disjointed and crook-
ed,” which almost certainly means that the windows were
closed by painted blinds and the doors were in continuity
with respect to the frescoes.
A singular space, which also disposed of a par-
ticular flooring, as confirmed by Vasari himself:
He had made the floor with polished river slingstones that ran
around the walls, and those on the painting plane, which fell down-
wards had counterfeited: for a part those painted inwards escaped,
and at times were
18
occupied and adorned by grass and at times
by larger stones.
But, as can well be imagined, it was, in those
days, a cobbled floor with slingstones that, albeit creating
seamless continuity with the upright walls, did not represent
an assurance of a steady support for the visitor.19
It is not possible, however, to be outside the
space to talk about it; you need to traverse it to know it, for
17 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 370. In the first edition by types of
Lorenzo Torrentino (Florence, 1550), the historiographer was even more articulate: “He
therefore had double foundations of great depth sunk at that corner, which was in a marshy
place, and over that angle he constructed a large round room, with very thick walls, to the end
that the four external corners of the masonry might be strong enough to be able to support
a double vault, round after the manner of an oven. This done, he caused to be built at the
corners right round the room, in the proper places, the doors, windows, and fireplace, all of
rustic stones rough-hewn as if by chance, and, as it were, disjointed and awry, insomuch
that they appeared to be really hanging over to one side and falling down).” G. Vasari, “Giulio
Romano pittore e architetto,” in Le vite de’ più eccellenti architetti, pittori, et scultori italiani
(1550) (Turin: Einaudi, 1986): 833 [my translation].
18 Ibidem: 834 [my translation].
19 The flooring was made anew by Paolo Pozzo in the eighteenth-century restoration of the
palazzo, in which very likely the fireplace of which Vasari speaks was bricked up, and which
is testified to in some drawings preserved at the Louvre, Windsor and Palazzo Te (donated in
2015 by Monroe Warshaw), cfr. R. Piccinelli, I Giganti: 27. Furthermore, in 1781, the archduke
Ferdinand of Habsburg commissioned Giovanni Bottani to “have made a picket fence in
the hall of the Giants […]. Also, he would promptly have the fireplace sealed and walled up,”
citation reported in A. Belluzzi, Giulio Romano: 236.
LUCIA CORRAIN 61 AN-ICON
it to become a true object of analysis. The analysts must
become an integral part of the space, immerse themselves
in it like a percipient body, like the users of the place, going
through it and letting themselves be guided by the logic
imposed by the context in which they find themselves. The
visitors are, so to speak, literally “manipulated” by this un-
usual spatial environment.
The system of the spatial expression is in it-
self meaningful, that here acquires an even more complete
meaning with what is portrayed on the walls: the signifi-
cance of the space is “the final result of a stratified and
complex series of procedures, articulations and sub-artic-
ulations, where an element is meaningful only if related to
the others.”20
The spatial configurations prefigure, that is, the
virtuality, of the possible ways of using the morphology
itself of the places. In this sense, a semiotic reading can
come to our aid which – as Giannitrapani writes – “consid-
ers space not as a straightforward container of subjects,
objects, events, but as a meaningful structure capable of
speaking of a multiplicity of aspects of life.”21 This means
that: “The significance of the space lies in the efficacious
action that it provokes on the subjects coming into contact
with it.” And in order for space to completely “influence the
body it must work on the ambience, it must give a shape
to the architecture of the space.”22
The Fall of the Giants
There is no doubt that the space of the Cham-
bers of the Giants, already in itself significant, finds fulfil-
ment with what it portrayed on the ceiling and on the walls.
Although this interest of this analysis is focused on the
immersive dimension, it is necessary to briefly go over the
20 G. Marrone, “Efficacia simbolica dello spazio: Azioni e passioni,” in P. Bertetti, G. Manetti,
eds., Forme della testualità: Teoria, modelli, storia e prospettive (Turin: Testo&immagine, 2001):
85-96.
21 A. Giannitrapani, Introduzione alla semiotica dello spazio (Rome: Carrocci, 2013): 45.
22 On the space cfr. also M. Hammad, Lire l’espace, comprendre l’architecture (Limoges:
Presses Universitaires, 2001), trans. G. Festi (Rome: Meltemi, 2003).
LUCIA CORRAIN 62 AN-ICON
iconography of the whole figurative apparatus because ̶ as
we shall see – it is closely related to Federico II Gonzaga,
the patron, and Charles V over whose empire the sun never
set. The whole room, as is well-known, portrays the fall of
the Giants drawn from Ovid’s Metamorphoses.23 The myth
tells of the giants’ attempted attack on the gods: with the
intent to reach Mount Olympus, the vicious inhabitants of
the earth superimpose one another on two mountains, that
of Pelion and that of Ossa.
Portrayed on the ceiling (Fig. 1) is the gods’ ire
against the giants’ attempt to scale the mountains, with
Jupiter who abandons his throne to place himself along-
side Juno, who, with her gaze and index finger, points to
the direction towards which to cast the thunderbolts. The
plot hatched by the giants fails, of course, and Jupiter’s
intervention makes the mountains collapse; by tumbling
precipitously, they overwhelm the giants burying them be-
neath the heavy boulders. A daring view from the bottom
upwards, always on the ceiling, portrays a circular temple
with twelve columns from whose balustrade some char-
acters, concerned and awestruck by what is happening
beneath them, look out; in the same way the numerous
other divinities display impassioned states of agitation. The
throne, left vacant by Jupiter, is occupied by the imperial
eagle with its wings outspread, while the menacing clouds
surround the whole empyrean in a role of transition from
the world of the gods to the terrestrial terrain of the com-
mon mortals.
On the walls, above the fireplace, the giant Ty-
phon (monstruous son of Gaia – Fig. 2) is depicted: for
having tried to depose Jupiter, he is struck by lightning and
sinks under Etna, and here, crushed by the boulders, in an
attempt to defend himself he spews fire and lapilli causing
an earthquake.24 The fireplace, in turn, was supposed to
suggest the illusion of the youth condemned by the flames:
the flames that issue from the mouth of the giant Typhon,
23 Ovid, Metamorphoses I vv. 151-154 (I A.D), trans. A.D. Melville (Oxford: Oxford University
Press, 2008): 5.
24 Ovid, Metamorphoses V: 109.
LUCIA CORRAIN 63 AN-ICON
Fig. 1. G. Romano,
Camera dei Giganti/Chamber of the Giants,
ceiling, 1532-1536, Mantua, Palazzo Te.
in the pictorial fiction, thus ended up “conversing” with the
real fire of the fireplace.
Examining more closely the remaining frescoed
parts, Vasari took note of further details:
the entire world is upside-down and almost at its final end [...] many
giants can be seen in flight, all struck down by Jove’s thunderbolts
and on the verge of being overwhelmed by the landslides from the
mountains just like the others. In another part, Giulio represented
other giants upon whom are crashing down temples, columns, and
other parts of buildings, creating
25
among these arrogant creatures
great havoc and loss of life.
And, in actual fact, three walls propose land-
scapes (Figg. 3-4) and another one proposes an architec-
ture – a serliana – that too about to collapse under the fire
of the lightning bolts of the gods (Fig. 5).
25 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
LUCIA CORRAIN 64 AN-ICON
Fig. 2. G. Romano, Fig. 3. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall est, 1532-1536, Mantua, Palazzo Te. wall sud, 1532-1536, Mantua, Palazzo Te.
Fig. 4. G. Romano, Fig. 5. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall ovest, 1532-1536, Mantua, Palazzo Te. wall nord, 1532-1536, Mantua, Palazzo Te.
LUCIA CORRAIN 65 AN-ICON
At this point it is worthwhile turning our atten-
tion to the time when the action portrayed takes place.
The time in itself is not representable, it is represented by
means of movement and transformation: it is a function of
the movement and the last is a function of space. Any ac-
tion, which is never a perpetual motion, contains phases: a
beginning, a climax and an end. In the course of each one
of those, every action leads to the memory of what had
come before and what will come afterwards. In short, the
climax is the moment of utmost tension. In the Chamber
of the Giants it corresponds to the phase when everything
collapses: the technique is that of breaking down natural
and architectural elements into parts that gradually lose
their natural order to follow one that has gone completely
haywire. If it is true that the rendering of the fatal moment
is accentuated in mannerism, it can be said that here it has
touched some very elevated heights.
The particularity of the fatal instant had been
highlighted, once again, by Vasari (Fig. 6):
Fig. 6. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant,
1532-1536,
Mantua, Palazzo Te.
LUCIA CORRAIN 66 AN-ICON
Giulio [...] made plans to build a corner-room [...] in which the walls
would correspond with the paintings, in order
26
to deceive the people
who would see it as much as he could.
a marvellous work where
the entire painting has neither beginning nor end, and that it is all
tied together
27
and runs on continuously without boundary or dec-
oration.
This is a room completely without frames,28 of
any delimitation, with an enveloping continuity, in which
the space – as Gombrich points out –
runs homogeneous to the floor as far as the apex of the roof
with not edges and no frame to interrupt the seamlessness of the
surfaces, it is completely transformed into a pictorial scene: it is29
part of a single action, animated by the same emotional impetus.
But, Vasari adds, it is a horrible scene:
Therefore, let no one ever imagine seeing a work from the brush
that is more horrible or frightening or more realistic than this one.
And anyone who enters that room and sees the windows, doors,
and other such details all distorted and almost on the verge of
crashing down, as well as the mountains and buildings collapsing,
can only fear that everything is toppling down upon him. Especially
when he sees 30
all the gods in that heaven running this way and
that in flight.
In short, a stunning illusionistic artifice that
seeks to catapult the viewer into the throbbing heart of
the event in progress, where “the boundaries of space
26 Ibid.: 370.
27 Ibid.: 373.
28 Cfr. P. Carabell, “Breaking the Frame: Transgression and Transformation in Giulio Romano’s
Sala dei Giganti,” Artibus et Historiae 18, no. 36 (1997): 87-100.
29 E. Gombrich, Giulio Romano: 81.
30 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372-373.
LUCIA CORRAIN 67 AN-ICON
disappear [...] and the laws of statics, in which the eye
can find tranquillizing points of reference, are completely
lacking.”31 Inside the environment: “the walls themselves
move and, soon, everything is disarranged and collapses
upon the viewer” who, in this way, shares “the same fate
that submits and destroys the very powerful giants that
tried in vain to sustain the walls.”32 (Figg. 7-8)
Fig. 7. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant, 1532-1536,
Mantua, Palazzo Te.
Fig. 8. G. Romano, copy of,
Disegno della parete con il camino,
Paris, Louvre, Département des
Arts graphiques, inv. 3636, recto
31 E. Gombrich, Giulio Romano: 79.
32 Ibid.
LUCIA CORRAIN 68 AN-ICON
Being at the end of the world
At this point – and to delve once more into the
immersivity that generates the environment – it comes nat-
ural to wonder why the patron, duke Federico II Gonzaga,
decided to make such a particular and unique ambience
in what is considered to be his villa of pleasures. What role
would the Chamber of the Giants play in that precise his-
torical moment?33 We should not try to imagine the visitor
guided by the Lord of Mantua in the palazzo: Federico II
leads his guest in a space whose boundaries are well de-
fined, through ambiences of different sizes, decorated with
specific iconographic themes, in a crescendo that takes
him gradually as far as the Chamber of the Giants. An ini-
tiatory pathway through which the duke proposes to his
guest a sort of progressive estrangement with respect to
the real world and that reaches its climax in the immense
“catastrophe” of the dark cave, with the doors and win-
dows shut and only the flickering light coming from the lit
fireplace. A status of anguish and terror, apparently with
no exit, in which the guest “with the highest mastery is de-
prived of every chance to take a distance, to evaluate the
actual spaces.”34 In this regard, Ernst Gombrich’s personal
experience seems truly exemplary:
The kind of oppression that we have experienced is absolutely
new and the sentiment from which it is born and which Giulio has
been able to give shape to, is that of anguish. [...] There, we have
experienced directly and in an absolutely new way the anguished
nightmare of our involvement in an ineluctable catastrophe.35
33 The Duke of Mantua invested colossal amounts and a special interest in the project for
Palazzo Te: a work that had no residential function, which was not a fortress and in which even
a room, that of the Giants, was in no way inhabitable.
34 E. Gombrich, Giulio Romano: 81 [my traslation].
35 Ibid.: 111 [my translation].
LUCIA CORRAIN 69 AN-ICON
Who is behind the enormous cave remains,
therefore, captured by the representation, perceiving step
by step that everything is being twisted, being destroyed:
in the room lit up only by the fire burning in the fireplace,
the visitor “experiences” the end of the world just as it is
taking place, he experiences the torment – as Vasari writes
– “that everything [...] is toppling down upon him.”36
It is important to understand what happens to
the viewer’s body and how the space substantiated in the
representation is capable of triggering sensorial percep-
tions. As seems obvious, one’s eyesight is the first sense
brought into play, and not only because the visitor’s eye is
engaged by the enormous eyes of the Giants, but rather by
the particular luminosity of the environment: indeed, one’s
eyes must adapt to the light conditions produced by the
fire in the fireplace; entering the ambience from conditions
of full light, the adaptation to the poor light comes about
slowly, one’s pupils must dilate as much as possible to be
able to embrace the vision. The fireplace fire, moreover, is
also responsible for the arousal of other senses: the sense
of smell, because the burning wood diffuses its smell in all
of the room; the sense of hearing, owing to the crackling
and the rustling of the burning wood; the sense of touch,
in that the fire warms up the ambience and consequent-
ly the visitor. Even the flooring can fall within the tactile
sensoriality – in “small, round stones,” but “set in with a
knife” –37 which make the visitor’s movements unstable,
reinforcing the precipice effect that is the central theme of
the ambience.
Amongst those who in the course of time have
had the chance to live a sensorial experience inside the
Chamber of the Giants we can also name a scientist like
Ulisse Aldrovandi (Bologna, 1522-1605): his interest, in
particular, is addressed to the sonorous refraction of the
ambience on the basis of which a word whispered in one
36 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
37 G. Vasari, “Giulio Romano:” 373.
LUCIA CORRAIN 70 AN-ICON
corner is perfectly heard in the opposite corner.38 Ultimately,
the tremulous, mobile and never total illumination produced
by the flames in the fireplace, the sonority itself of the fire,
the amplified voice, the insecurity that the visitor experi-
ences owing to the “stones set in edge” of the flooring, are
all aspects that confer a powerful dynamicity to the whole,
generating what can be defined a proto-cinematographic
effect or, paradoxically, a distressing trompe-l’œil that at
length deceives the feelings of the viewer.39
In practice, what did this exceptional spatial
and sensorial machine which acts with such terrifying effi-
cacy on the viewer try to convey? Undoubtedly, the icono-
graphic subject was not chosen by chance; in fact, the
mythological fable is accompanied by an interpretative
tradition of a moral sort: the Gigantomachia is an example
of chastised pride, with Jupiter who performs an act of
supremacy to restore justice. And in Mantua, in the early
Cinquecento, the imperial ideology resorted to the fall of
the Giants to celebrate the victories of Charles V against
the infidels; Jupiter thus prefigures Charles V who, in the
guise of Jupiter, leads to the demise of the Italian princ-
es who rebelled against his sovereignty.40 Alongside this
reading of international politics, however, another one of
a purely local sort gains headway: “Jupiter would be the
ambitious Federico who, amongst other things, chooses
to insert in the family coat of arms precisely the feat of
Mount Olympus.”41 Whoever enters the Chamber of the
Giants, in short, is put in contact with the ineluctability of
the sovereignty of the gods against the “bestiality” of the
38 D.A. Franchini, C. Tellini Perina, A. Zanca, R. Margonari, G. Olmi, R. Signorini, La scienza
a corte: Collezionismo eclettico, natura e immagine a Mantova fra Rinascimento e Manierismo
(Rome: Bulzoni, 1979): 192-194. The manuscript is cited (136, XXI, cc. 27v-29v), preserved in
the University Library of Bologna in which Aldrovandi tells of his journeys to Mantua and, in
particular, to the Chamber of the Giants.
39 S.A. Hickson, “More than meets the eye: Giulio Romano, Federico II Gonzaga, and the
triumph of trompe-l’œil at the Palazzo Te in Mantua,” in L. A. Boldt-Irons, C. Federici, E.
Virgulti, eds., Disguise, Deception, Trompe-l’oeil: Interdisciplinary Perspectives (New York:
Peter Lang, 2009): 41-59.
40 For a more detailed argumentation cfr. D. Sogliani, M. Grosso, eds., L’imperatore e il
duca: Carlo V a Mantova (Milan: Skira, 2023). The exhibition offers a reflection on the cultural
meaning of Europe starting from the figure of Charles V and his alliances with the Italian courts,
narrating the emperor’s arrival in Mantua in 1530, feted by grand celebrations that Federico II
Gonzaga organised in the halls of Palazzo Te under the masterful direction of Giulio Romano.
41 R. Piccinelli, I Giganti: 19.
LUCIA CORRAIN 71 AN-ICON
Giants. A clear message addressed to recalling the correct
moral and political behaviour to engage in vis-à-vis those
who hold power.
By way of conclusion
As will have become apparent by now, the
Chamber of the Giants avails itself of a perceptive setting
foreshadowing what, almost five centuries later, finds a re-
newed materialisation in the most advanced technologies of
construction of the images that see, in the progressive can-
cellation of the aesthetic threshold and the disappearance
of the “frontier” between the world of representation and
that of reality, their final point of arrival. The ambience-im-
ages that emerge are capable of generating an effect of
reality so immanent that whoever perceives them has the
feeling of being part of that fictitious world. And the spec-
tators, wearing a visor “that blinds them with respect to the
physical reality that surrounds them,”42 isolate themselves
completely from the real world. But if – as Elisabetta Mode-
na writes – “the immersion occurs […] mostly according
to a process of environmental reduction: the format of the
experiences is central, [as is] that entanglement that is cre-
ated between the image world and the experiencer who,
in becoming a part of it, experiences what […] happens in
history.”43
The spatial-pictorial construction of the Cham-
ber of the Giants, without a frame, with interruptions, must
in short be considered – as noted by Andrea Pinotti – the
perfect example ante litteram that “it is certainly not neces-
sary to await contemporaneity to witness the advent of an
immersive and enveloping space.”44 This does not prevent
us from testing the new immersive technologies to try to
42 E. Modena, Nelle storie: 145. Cfr. also E. Modena “Immersi nel reale: Prospettive an-
iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte Semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine, L. Corrain, M. Vannoni, eds., Annali 7,
Figure dell’immersività (2021): 71-78.
43 Ibid.: 146.
44 A. Pinotti, Alla soglia dell’immagine: 109.
LUCIA CORRAIN 72 AN-ICON
‘simulate’ in every part the original ambience,45 proposing,
through virtual reality, what can no longer be perceived
in situ today. By introducing, from the top of the chimney
stack, the photons into the hearth and making use of high
definition orthophotographs of the walls and the ceiling, we
virtually recreate the flickering light of the flames, as well
as the sensorial effect of the heat as they must have been
perceived in the original Chamber of the Giants. Ultimately,
if Giulio Romano was a full-fledged forerunner of immersive
environments, then the new technologies can represent a
further aid to fully restoring the original perception of the
Chamber of the Giants, leading us back to the ingenious
“invention” that the artist had made for his cultured and
refined patron. With an apt reference, through the anticlas-
sical taste for the outlandish and for contamination, to that
Mannerism that – in the vulgate of Giorgio Vasari – must
contain “an abundance of beautiful costumes, variety in
imaginative details, charm in their colours, diversity in their
buildings, and distance and variety in their landscapes;” in
short, “a copious invention in every particular.”46
45 The bibliography on immersivity in the contemporary is vast: M. A. Moser, D. MacLeod,
eds., Immersed in Technology: Art and Virtual Environments (Cambridge MA: MIT Press, 1996);
W. Wolf, W. Bernhart, A, Mahler, eds., Immersion and Distance: Aesthetic Illusion in Literature
and Other Media (Amsterdam-New York: Rodopi, 2013); R. Pinto, “La mostra come esperienza
immersive: Damien Hirst – Treasures from the Wrech of the Unbelievable,” in C.G. Morandi,
C. Sinigaglia, eds., L’esperienza dello spazio: Collezioni, mostre, musei, (Bologna: Bononia
University Press, 2020): 324-334; J. Voorhies, J. Postsensual, Aesthetics: On the Logic of
the Curatorial (Cambridge MA: MIT Press, 2003). Cfr. also P. Conte, Unframing Aesthetics
(Milan: Mimesis International, 2020) and the recent J. Bodin, A. De Cesaris, eds., “Immersivity:
Philosophical Perspectives on Technologically Mediated Experience,” Philosophical
Coordinates in Modern and Contemporary Age 10, no. 20 (2022).
46 G. Vasari, “Preface to Part Three” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 278.
LUCIA CORRAIN 73 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19938 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19938",
"Description": "Art in general, more than other fields, appears to lie at the heart of immersivity. As argued by Oliver Grau, it is art that still deploys a considerable genealogy with examples that resonate with the immersivity as proposed in contemporaneity. It is the current immersivity that constructs “constellations” which, as Benjamin put it, dynamically enact “the history of art [as] the history of prophesies […] which can be written only starting from the point of view of an immediate present,” where “every present is determined by those images that are synchronous to it: each now is the now of a given knowability.” In the art history field, however, it is almost mandatory to re-evoke a fully mannerist ambience where “painting” creates – without the aid of particular instruments – the near-total immersion, acting fully on the passional dimension. The case in point is the Camera dei Giganti/Chamber of the Giants, made by Giulio Romano between 1532 and 1536 in Palazzo Te in Mantua. A stunning illusionist artifice that catapults the viewers into the heart of the ongoing event, to produce in them a sense of awe and estrangement beyond the “frame.”",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19938",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Lucia Corrain",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Fiction",
"Title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lucia Corrain",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19938",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Fiction",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zuliani, S., Spazi e tempi dell’installazione (Rome: Arshake, 2015).",
"spatial": null,
"temporal": null,
"title": "Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/Chamber Of The Giants",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19938/20021",
"volume": "2"
}
] | Art and Artifice:
The Machine of
Immersivity in the Camera
dei Giganti/ Chamber
Of The GiImage
ants
by Lucia Corrain
Immersivity
Giulio Romano
Painting
Fiction
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Art and Artifice:
The Machine of Immersivity
in the Camera dei Giganti/
Chamber Of The Giants
LUCIA CORRAIN, Università degli Studi di Bologna – https://orcid.org/0000-0002-8437-969X
https://doi.org/10.54103/ai/19938
Abstract Art in general, more than other fields, appears
to lie at the heart of immersivity. As argued by Oliver Grau,
it is art that still deploys a considerable genealogy with
examples that resonate with the immersivity as proposed
in contemporaneity. It is the current immersivity that con-
structs “constellations” which, as Benjamin put it, dynam-
ically enact “the history of art [as] the history of prophesies
[…] which can be written only starting from the point of
view of an immediate present,” where “every present is de-
termined by those images that are synchronous to it: each
now is the now of a given knowability.” In the art history
field, however, it is almost mandatory to re-evoke a fully
mannerist ambience where “painting” creates – without
the aid of particular instruments – the near-total immersion,
acting fully on the passional dimension. The case in point
is the Camera dei Giganti/Chamber of the Giants, made
by Giulio Romano between 1532 and 1536 in Palazzo Te
in Mantua. A stunning illusionist artifice that catapults the
viewers into the heart of the ongoing event, to produce in
them a sense of awe and estrangement beyond the “frame.”
Keywords Image Immersivity Giulio Romano Painting Fiction
To quote this essay: L. Corrain, “Art and Artifice: The Machine of Immersivity in the Camera dei Giganti/
Chamber Of The Giants,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023):
56-73, https://doi.org/10.54103/ai/19938.
LUCIA CORRAIN 56 AN-ICON
A piece many years
in doing and now newly performed by that rare
Italian master, Julio Romano, who, had he himself
eternity and could put breath into his work, would
beguile Nature of her custom, so perfectly he is her
ape.1
By way of introduction
Undoubtedly – in a chronological field conven-
tionally defined as Mannerism – the Camera dei Giganti/
Chamber of the Giants, frescoed between 1532 and 1536
by Giulio Romano and his collaborators in Palazzo Te in
Mantua, occupies a position of great importance. The high-
ly original solution adopted by the Roman artist, already
acknowledged in his day and age, in the light of today’s
immersive technologies, can indeed manifest all its extraor-
dinary innovative force.2
Virtual reality, as we know it today, is obtained
by means of a digital instrument capable of generating
“three-dimensional” scenes, narratives and landscapes
within which subjects have the impression of actually mov-
ing and interacting with the ambience surrounding them.
Thanks to the evolution in computer graphics and the imple-
mentation of the computational power, representations ever
1 W. Shakespeare, The Winter’s Tale (1611) (New York-London-Toronto-Sydney: Simon &
Schuster Paperbacks, 1998): V.II.95-100, 219.
2 The bibliography concerning Palazzo Te is currently rather substantial, but it was Ernst
Gombrich who took this whole building outside of the shadows in which it found itself. In 1933
he dedicated to it his graduation thesis at the University of Vienna, E. Gombrich, “Der Palazzo
del Te,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 8 (1934): 79-104; “Versuch
einer Deuteung,” Jahrbuch der Kunsthistorischen Sammlungen in Wien, no. 9 (1936): 121-150;
it. trans. A.M. Conforti, Giulio Romano. Il palazzo del Te (Mantua: Tre Lune, 1984). Cfr. among
the many others F. Hart, Giulio Romano (New Haven: Yale University Press, 1958); K.W. Forster,
R.J. Tuttle, “The Palazzo del Te,” Journal of the Society of Architectural Historians 30, no. 4
(1971): 267-293; A. Belluzzi, W. Capezzali, II palazzo dei lucidi inganni: Palazzo Te a Mantova
(Florence: Centro Studi Architettura Ouroboros, 1976); E. Verheyen, The Palazzo del Te in
Mantua: Images of Love and Politics (Baltimore-London: The John Hopkins University Press,
1977); A. Belluzzi, M. Tafuri, eds., Giulio Romano (Milan: Electa, 1989, exhibition catalogue);
A. Belluzzi, Palazzo Te a Mantova, 2 vols. (Modena: Cosimo Panini, 1998). About the Camera
dei Giganti/Chamber of Giants specifically, cfr. R. Piccinelli, I Giganti: Palazzo Te (Milan: Skira,
2020).
LUCIA CORRAIN 57 AN-ICON
closer to reality can be obtained. Nonetheless, so-called
“reality media” are not yet a “perfect” mimesis of the real.3
The relationship between the current immersive
devices and the more dated optical instruments of the so-
called pre-cinematographic phase has already been widely
brought to light: it is the case of the scene of the eighteenth
century4 and the stereoscope of the subsequent century5
that share, with the more recent immersive technologies,
the question of a “channelled aesthetic perception.”6 In
rather similar fashion, at the pictorial level, the Quadratur-
ismo and the trompe-l’œil raise questions relating to both
the continuity between the space of experience and the
space represented, and to the methods of construction of
a gaze “from the inside” in which proximity allows for the
perception of esthesis, verdictives and passion.
Oliver Grau7 – the scholar who perhaps more
than any other has outlined a genealogy of immersivity –
has identified a possible origin even in Pompeian painting,
to then look to the Renaissance and Baroque illusionist
spaces, all the way down to the more recent scenarios
3 E. Modena, Nelle storie: Arte, cinema e media immersivi (Rome: Carocci, 2022); A.
Pinotti, “VR, AR, MR, XR,” in Enciclopedia dell’Arte Contemporanea, vol. 4 (Rome: Istituto
dell’Enciclopedia Italiana “Giovanni Treccani,” 2021): 685-686.
4 O. Grau, Virtual Art: From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA:
MIT Press, 2003).
5 J. Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
(Cambridge MA: MIT Press 1992).
6 P. Montani, Tecnologie della sensibilità: Estetica e immaginazione interattiva (Milan: Raffaello
Cortina, 2014): 25.
7 O. Grau, Virtual Art: From Illusion to Immersion, opens his reconnaissance on the Pompeian
frescoes, where the creation of a pictorial surface with the simulation of depth generates
the effect of an ambience of greater extension that what it is in reality, capturing the gaze of
the observer who does not seem to perceive the actual distinction between real space and
the space of the image. Grau then lists the subsequent examples: the Chamber of the Deer
in the Avignon Palace of the Popes (1343); the Hall of Perspectives by Baldassare Peruzzi
in villa Farnesina (1516), the neoclassical “village rooms” or “sylvans.” The latter is a kind
that, “while it dilates to the extreme the portrait of landscape taking it to the dimensions of
the environmental room, it applies at the same time scenic criteria relevant to organising the
decorations unitarily, with the illusionist effect of the plein air,” R. Roli, Pittura bolognese 1650-
1800: Dal Cignani ai Gandolfi (Bologna: Alfa Edizioni, 1977): 70 [my translation].
LUCIA CORRAIN 58 AN-ICON
(panorama).8 Grau, however, does not refer specifically to
the striking example of the Chamber of the Giants, where
the immersivity reaches a very high level of passional in-
volvement on the part of the spectator, moreover without
resorting to an auxiliary devices (as is the case today with
headsets, overalls). A stunning illusionistic artifice defined
by Frederick Hart as “surely the most fantastic and fright-
ening creation of the entire Italian Renaissance in any medi-
um”9 capable of catapulting the spectator into the heart of
the event portrayed; as stated in 1934 by Ernst Gombrich:
“into the deafening vortex of a frightening catastrophe,”10
capable of engendering astonishment and awe.11
Harking back to the renowned words of Wal-
ter Benjamin: “the history of art is a history of prophecies”
which “can only be written from the standpoint of the im-
mediate, actual present,”12 where “every present day is
determined by the images that are synchronic with it: each
“now” is the now of a particular recognizability.”13 It can be
stated that the case we wish to investigate here can be con-
sidered in the light of a premise. In short, the machine fres-
coed in the Chamber of the Giants in Palazzo Te appears
to be the height of an illusion that involves the spectator in
a dimension that can be defined as being fully immersive.
Moreover, if we carefully observe, in the cham-
ber in question of Palazzo Te, all the “instructions […] which
8 In 1792 Robert Baker, in London, made the first Panorama, which consists in a circular
shaped ambience, where on the interior walls are projected images of times of distant places,
offering the chance to the spectators of having a travel experience whilst being “stationary.”
Cfr., besides O. Grau, Virtual Art: From Illusion to Immersion, also S. Bordini, Storia del
panorama: La visione totale della pittura nel XIX secolo (Rome: Nuova Cultura, 2009); M.
Cometa, La scrittura delle immagini: Letteratura e cultura visuale (Milan: Raffaello Cortina,
2012); M. Cometa, Cultura visuale (Milan: Raffaello Cortina, 2021). E. Gombrich, Giulio
Romano: 94, in 1934 had already related the Chamber of the Giants with the nineteenth
century panoramas, stating: “that indeed Giulio, and he alone, was the first to try out in a work
of art that which is called the hall of the Giants” [my translation].
9 F. Hart, Giulio Romano: 32.
10 E. Gombrich, Giulio Romano: 79.
11 A. Pinotti, Alla soglia dell’immagine: Da Narciso alla realtà virtuale (Turin: Einaudi, 2021):
107-109, in the chapter dedicated to the environment-image states that the Chamber of the
Giants is a paradigmatic example, “an illusionistic machine that invites one to reflect on the
viewer’s visual act as a participative response to the iconic act.”
12 W. Benjamin, Gesammelte Schriften (Berlin: Suhrkamp, 1991), vol. 1, no. 2:1046-7. Quoted
in English in B. Doherty, “Between the Artwork and its ‘Actualization’: A Footnote to Art History
in Benjamin’s Work of Art,” Paragraph 32, no. 3 (2009): 331-358, 336.
13 W. Benjamin, The Arcades Project (1982), trans. H. Eiland, K. McLaughlin (Cambridge MA:
Harvard University Press, 2003): 462-463.
LUCIA CORRAIN 59 AN-ICON
[in the planar paintings] direct the gaze, guide the reading,
intimidate and can, at times, seduce the viewer subjecting
them to the representation,”14 have been completely dis-
avowed.15 They have been totally cancelled. And, not by
chance, in their place some decidedly more cogent ones
have been created in an interplay of different disciplines,
taking one another by the hand, offering a wholly original
reading of the Chamber in question that can fully manifest
the active nature of perception.
An exceptional visitor
Let us now try to enter the Chamber of the
Giants, highlighting its most salient characteristics. And
we shall do so starting from an exceptional witness, Gior-
gio Vasari (Arezzo, 1511-1574), the art historian who was
able to visit the Mantuan Palazzo Te on two occasions:
the first time when the Chamber of the Giants was under
construction; the second when the works had already been
completed. His testimony can to all intents and purposes
be considered an ekphrasis of great efficacy that “overlaps
with the pictorial [story], and at times gives the impression
of eclipsing it.”16 Here is the description Vasari gives of the
space created and painted by Giulio Romano:
After laying deep, double foundations in that corner, which was in a
swampy spot, Giulio had built over that angle a large, round room
with extremely thick walls, so that the four corners of the outside
walls would be stronger and could support a double vault rounded
like an oven. And having done this, since the room had corners,
he built here and there all the way around it the doors, windows,
and a fireplace of rusticated stones with worn-away edges, which
14 G. Careri, “Prefazione,” in L. Marin, Opacità della pittura: Sulla rappresentazione nel
Quattrocento (Florence: La Casa Usher, 2012): 7-13.
15 On the role of the frame in the work of art see D. Ferrari, A. Pinotti, eds., La cornice: Storie,
teorie, testi (Milan: Johan & Levi, 2018) and S. Zuliani, Spazi e tempi dell’installazione (Rome:
Arshake, 2015).
16 A. Belluzzi, Giulio Romano: 446 [my translation]. On the text/image problem cfr. W.J.T.
Mitchell, Image Science: Iconology, Visual Culture, and Media Aesthetics (Chicago: The
University of Chicago Press, 2015).
LUCIA CORRAIN 60 AN-ICON
were disjointed and crooked almost to the extent that they
17
even
seemed to lean over on one side and actually to collapse.
Giulio Romano – as can be inferred – gave a
particular form to the environment: it is not a “round room,”
as Vasari might lead us to believe, but a “a double vault
rounded like an oven,” which did not have sharp corners
and whose doors and windows were “disjointed and crook-
ed,” which almost certainly means that the windows were
closed by painted blinds and the doors were in continuity
with respect to the frescoes.
A singular space, which also disposed of a par-
ticular flooring, as confirmed by Vasari himself:
He had made the floor with polished river slingstones that ran
around the walls, and those on the painting plane, which fell down-
wards had counterfeited: for a part those painted inwards escaped,
and at times were
18
occupied and adorned by grass and at times
by larger stones.
But, as can well be imagined, it was, in those
days, a cobbled floor with slingstones that, albeit creating
seamless continuity with the upright walls, did not represent
an assurance of a steady support for the visitor.19
It is not possible, however, to be outside the
space to talk about it; you need to traverse it to know it, for
17 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 370. In the first edition by types of
Lorenzo Torrentino (Florence, 1550), the historiographer was even more articulate: “He
therefore had double foundations of great depth sunk at that corner, which was in a marshy
place, and over that angle he constructed a large round room, with very thick walls, to the end
that the four external corners of the masonry might be strong enough to be able to support
a double vault, round after the manner of an oven. This done, he caused to be built at the
corners right round the room, in the proper places, the doors, windows, and fireplace, all of
rustic stones rough-hewn as if by chance, and, as it were, disjointed and awry, insomuch
that they appeared to be really hanging over to one side and falling down).” G. Vasari, “Giulio
Romano pittore e architetto,” in Le vite de’ più eccellenti architetti, pittori, et scultori italiani
(1550) (Turin: Einaudi, 1986): 833 [my translation].
18 Ibidem: 834 [my translation].
19 The flooring was made anew by Paolo Pozzo in the eighteenth-century restoration of the
palazzo, in which very likely the fireplace of which Vasari speaks was bricked up, and which
is testified to in some drawings preserved at the Louvre, Windsor and Palazzo Te (donated in
2015 by Monroe Warshaw), cfr. R. Piccinelli, I Giganti: 27. Furthermore, in 1781, the archduke
Ferdinand of Habsburg commissioned Giovanni Bottani to “have made a picket fence in
the hall of the Giants […]. Also, he would promptly have the fireplace sealed and walled up,”
citation reported in A. Belluzzi, Giulio Romano: 236.
LUCIA CORRAIN 61 AN-ICON
it to become a true object of analysis. The analysts must
become an integral part of the space, immerse themselves
in it like a percipient body, like the users of the place, going
through it and letting themselves be guided by the logic
imposed by the context in which they find themselves. The
visitors are, so to speak, literally “manipulated” by this un-
usual spatial environment.
The system of the spatial expression is in it-
self meaningful, that here acquires an even more complete
meaning with what is portrayed on the walls: the signifi-
cance of the space is “the final result of a stratified and
complex series of procedures, articulations and sub-artic-
ulations, where an element is meaningful only if related to
the others.”20
The spatial configurations prefigure, that is, the
virtuality, of the possible ways of using the morphology
itself of the places. In this sense, a semiotic reading can
come to our aid which – as Giannitrapani writes – “consid-
ers space not as a straightforward container of subjects,
objects, events, but as a meaningful structure capable of
speaking of a multiplicity of aspects of life.”21 This means
that: “The significance of the space lies in the efficacious
action that it provokes on the subjects coming into contact
with it.” And in order for space to completely “influence the
body it must work on the ambience, it must give a shape
to the architecture of the space.”22
The Fall of the Giants
There is no doubt that the space of the Cham-
bers of the Giants, already in itself significant, finds fulfil-
ment with what it portrayed on the ceiling and on the walls.
Although this interest of this analysis is focused on the
immersive dimension, it is necessary to briefly go over the
20 G. Marrone, “Efficacia simbolica dello spazio: Azioni e passioni,” in P. Bertetti, G. Manetti,
eds., Forme della testualità: Teoria, modelli, storia e prospettive (Turin: Testo&immagine, 2001):
85-96.
21 A. Giannitrapani, Introduzione alla semiotica dello spazio (Rome: Carrocci, 2013): 45.
22 On the space cfr. also M. Hammad, Lire l’espace, comprendre l’architecture (Limoges:
Presses Universitaires, 2001), trans. G. Festi (Rome: Meltemi, 2003).
LUCIA CORRAIN 62 AN-ICON
iconography of the whole figurative apparatus because ̶ as
we shall see – it is closely related to Federico II Gonzaga,
the patron, and Charles V over whose empire the sun never
set. The whole room, as is well-known, portrays the fall of
the Giants drawn from Ovid’s Metamorphoses.23 The myth
tells of the giants’ attempted attack on the gods: with the
intent to reach Mount Olympus, the vicious inhabitants of
the earth superimpose one another on two mountains, that
of Pelion and that of Ossa.
Portrayed on the ceiling (Fig. 1) is the gods’ ire
against the giants’ attempt to scale the mountains, with
Jupiter who abandons his throne to place himself along-
side Juno, who, with her gaze and index finger, points to
the direction towards which to cast the thunderbolts. The
plot hatched by the giants fails, of course, and Jupiter’s
intervention makes the mountains collapse; by tumbling
precipitously, they overwhelm the giants burying them be-
neath the heavy boulders. A daring view from the bottom
upwards, always on the ceiling, portrays a circular temple
with twelve columns from whose balustrade some char-
acters, concerned and awestruck by what is happening
beneath them, look out; in the same way the numerous
other divinities display impassioned states of agitation. The
throne, left vacant by Jupiter, is occupied by the imperial
eagle with its wings outspread, while the menacing clouds
surround the whole empyrean in a role of transition from
the world of the gods to the terrestrial terrain of the com-
mon mortals.
On the walls, above the fireplace, the giant Ty-
phon (monstruous son of Gaia – Fig. 2) is depicted: for
having tried to depose Jupiter, he is struck by lightning and
sinks under Etna, and here, crushed by the boulders, in an
attempt to defend himself he spews fire and lapilli causing
an earthquake.24 The fireplace, in turn, was supposed to
suggest the illusion of the youth condemned by the flames:
the flames that issue from the mouth of the giant Typhon,
23 Ovid, Metamorphoses I vv. 151-154 (I A.D), trans. A.D. Melville (Oxford: Oxford University
Press, 2008): 5.
24 Ovid, Metamorphoses V: 109.
LUCIA CORRAIN 63 AN-ICON
Fig. 1. G. Romano,
Camera dei Giganti/Chamber of the Giants,
ceiling, 1532-1536, Mantua, Palazzo Te.
in the pictorial fiction, thus ended up “conversing” with the
real fire of the fireplace.
Examining more closely the remaining frescoed
parts, Vasari took note of further details:
the entire world is upside-down and almost at its final end [...] many
giants can be seen in flight, all struck down by Jove’s thunderbolts
and on the verge of being overwhelmed by the landslides from the
mountains just like the others. In another part, Giulio represented
other giants upon whom are crashing down temples, columns, and
other parts of buildings, creating
25
among these arrogant creatures
great havoc and loss of life.
And, in actual fact, three walls propose land-
scapes (Figg. 3-4) and another one proposes an architec-
ture – a serliana – that too about to collapse under the fire
of the lightning bolts of the gods (Fig. 5).
25 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
LUCIA CORRAIN 64 AN-ICON
Fig. 2. G. Romano, Fig. 3. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall est, 1532-1536, Mantua, Palazzo Te. wall sud, 1532-1536, Mantua, Palazzo Te.
Fig. 4. G. Romano, Fig. 5. G. Romano,
Camera dei Giganti/Chamber of the Giants, Camera dei Giganti/Chamber of the Giants,
wall ovest, 1532-1536, Mantua, Palazzo Te. wall nord, 1532-1536, Mantua, Palazzo Te.
LUCIA CORRAIN 65 AN-ICON
At this point it is worthwhile turning our atten-
tion to the time when the action portrayed takes place.
The time in itself is not representable, it is represented by
means of movement and transformation: it is a function of
the movement and the last is a function of space. Any ac-
tion, which is never a perpetual motion, contains phases: a
beginning, a climax and an end. In the course of each one
of those, every action leads to the memory of what had
come before and what will come afterwards. In short, the
climax is the moment of utmost tension. In the Chamber
of the Giants it corresponds to the phase when everything
collapses: the technique is that of breaking down natural
and architectural elements into parts that gradually lose
their natural order to follow one that has gone completely
haywire. If it is true that the rendering of the fatal moment
is accentuated in mannerism, it can be said that here it has
touched some very elevated heights.
The particularity of the fatal instant had been
highlighted, once again, by Vasari (Fig. 6):
Fig. 6. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant,
1532-1536,
Mantua, Palazzo Te.
LUCIA CORRAIN 66 AN-ICON
Giulio [...] made plans to build a corner-room [...] in which the walls
would correspond with the paintings, in order
26
to deceive the people
who would see it as much as he could.
a marvellous work where
the entire painting has neither beginning nor end, and that it is all
tied together
27
and runs on continuously without boundary or dec-
oration.
This is a room completely without frames,28 of
any delimitation, with an enveloping continuity, in which
the space – as Gombrich points out –
runs homogeneous to the floor as far as the apex of the roof
with not edges and no frame to interrupt the seamlessness of the
surfaces, it is completely transformed into a pictorial scene: it is29
part of a single action, animated by the same emotional impetus.
But, Vasari adds, it is a horrible scene:
Therefore, let no one ever imagine seeing a work from the brush
that is more horrible or frightening or more realistic than this one.
And anyone who enters that room and sees the windows, doors,
and other such details all distorted and almost on the verge of
crashing down, as well as the mountains and buildings collapsing,
can only fear that everything is toppling down upon him. Especially
when he sees 30
all the gods in that heaven running this way and
that in flight.
In short, a stunning illusionistic artifice that
seeks to catapult the viewer into the throbbing heart of
the event in progress, where “the boundaries of space
26 Ibid.: 370.
27 Ibid.: 373.
28 Cfr. P. Carabell, “Breaking the Frame: Transgression and Transformation in Giulio Romano’s
Sala dei Giganti,” Artibus et Historiae 18, no. 36 (1997): 87-100.
29 E. Gombrich, Giulio Romano: 81.
30 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372-373.
LUCIA CORRAIN 67 AN-ICON
disappear [...] and the laws of statics, in which the eye
can find tranquillizing points of reference, are completely
lacking.”31 Inside the environment: “the walls themselves
move and, soon, everything is disarranged and collapses
upon the viewer” who, in this way, shares “the same fate
that submits and destroys the very powerful giants that
tried in vain to sustain the walls.”32 (Figg. 7-8)
Fig. 7. G. Romano,
Camera dei Giganti/
Chamber of the Giants,
detail of the Giant, 1532-1536,
Mantua, Palazzo Te.
Fig. 8. G. Romano, copy of,
Disegno della parete con il camino,
Paris, Louvre, Département des
Arts graphiques, inv. 3636, recto
31 E. Gombrich, Giulio Romano: 79.
32 Ibid.
LUCIA CORRAIN 68 AN-ICON
Being at the end of the world
At this point – and to delve once more into the
immersivity that generates the environment – it comes nat-
ural to wonder why the patron, duke Federico II Gonzaga,
decided to make such a particular and unique ambience
in what is considered to be his villa of pleasures. What role
would the Chamber of the Giants play in that precise his-
torical moment?33 We should not try to imagine the visitor
guided by the Lord of Mantua in the palazzo: Federico II
leads his guest in a space whose boundaries are well de-
fined, through ambiences of different sizes, decorated with
specific iconographic themes, in a crescendo that takes
him gradually as far as the Chamber of the Giants. An ini-
tiatory pathway through which the duke proposes to his
guest a sort of progressive estrangement with respect to
the real world and that reaches its climax in the immense
“catastrophe” of the dark cave, with the doors and win-
dows shut and only the flickering light coming from the lit
fireplace. A status of anguish and terror, apparently with
no exit, in which the guest “with the highest mastery is de-
prived of every chance to take a distance, to evaluate the
actual spaces.”34 In this regard, Ernst Gombrich’s personal
experience seems truly exemplary:
The kind of oppression that we have experienced is absolutely
new and the sentiment from which it is born and which Giulio has
been able to give shape to, is that of anguish. [...] There, we have
experienced directly and in an absolutely new way the anguished
nightmare of our involvement in an ineluctable catastrophe.35
33 The Duke of Mantua invested colossal amounts and a special interest in the project for
Palazzo Te: a work that had no residential function, which was not a fortress and in which even
a room, that of the Giants, was in no way inhabitable.
34 E. Gombrich, Giulio Romano: 81 [my traslation].
35 Ibid.: 111 [my translation].
LUCIA CORRAIN 69 AN-ICON
Who is behind the enormous cave remains,
therefore, captured by the representation, perceiving step
by step that everything is being twisted, being destroyed:
in the room lit up only by the fire burning in the fireplace,
the visitor “experiences” the end of the world just as it is
taking place, he experiences the torment – as Vasari writes
– “that everything [...] is toppling down upon him.”36
It is important to understand what happens to
the viewer’s body and how the space substantiated in the
representation is capable of triggering sensorial percep-
tions. As seems obvious, one’s eyesight is the first sense
brought into play, and not only because the visitor’s eye is
engaged by the enormous eyes of the Giants, but rather by
the particular luminosity of the environment: indeed, one’s
eyes must adapt to the light conditions produced by the
fire in the fireplace; entering the ambience from conditions
of full light, the adaptation to the poor light comes about
slowly, one’s pupils must dilate as much as possible to be
able to embrace the vision. The fireplace fire, moreover, is
also responsible for the arousal of other senses: the sense
of smell, because the burning wood diffuses its smell in all
of the room; the sense of hearing, owing to the crackling
and the rustling of the burning wood; the sense of touch,
in that the fire warms up the ambience and consequent-
ly the visitor. Even the flooring can fall within the tactile
sensoriality – in “small, round stones,” but “set in with a
knife” –37 which make the visitor’s movements unstable,
reinforcing the precipice effect that is the central theme of
the ambience.
Amongst those who in the course of time have
had the chance to live a sensorial experience inside the
Chamber of the Giants we can also name a scientist like
Ulisse Aldrovandi (Bologna, 1522-1605): his interest, in
particular, is addressed to the sonorous refraction of the
ambience on the basis of which a word whispered in one
36 G. Vasari, “Giulio Romano,” in The Lives of the Artists (1568), trans. J.C. Bondanella, P.
Bondanella (Oxford: Oxford University Press, 1991): 372.
37 G. Vasari, “Giulio Romano:” 373.
LUCIA CORRAIN 70 AN-ICON
corner is perfectly heard in the opposite corner.38 Ultimately,
the tremulous, mobile and never total illumination produced
by the flames in the fireplace, the sonority itself of the fire,
the amplified voice, the insecurity that the visitor experi-
ences owing to the “stones set in edge” of the flooring, are
all aspects that confer a powerful dynamicity to the whole,
generating what can be defined a proto-cinematographic
effect or, paradoxically, a distressing trompe-l’œil that at
length deceives the feelings of the viewer.39
In practice, what did this exceptional spatial
and sensorial machine which acts with such terrifying effi-
cacy on the viewer try to convey? Undoubtedly, the icono-
graphic subject was not chosen by chance; in fact, the
mythological fable is accompanied by an interpretative
tradition of a moral sort: the Gigantomachia is an example
of chastised pride, with Jupiter who performs an act of
supremacy to restore justice. And in Mantua, in the early
Cinquecento, the imperial ideology resorted to the fall of
the Giants to celebrate the victories of Charles V against
the infidels; Jupiter thus prefigures Charles V who, in the
guise of Jupiter, leads to the demise of the Italian princ-
es who rebelled against his sovereignty.40 Alongside this
reading of international politics, however, another one of
a purely local sort gains headway: “Jupiter would be the
ambitious Federico who, amongst other things, chooses
to insert in the family coat of arms precisely the feat of
Mount Olympus.”41 Whoever enters the Chamber of the
Giants, in short, is put in contact with the ineluctability of
the sovereignty of the gods against the “bestiality” of the
38 D.A. Franchini, C. Tellini Perina, A. Zanca, R. Margonari, G. Olmi, R. Signorini, La scienza
a corte: Collezionismo eclettico, natura e immagine a Mantova fra Rinascimento e Manierismo
(Rome: Bulzoni, 1979): 192-194. The manuscript is cited (136, XXI, cc. 27v-29v), preserved in
the University Library of Bologna in which Aldrovandi tells of his journeys to Mantua and, in
particular, to the Chamber of the Giants.
39 S.A. Hickson, “More than meets the eye: Giulio Romano, Federico II Gonzaga, and the
triumph of trompe-l’œil at the Palazzo Te in Mantua,” in L. A. Boldt-Irons, C. Federici, E.
Virgulti, eds., Disguise, Deception, Trompe-l’oeil: Interdisciplinary Perspectives (New York:
Peter Lang, 2009): 41-59.
40 For a more detailed argumentation cfr. D. Sogliani, M. Grosso, eds., L’imperatore e il
duca: Carlo V a Mantova (Milan: Skira, 2023). The exhibition offers a reflection on the cultural
meaning of Europe starting from the figure of Charles V and his alliances with the Italian courts,
narrating the emperor’s arrival in Mantua in 1530, feted by grand celebrations that Federico II
Gonzaga organised in the halls of Palazzo Te under the masterful direction of Giulio Romano.
41 R. Piccinelli, I Giganti: 19.
LUCIA CORRAIN 71 AN-ICON
Giants. A clear message addressed to recalling the correct
moral and political behaviour to engage in vis-à-vis those
who hold power.
By way of conclusion
As will have become apparent by now, the
Chamber of the Giants avails itself of a perceptive setting
foreshadowing what, almost five centuries later, finds a re-
newed materialisation in the most advanced technologies of
construction of the images that see, in the progressive can-
cellation of the aesthetic threshold and the disappearance
of the “frontier” between the world of representation and
that of reality, their final point of arrival. The ambience-im-
ages that emerge are capable of generating an effect of
reality so immanent that whoever perceives them has the
feeling of being part of that fictitious world. And the spec-
tators, wearing a visor “that blinds them with respect to the
physical reality that surrounds them,”42 isolate themselves
completely from the real world. But if – as Elisabetta Mode-
na writes – “the immersion occurs […] mostly according
to a process of environmental reduction: the format of the
experiences is central, [as is] that entanglement that is cre-
ated between the image world and the experiencer who,
in becoming a part of it, experiences what […] happens in
history.”43
The spatial-pictorial construction of the Cham-
ber of the Giants, without a frame, with interruptions, must
in short be considered – as noted by Andrea Pinotti – the
perfect example ante litteram that “it is certainly not neces-
sary to await contemporaneity to witness the advent of an
immersive and enveloping space.”44 This does not prevent
us from testing the new immersive technologies to try to
42 E. Modena, Nelle storie: 145. Cfr. also E. Modena “Immersi nel reale: Prospettive an-
iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale,” Carte Semiotiche. Rivista
internazionale di semiotica e teoria dell’immagine, L. Corrain, M. Vannoni, eds., Annali 7,
Figure dell’immersività (2021): 71-78.
43 Ibid.: 146.
44 A. Pinotti, Alla soglia dell’immagine: 109.
LUCIA CORRAIN 72 AN-ICON
‘simulate’ in every part the original ambience,45 proposing,
through virtual reality, what can no longer be perceived
in situ today. By introducing, from the top of the chimney
stack, the photons into the hearth and making use of high
definition orthophotographs of the walls and the ceiling, we
virtually recreate the flickering light of the flames, as well
as the sensorial effect of the heat as they must have been
perceived in the original Chamber of the Giants. Ultimately,
if Giulio Romano was a full-fledged forerunner of immersive
environments, then the new technologies can represent a
further aid to fully restoring the original perception of the
Chamber of the Giants, leading us back to the ingenious
“invention” that the artist had made for his cultured and
refined patron. With an apt reference, through the anticlas-
sical taste for the outlandish and for contamination, to that
Mannerism that – in the vulgate of Giorgio Vasari – must
contain “an abundance of beautiful costumes, variety in
imaginative details, charm in their colours, diversity in their
buildings, and distance and variety in their landscapes;” in
short, “a copious invention in every particular.”46
45 The bibliography on immersivity in the contemporary is vast: M. A. Moser, D. MacLeod,
eds., Immersed in Technology: Art and Virtual Environments (Cambridge MA: MIT Press, 1996);
W. Wolf, W. Bernhart, A, Mahler, eds., Immersion and Distance: Aesthetic Illusion in Literature
and Other Media (Amsterdam-New York: Rodopi, 2013); R. Pinto, “La mostra come esperienza
immersive: Damien Hirst – Treasures from the Wrech of the Unbelievable,” in C.G. Morandi,
C. Sinigaglia, eds., L’esperienza dello spazio: Collezioni, mostre, musei, (Bologna: Bononia
University Press, 2020): 324-334; J. Voorhies, J. Postsensual, Aesthetics: On the Logic of
the Curatorial (Cambridge MA: MIT Press, 2003). Cfr. also P. Conte, Unframing Aesthetics
(Milan: Mimesis International, 2020) and the recent J. Bodin, A. De Cesaris, eds., “Immersivity:
Philosophical Perspectives on Technologically Mediated Experience,” Philosophical
Coordinates in Modern and Contemporary Age 10, no. 20 (2022).
46 G. Vasari, “Preface to Part Three” in The Lives of the Artists (1568), trans. J.C. Bondanella,
P. Bondanella (Oxford: Oxford University Press, 1991): 278.
LUCIA CORRAIN 73 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19910 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19910",
"Description": "Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, in a trans-medial imaginary genealogical perspective, the symptoms of this cultural topos and of the regressive desire for immersion and for transparent immediacy that shapes and drives it, dwelling in particular on the ambivalent phenomenological and ontological relations between living bodies, pictures and media as deep time-bending.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19910",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Filippo Fimiani",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Elemental media",
"Title": "Allegories of Immersion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-06",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Filippo Fimiani",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19910",
"firstpage": null,
"institution": "University of Salerno",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Elemental media",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA: MIT Press, MIT Press, 2006).",
"spatial": null,
"temporal": null,
"title": "Allegories of Immersion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19910/20022",
"volume": "2"
}
] | Allegories
of ImmersiAllegory
on
by Filippo Fimiani
Ekphrastic fear
Media imaginary
Materiality
Elemental media
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Allegories of Immersion
FILIPPO FIMIANI, Università degli Studi di Salerno – https://orcid.org/0000-0002-9689-5480
https://doi.org/10.54103/ai/19910
Abstract Fish Night, an episode of LOVE DEATH + RO-
BOTS (S01E12, 2019) based on a 1982 short story by Joe
R. Lansdale, can be interpreted as an allegory of the im-
possibility of immersive experience: if real, it is deadly, be-
cause the images are no longer such or ghosts but living
beings present in a shared environmental habitat, acting
with but also against the subject, in turn no longer a spec-
tator. Comparing the story and film, and ancient ekphrastic
literature, I discuss, in a trans-medial imaginary genealog-
ical perspective, the symptoms of this cultural topos and
of the regressive desire for immersion and for transparent
immediacy that shapes and drives it, dwelling in particular
on the ambivalent phenomenological and ontological re-
lations between living bodies, pictures and media as deep
time-bending.
Keywords Allegory Ekphrastic fear Media imaginary
Materiality Elemental media
To quote this essay: F. Fimiani, “Allegories of Immersion,” AN-ICON. Studies in Environmental Images
[ISSN 2785-7433] 2, no. 1 (2023): 74-87, https://doi.org/10.54103/ai/19910.
FILIPPO FIMIANI 74 AN-ICON
A premise
Fish Night is the twelfth episode of the first
season of LOVE DEATH + ROBOTS, an animated Netflix
series created by Tim Miller and David Fincher and broad-
cast on 15 March 2019.1 Directed by Damian Nenow, with
Gabriele Pennacchioli as supervising director and Rafał
Wojtunik as art director, it was produced by Platine Image
studio,2 based on 1982 short story by Joe R. Lansdale, in
an adaptation by Philip Gelat and Miller.
I see Fish Night as an allegory of the impossi-
bility of virtual immersion. Obviously, it regards coexistence
and interaction in a shared environment by a subject in
motion, one no longer merely observing moving images
at a remove, and images which are no longer concrete
pictures or simulacrums but, to full effect, real living and
acting beings. Why would such an experience be impos-
sible? In answering, I will focus on elements drawn from
both the literary account and the animated film, seen as
trans-medial symptoms of underlying issues which regard
the nature of bodies, images, technology, of the medium,
and their various interrelations with respect to the fictional
immersion and virtual immersivity. I shall cross-analyse the
animated short film and its narrative hypotext with another
classic literary text which describes what, in many respects,
is a complementary immersion.
This approach allows me to simultaneously ad-
dress: 1) the “quest for immersion” uncovered by Huhta-
mo’s media archaeology as a constant motif in the reprise
and recurrence of narratives and patterns both in media
history and, from my point of view, in the trans-medial story
of Fish Night, which is about ghosts, repetitions and reap-
pearances that ultimately affect the media themselves (the
spectator’s body, the images, the car, the landscape, as we
1 https://lovedeathandrobots.tilda.ws/index, accessed September 1, 2023.
2 https://platige.com/project/feature/fish-night/, accessed September 1, 2023.
FILIPPO FIMIANI 75 AN-ICON
will soon discover);3 2) the “[cultural] desire for transparent
immediacy” through visual representation found in the ge-
nealogy of Bolter and Grusin;4 3) “the moment of resistance
or counterdesire that occurs when we sense that the differ-
ence between the verbal and visual representation might
collapse and the figurative, imaginary desire of ekphrasis
might be realized literally and actually,” diagnosed by W.J.T.
Mitchell as alert for the literary description showing through
words and rhetorical tropes a strongly vivid impression of
a visual stimulus, object or scene, in summa as “ekphrasis
fear;”5 4) Paul de Man’s allegory6 of “potential confusion
between figural and referential statement,” between the
image and the real.
Of course, the four points just evoked should
not to be confused. Quite the contrary, aware of their dif-
ferences in approach, object and aim, I use them as ac-
cess points to the question of immersivity as tropism and
symptom of a desire and anxiety manifested and treated
differently in the literary texts and their media adaptations
that I am about to discuss. In the textual and audio-visual
issues I have chosen, or, as Foucault might say,7 in the
“myriad events through which – thanks to which, against
which –” “the unique aspect” of the cultural idea and topos
of the experience of immersion-immersivity has arisen, I
3 E. Huhtamo, “Encapsulated Bodies in Motion: Simulators and the Quest for Total
Immersion,” in S. Penny, ed., Critical Issues in Electronic Media (New York: State University of
New York Press, 1995): 160-161, and “Dismantling the Fairy Engine. Media Archaeology as
Topos Study,” in E. Huhtamo, J. Parikka, eds., Media Archaeology: Approaches, Applications
and Implications (Berkeley-Los Angeles: University of California Press, 2011): 27-47.
4 J.D. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
1998): 23ff.
5 W.J.T. Mitchell, “Ekphrasis and the Other,” in Id., Picture Theory: Essays on Verbal and
Visual Representation (Chicago: University of Chicago Press, 1994): 154. See R.P., Fletcher,
“Digital Ekphrasis and the Uncanny: Toward a Poetics of Augmented Reality,” Electropoetics 3,
no. 15 (2017) http://digitalcommons.wcupa.edu/eng_facpub/56
6 P. de Man, Allegories of Reading (New Haven-London: Yale University Press, 1979): 113.
7 M. Foucault, “Nietzsche, Genealogy, History” (1971), in Language, Counter-Memory,
Practice: Selected Essays and Interviews, ed. D.F. Bouchard (Ithaca NY: Cornell University
Press, 1977): 147.
FILIPPO FIMIANI 76 AN-ICON
shall detect the symptom of its impossibility and sketch its
singular trans-medial archaeology8 and imaginary.
The topos points to a yearning for fictional im-
mersion, a performative moment in which saying something
brings it into being, making it real in every sense, and fully
adherent to the referent, with language and synesthetic
perception becoming one. Introduced by a terrified alarm,
a seductive invitation or the command of “look!,” the very
essential wish is to make subject, image and thing coin-
cide. The intensive alteration of the corporeal identity and
peripersonal space that results involves not only the char-
acter described, narrated and represented in the act of a
self-denying vision that resists classification as merely an
ocular, remote beholding, but also the reader and specta-
tor drawn into an embodied simulation of the occurrences
and fantasies found in the images, both verbal and visual.
Fish Night, a never-ending trans-medial
story
I shall intertwine a summary and a commentary
of Lansdale’s short story with that of the episode of LD+R.
In this way, I will point out some differences and sources
of their imaginaries, and make some interlinear remarks on
both the literary text and the television adaptation, in order
to highlight the main theme of this defined trans-medial
corpus: the impossibility of immersion-immersiveness.
Two salesmen, one young, the other older, get
stuck in the desert when their car breaks down. The hours
pass and night falls. At first, the older man bemoans how
door-to-door sales are a thing of the past. Then he remem-
bers that twenty years earlier he was in this same deso-
late landscape, travelling an asphalted road amidst power
stanchions and the Rocky Mountains, between Arizona
and New Mexico. “There are memories of mine out here,”
8 T. Elsaesser, “Media Archaeology as Symptom,” New Review of Film and Television Studies
2, no. 14 (2016): 181-215.
FILIPPO FIMIANI 77 AN-ICON
he says, “and they’re visiting me again.”9 In the short story,
this is an unmistakable evocation of Death of a Salesman,
the Arthur Miller play directed by Elia Kazan, winner of the
1949 Pulitzer Prize and adapted on numerous occasions
for film and TV, in which past and present collapse into
the remembrance of the lead character, Willy Lowman, the
disillusioned, exhausted door-to-door salesman who, at
over sixty, struggles with a trauma not just personal, but
historical and collective.10 In Fish Night, the instant replay
of involuntary subjective memory gives way to a re-enact-
ment both psychic and geological, a Nachleben, a survival
and an afterlife of a story that is more than just human. The
desert through which the highway passes will once again
be a “petrified primal landscape,” allegorically manifesting
itself as a “Hippocratic face of history.”11
Lansdale describes the landscape as an im-
mersive – and devouring – space:
It’s fish night, boy. Tonight’s the full moon and this is the right part
of the desert if memory serves me, and the feel is right — I mean,
doesn’t the night feel like it’s made up of some fabric, that it’s dif-
ferent from other nights, that it’s like being inside a big dark bag,
the sides sprinkled with glitter, a spotlight at the top, at the open
mouth, to serve as a moon?
The function of the mouth metaphor in the
Lansdale’s writing is complex, but here it foreshadows the
finale’s explicit immersive embodiment: does one enter an
immersive space or get swallowed up by it? Space, we
can say with Bataille, “can become one fish that swallows
another.”12 Is immersion-immersivity an experience of “by”
9 J.R. Lansdale, Fish Night (1982), in G. Brown, A.J. Spedding, eds., Love Death + Robots:
The Official Anthology: Volume One (Bendigo: Cohesion Press, 2021): 193-200. Pages not
numbered; all citations in the text.
10 J. Schlueter, “Re-membering Willy’s Past: Introducing Postmodern Concerns through
Death of a Salesman,” in M. Roudané, ed., Approaches to Teaching Miller’s Death of a
Salesman (New York: The Modern Language Association of America, 1995): 142-154.
11 W. Benjamin, Ursprung des deutschen Trauerspiels (1928), in Gesammelte Schriften, ed. R.
Tiedmann and H. Schweppenhäuser (Frankfurt am Mein: Suhrkamp, 1991), vol. 1: 343, trans.
H. Eiland (Cambridge MA-London: Harvard University Press, 2019): 174.
12 G. Bataille, “Espace” (1930), Documents, no. 1, anastatic reprint, ed. D. Hollier (Paris:
Jean-Michel Place, 1991): 41.
FILIPPO FIMIANI 78 AN-ICON
or “in”? Is it penetration or impregnation? Transparency
or opacity? Immateriality or the materiality of the environ-
mental medium?
In Lansdale’s short story, evoking the past, the
older man brings up Native Americans, the Navajos and the
Hopi, and Manitou, the Great Living Spirit “still around” in
everything and every being. He read in a science book – he
goes on – that the desert was once a sea filled with fish and
“fantastical creatures,” maybe even man’s birthplace. “The
world’s an old place, and for longtime is nothing but sea,”
he concludes pensively. And – dwelling on the thought –
those beings may haunt this place the way human ghosts
haunt their former homes.
With these musings, the younger and the older
man fall asleep in the Plymouth station wagon. Whether
dreamed or real, lights from outside the car cause the older
man’s eyes to open. Facing him, close to the car window,
is an enormous eye. Octopuses, giant jellyfish, molluscs
and fish from way back in evolution – Coelacanths, Nau-
tilus, Limulus, marine fauna in existence prior to the great
Cambrian extinction, appear in the surrounding environ-
ment, where the men, now outside the car, can magically
breath. Strange beings, “like nothing [they have] ever seen
pictures of or imagined,” are present but almost incorpo-
real, “ghosts of older world,” disincarnate eidola that pass
through the men’s bodies, though they still feel and sense
them. But “what” does a man’s body feel when another
body passes through it? Symptomatic of the ambivalence
and ambiguity of the immersion-immersivity topos, and
its impossibility, Philip Gelat leaves this phrase out of the
adaptation of Lansdale’s short story for LD+R:
“Feel it, boy? Feel the presence of the sea? Doesn’t it feel like the
beating of your own mother’s heart while you float inside the womb?”
FILIPPO FIMIANI 79 AN-ICON
And the younger man had to admit that he felt it, that inner rolling
rhythm that is the tide of life and the pulsating heart of the sea.
Thus the “oceanic sentiment,” the “thalassic
regression” debated by psychoanalysis,13 also character-
istic of the “crisis of presence” in magical experiences dis-
cussed by anthropology,14 are pathic and phenomenological
equivalents of the sea’s “presence” as a primary medium,
a pre-individual fusion and condition for the possibility of
life. In this elemental medium, the bodies of the marine
beings are, first and foremost, traversable and diaphanous,
immaterial media-mediators permitting an equally immate-
rial engagement. They are “spectral,” like “soap bubbles,”
“smoke,” “flashes of light,” flitting and skirting, writes Lans-
dale. There is no mistaking the kinship with intermedial ex-
empla of the metaphorical repertoire of philosophies, both
ancient and modern, of visual perception, Renaissance and
eighteenth-century treatises on painting, plus contempo-
rary theories of optical devices and electric media.
In the LD+R episode, the ecstatic young man
shouts, “I wanna swim!,” as if he were a man-fish of folk
legend brought to life.15 Deaf to the alarmed pleas of the
older man, he joins the school of fish, swimming amongst
them in slow-motion,16 becoming like them. Stripped of his
individuality, he is transfigured, weightlessly transported
upward, only to have his ascension end in death. All the
other creatures flee in fright at the approach of an enormous
red megalodon, which, circling the car, devours the slower,
defenceless swimmer, meaning the human transformed into
13 On this essential topic of the symbolic return to the sea, I can only point to Ferenczi,
Freud, Alexander and Kerény, or Sloterdijk, plus the Mutterleibversenkung of Ėjzenštejn or
slow-motion, in the case of Epstein. See W.B. Parsons, The Enigma of the Oceanic Feeling:
Revisioning the Psychoanalytic Theory of Mysticism (Oxford: Oxford University Press, 1999).
14 E. de Martino, Il mondo magico: Prolegomeni a una storia del magismo (1945) (Turin:
Boringhieri, 1973): 144-145, and Magic: A Theory from the South (1959), trans. D.L. Zinn
(Chicago: Hau Books, 2015): 85-96.
15 B. Croce, Storie e leggende napoletane (1919) (Bari-Rome: Laterza, 1967): 306-313. See
G.B. Bronzini, “Cola Pesce il tuffatore: dalla leggenda moderna al mito antico,” Lares 66, no. 3
(2000): 341-376.
16 Under the slow-motion effect, our bodies look like “smooth muscles moving through a
dense medium in which thick currents always carry and shape this clear descendent of old
marine fauna and maternal waters.” J. Epstein, The Intelligence of a Machine (1946), trans. C.
Wall-Romana (Minneapolis: Univocal Publishing, 2014): 29.
FILIPPO FIMIANI 80 AN-ICON
a marine being. The Otus megalodon, which first lived at
the start of the Miocene period, succumbing to extinction
roughly 2.5 million years ago, has returned to the desert
between Arizona and New Mexico, only to slowly disappear
from view, leaving behind plumes of blood set against the
enormous, white, imperturbable moon. Left by himself, the
older man is stunned by what he has just seen.
From New Mexico to Greece, and back
In Fish Night, the impossibility of immersive ex-
perience, i.e. of the elimination of all substantial differences
between the gaze, the images and the environment, is tied
to the fact that, were it to become real, death would result.
Given the trans-medial imaginary genealogical perspective
indicated in the Premise, I read the lethal outcome of the
way up of the main character of Fish Night as comple-
mentary to the dark plunge down described in a masterful
scene from the Eikones, the influential classic of ekphrastic
literature and ancient rhetoric attributed to Philostratus the
Elder. Reactivating the Ancient Greek, I would then speak
of anabasis (from ana-, “up,” and baínō, “to go”), of a fatal
immersive ascent, for Fish Night, and of catabasis (from
kata-, “down,” and baínō, “to go”), of a descent down in
the underworld, for the Eikones.
Actually, the very protagonist of the episode
from the Eikones is the penetrating gaze of a lookout scan-
ning the sea, who, perched atop a pole on the shore, can
spot tuna in the sea and call out them to fishermen. This
fictional vision is enhanced by the pole, depicted as a sub-
lime lignum in Negri’s sixteenth-century Latin translation,
which acts as a technical mean and as rudimental pros-
thetic medium, allowing for a more powerful and detailed
gaze. Still, the outcome is ultimately catastrophic: for as
the lookout’s gaze gradually immerses itself in the mael-
strom of moving forms and flashing colours, it becomes
less penetrating, feebler, until the fish, barely discernible
as shadows, swallow it up, as in the journey of Ulysses to
Hades painted by Polignoto and described by Pausania.
FILIPPO FIMIANI 81 AN-ICON
In Fish Night as well, the immersive moment in which the
verbal, the visual and the real all become performatively
one, heralded by the ecstatic, ostentatious exhortation to
look,17 winds up being the exact opposite: blindness and
terror. And so it becomes an allegory of its own impossibility.
As Philostratus writes:
Now look at the painting and you will see just this going on. The
look-out gazes at the sea and turns his eyes in one direction and
another to get the number; and in the bright gleam of the sea the
colours of the fish vary, those near the surface seem to be black,
those just below are not so black, those lower still begin to elude
the sense of sight, then they seem shadowy, and finally they look
just like the water; for as the vision penetrates deeper and deeper
its power of discerning objects in the water is blunted. 18
In the story Fish Night, and even more so in the
animated film, what occurs is not simply a metaphorical
inversion of the yearning, for immersion and transparency.
The change that takes place is literally ontological, rather
than phenomenological: the inexorable law of the impene-
trability of bodies in space has been restored, having earlier
been suspended by the diaphanously spectral, almost im-
material state of the environmental medium. This elementa-
ry law of physics once again holds, even in the immersive
environment, where the body of the human being has lost
some of its species-specific characteristics – gravity, use
of the respiratory apparatus and motor skills – while that
of the image, finally possessed of a physical consistency
of its own, has also gained new properties, enabling it to
take actions that truly affect the other entities sharing the
surrounding environment.
17 N. Bryson, “Philostratus and the Imaginary Museum,” in S. Goldhill, R. Osborne, eds., Art
and Text in Ancient Greek Culture (Cambridge MA: Cambridge University Press, 1994): 266-267.
18 Philostratus the Younger, Imagines. Callistratus, Descriptions, trans. A. Fairbanks
(Cambridge MA: Harvard University, 1936): 57 (I.12); Pausanias, Description of Greece, trans.
W.H.S. Jones, H.A. Ormerod (Cambridge MA: Harvard University, 1918): 185 (10.28.1).
FILIPPO FIMIANI 82 AN-ICON
Which medium?
But in the final analysis, what does Fish Night
tell us about the material nature of the immersive medium
and its uniqueness compared to other media and technical
devices?
In Lansdale’s short story, the protagonist of
the deadly immersive experience is the older man, not the
younger one, as in the LD+R episode. Lansdale has in mind
the imagery of Death of a Salesman and Willy Lowman’s
irretrievable historical crisis. Charley, Willy’s well-off neigh-
bour, observes that: “A salesman is got to dream, boy. It
comes with the territory.”19 Thus the American Dream is a
territorialised rendering of the countryside by the moving
automobile, a “hot,” prosthetic medium which is culturally,
socially and aesthetically expansive, as Marshall McLuhan
was to point out soon after, in short an “excrescence of a
kinetic ego” and an agent of the “motorized narcissism.”20
The automobile stands as the technological condition that
makes possible the conquest of the last frontier, as the
material and historical a-priori of the aesthetic experience
of the wilderness, be it rebellious or liberating, ostentatious
or touristic, with the complementary evolution of the car
being its domestication to transport and distribute tangible
and intangible goods. At the turn of the 60’s-70’s,21 road
movies were both reflections and wellsprings of the cultural
and mythopoetic topos of the automobile as a means to
attaining individual freedom or reification, or to crafting the
iconography of the American sublime. Indeed, the choice
of a Plymouth Fury for the LD+R episode may not have
19 A. Miller, Death of a Salesman: Certain Private Conversations in Two Acts and a Requiem
(1949) (London: Penguin, 1998): 111.
20 M. McLuhan, Motorcar: The Mechanical Bride (1951), in Understanding Media: The
Extensions of Man (1964) (Cambridge MA-London: MIT Press, 1994): 217-222. See P.
Sloterdjik, “Die Herrschaft der Kentauren. Philosophische Bemerkungen zur Automobilität”
(1992), trans. K. Ritson, Transfers 1, vol. 1 (2011): 14-24; P. Weibel, “Medien der Mobilität,” in P.
Weibel, ed., CAR CULTURE: Medien der Mobilität (Karlsruhe: ZKM, 2011): 345-400.
21 S. Cohan, I.R. Hark, eds., The Road Movie Book (London-New York: Routledge, 1997); A.
Cross, “Driving the American Landscape,” in P. Wollen, J. Kerr, eds., Autopia: Cars and Culture
(London: Reaktion Books, 2002): 249-258; D. Laderman, Driving Visions: Exploring the Road
Movie (Austin: University of Texas Press, 2002); D. Orgeron, Road Movies: From Muybridge
and Méliès to Lynch and Kiarostami (New York: Palgrave, 2008).
FILIPPO FIMIANI 83 AN-ICON
been random, given that the model was produced between
1968 and 1972, or precisely the years of the psychedelic
and hippy culture, as well as the first signs of its impending
crisis.
Anyway, the automobile is the technological
embodiment of the desire of immersion, a new medium for
an old movement and a very ancient desire, as shown to
us by the sinking gaze in the sea described by Philostra-
tus. A 1939 advertisement placed in National Geographic
introduced General Motors’ new Oldsmobile model with
this slogan: “See America from an ‘OBSERVATION BODY!’”
The brief promotional text promised a “VISION as wide as all
outdoors is yours…,” but at the same time a “rhythmic ride”
of a “rolling uterus”22 corresponding to the rhythm of the
all-enveloping medium of the sea in which the body of the
character from Fish Night loses himself in symbiotic fashion.
Immersion means, at one and the same time, travelling “in”
the landscape, being “part of” the environment, and re-
turning “to” the maternal space. As was recently noted by
Ruggero Eugeni,23 the automobile is a medium-prosthesis
which implements a protected, horizontal immersion scaled
to human height, so to speak, and the line of the horizon,
for drivers traversing urban and exurban landscapes in a
personal travelling cave: a feeling of immersion intensified
by the setting up of specific sensorial and perceptive pro-
cesses (both hetero- and proprioceptive).
From this perspective, the regressive desire
of immersivity of Lansdale’s account stands in contrast to
the prosthetic mode of technological immersivity which,
according to McLuhan, is embodied by the automobile,
and to the mythical example of fictional immersion made
possible by the tuna lookout’s perch described by Phi-
lostratus. In Fish Night, the two characters leave the car,
technology’s outpost for providing the senses with pros-
thesis and prophylaxis, and for supplying techniques of the
22 P. Sloterdjik, “Rollender Uterus” (1995), in Selected Exaggerations: Conversations and
Interviews, 1993-2012, trans. K. Margolis (Cambridge: Polity Book, 2016): 24.
23 R. Eugeni, “La sposa algoritmica: L’automobile come medium e la navigazione del
quotidiano,” in F. Cavaletti, F. Fimiani, B. Grespi, A.C. Sabatino, eds., Immersioni quotidiane:
Vita ordinaria, cultura visuale e nuovi media (Milan: Meltemi, 2023): 271-282.
FILIPPO FIMIANI 84 AN-ICON
sensitivity for the body and the gaze. Actually, they leave
the scopic regimen of spectatorship, and the technolog-
ical anti-environment created by the window’s protective
shield, coming into synesthetic contact with the natural
environment’s forms of life.
Another element in Lansdale’s short story il-
lustrates, as a symptom, this detachment from technolo-
gy. Possibly as a paraphrase of one of McLuhan’s topoi,24
Lansdale likens the car to the older man’s false teeth. Both
are “trappings of civilization” which weigh down, serving
as technological prostheses that are mobile and tied to
mobility. They are metaphors: means of transport between
inside and outside, as well as tools for aggression and
conquering space and time.
“This isn’t my world. I’m of that world. I want to float free in the belly
of the sea, away from can openers and cars and -” [...] “I want
to leave here! [...] The teeth! [...] It’s the teeth. Dentist, science, foo!”
He punched a hand into his mouth, plucked the teeth free, tossed
them over his shoulder. Even as the teeth fell the old man rose.
He began to stroke. To swim up and up and up, moving like a pale
pink seal among the fish.
In the light of the moon the young man could see the pooched
jaws of the old man, holding the last of the future’s air. Up went
the old man, up, up, up, swimming strong in the long-lost waters
of a time gone by.
Even before technological and human-focused
media as cars or false teeth, water is therefore the oldest
medium, just as land and air – “The air trembled like a
mass of gelatinous ectoplasm,” begins the Lansdale’s short
story.25 Water is an elemental, environing medium with its
24 M. McLuhan, Understanding Media: 57, 82-83, 152 (on teeth and car).
25 E. Horn, “Air as Medium,” Grey Room, vol. 7 (2008): 6-25; J. Durham Peters, The
Marvelous Clouds: Toward a Philosophy of Elemental Media (Chicago: The University of
Chicago Press, 2015): 53-114, especially 55-59, 90-91.
FILIPPO FIMIANI 85 AN-ICON
own specific materiality, which becomes invisible in its vital
agency as space-binding. Plus, as shown by the media
imaginary26 I have highlighted in my reading of Fish Night
and the Eikones, water can be a “ghostly sea.” It is a very
elemental medium acting as a deep time-binding agent be-
tween nature and culture, between geological and mythical
epochs and historically determined technical cultures, as
an ontological entanglement between forms of life which
are not species-specific.
“Weren’t we once just slimy things, brothers to
the things that swim?” asks the older man in Lansdale’s
short story, borrowing Coleridge’s words27 about a com-
munity not only of humans and of like beings, but of “slimy
things.” In this inter-textual topos between literature, reli-
gion and the natural sciences, fascination and phobia, I read
“sliminess”28 as the epitome of the profound time and of the
materiality of a colloidal intermediality between technolog-
ical media (among other types), living beings and elements.
Obviously, “sliminess” stands in contrast to the prevailing
metaphors or clichés of fluidity and transparency, that are
frequently used with regard to the media and their relation
26 E. Kluitenberg, Book of Imaginary Media: Excavating the Dream of the Ultimate
Communication Medium (Rotterdam: Nai Publishers, 2006); S. Zielinski, Deep Time of the
Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA:
MIT Press, 2006).
27 “The very deep did rot: O Christ! / That ever this should be! / Yea, slimy things did crawl
with legs / Upon the slimy sea” (ll. 125-126), where “a thousand thousand slimy things [with
many dead men] / Lived on; and so did I,” said the mariner (ll. 238-239). S.T. Coleridge, The
Rime of the Ancient Mariner (1798-1834), in The Complete Poetical Works of Samuel Taylor
Coleridge, ed. E. Hartley Coleridge (Oxford: Oxford University Press, 1912): 191, 197. See
J. Livingston Lowes, The Road to Xanadu (Princeton NJ: Princeton University Press, 1986):
41-59; J.B. Ower, “Crantz, Martens and the ‘Slimy Things’ in The Rime of the Ancient Mariner,”
Neophilologus 85, no. 3 (2001): 477-484; S. Estok, “The Environmental Imagination in the
Slime of ‘The Ancient Mariner,’” ANQ: A Quarterly Journal of Short Articles, Notes and Reviews
2, vol. 34 (2021): 135-138.
28 N. Gramlich, “Sticky Media: Encounters with Oil through Imaginary Media Archaeology,”
Communication + 1 7, 1 (2018): n. p. https://scholarworks.umass.edu/cpo/vol7/iss1/3; see F.
Mason, The Viscous: Slime, Stickiness, Fondling, Mixtures (Goleta CA: punctum books, 2020):
200; B. Woodward, Slime Dynamics (Winchester: Zero Books, 2012): 59-64; C. Michlig, File
under: Slime (Los Angeles: Hat & Beard Press, 2023).
FILIPPO FIMIANI 86 AN-ICON
with time and materiality and, in particular, with respect to
immersivity.
Finally, “media are of nature and return to na-
ture:”29 that’s what Fish Night, read as a trans-medial al-
legory combining literature and animation, shows us in a
complex and compelling way, inviting to rethink about the
phenomenological and ontological relationships between
memories, images, bodies, technologies and environments.
A recurring topos and persistent symptom of media history,
imaginaries and narratives, this impossible return is both
the origin and the end of our desire for immersivity and
immersive experience.
29 J. Parikka, “Introduction: The Materiality of Media and Waste,” in J. Parikka, ed.,
Medianatures: The Materiality of Information Technology and Electronic Waste, (Open
Humanities Press, 2011), http://www.livingbooksaboutlife.org/books/Medianatures.
FILIPPO FIMIANI 87 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19910 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19910",
"Description": "Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, in a trans-medial imaginary genealogical perspective, the symptoms of this cultural topos and of the regressive desire for immersion and for transparent immediacy that shapes and drives it, dwelling in particular on the ambivalent phenomenological and ontological relations between living bodies, pictures and media as deep time-bending.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19910",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Filippo Fimiani",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Elemental media",
"Title": "Allegories of Immersion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-06",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Filippo Fimiani",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19910",
"firstpage": null,
"institution": "University of Salerno",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Elemental media",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA: MIT Press, MIT Press, 2006).",
"spatial": null,
"temporal": null,
"title": "Allegories of Immersion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19910/20022",
"volume": "2"
}
] | Allegories
of ImmersiAllegory
on
by Filippo Fimiani
Ekphrastic fear
Media imaginary
Materiality
Elemental media
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Allegories of Immersion
FILIPPO FIMIANI, Università degli Studi di Salerno – https://orcid.org/0000-0002-9689-5480
https://doi.org/10.54103/ai/19910
Abstract Fish Night, an episode of LOVE DEATH + RO-
BOTS (S01E12, 2019) based on a 1982 short story by Joe
R. Lansdale, can be interpreted as an allegory of the im-
possibility of immersive experience: if real, it is deadly, be-
cause the images are no longer such or ghosts but living
beings present in a shared environmental habitat, acting
with but also against the subject, in turn no longer a spec-
tator. Comparing the story and film, and ancient ekphrastic
literature, I discuss, in a trans-medial imaginary genealog-
ical perspective, the symptoms of this cultural topos and
of the regressive desire for immersion and for transparent
immediacy that shapes and drives it, dwelling in particular
on the ambivalent phenomenological and ontological re-
lations between living bodies, pictures and media as deep
time-bending.
Keywords Allegory Ekphrastic fear Media imaginary
Materiality Elemental media
To quote this essay: F. Fimiani, “Allegories of Immersion,” AN-ICON. Studies in Environmental Images
[ISSN 2785-7433] 2, no. 1 (2023): 74-87, https://doi.org/10.54103/ai/19910.
FILIPPO FIMIANI 74 AN-ICON
A premise
Fish Night is the twelfth episode of the first
season of LOVE DEATH + ROBOTS, an animated Netflix
series created by Tim Miller and David Fincher and broad-
cast on 15 March 2019.1 Directed by Damian Nenow, with
Gabriele Pennacchioli as supervising director and Rafał
Wojtunik as art director, it was produced by Platine Image
studio,2 based on 1982 short story by Joe R. Lansdale, in
an adaptation by Philip Gelat and Miller.
I see Fish Night as an allegory of the impossi-
bility of virtual immersion. Obviously, it regards coexistence
and interaction in a shared environment by a subject in
motion, one no longer merely observing moving images
at a remove, and images which are no longer concrete
pictures or simulacrums but, to full effect, real living and
acting beings. Why would such an experience be impos-
sible? In answering, I will focus on elements drawn from
both the literary account and the animated film, seen as
trans-medial symptoms of underlying issues which regard
the nature of bodies, images, technology, of the medium,
and their various interrelations with respect to the fictional
immersion and virtual immersivity. I shall cross-analyse the
animated short film and its narrative hypotext with another
classic literary text which describes what, in many respects,
is a complementary immersion.
This approach allows me to simultaneously ad-
dress: 1) the “quest for immersion” uncovered by Huhta-
mo’s media archaeology as a constant motif in the reprise
and recurrence of narratives and patterns both in media
history and, from my point of view, in the trans-medial story
of Fish Night, which is about ghosts, repetitions and reap-
pearances that ultimately affect the media themselves (the
spectator’s body, the images, the car, the landscape, as we
1 https://lovedeathandrobots.tilda.ws/index, accessed September 1, 2023.
2 https://platige.com/project/feature/fish-night/, accessed September 1, 2023.
FILIPPO FIMIANI 75 AN-ICON
will soon discover);3 2) the “[cultural] desire for transparent
immediacy” through visual representation found in the ge-
nealogy of Bolter and Grusin;4 3) “the moment of resistance
or counterdesire that occurs when we sense that the differ-
ence between the verbal and visual representation might
collapse and the figurative, imaginary desire of ekphrasis
might be realized literally and actually,” diagnosed by W.J.T.
Mitchell as alert for the literary description showing through
words and rhetorical tropes a strongly vivid impression of
a visual stimulus, object or scene, in summa as “ekphrasis
fear;”5 4) Paul de Man’s allegory6 of “potential confusion
between figural and referential statement,” between the
image and the real.
Of course, the four points just evoked should
not to be confused. Quite the contrary, aware of their dif-
ferences in approach, object and aim, I use them as ac-
cess points to the question of immersivity as tropism and
symptom of a desire and anxiety manifested and treated
differently in the literary texts and their media adaptations
that I am about to discuss. In the textual and audio-visual
issues I have chosen, or, as Foucault might say,7 in the
“myriad events through which – thanks to which, against
which –” “the unique aspect” of the cultural idea and topos
of the experience of immersion-immersivity has arisen, I
3 E. Huhtamo, “Encapsulated Bodies in Motion: Simulators and the Quest for Total
Immersion,” in S. Penny, ed., Critical Issues in Electronic Media (New York: State University of
New York Press, 1995): 160-161, and “Dismantling the Fairy Engine. Media Archaeology as
Topos Study,” in E. Huhtamo, J. Parikka, eds., Media Archaeology: Approaches, Applications
and Implications (Berkeley-Los Angeles: University of California Press, 2011): 27-47.
4 J.D. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
1998): 23ff.
5 W.J.T. Mitchell, “Ekphrasis and the Other,” in Id., Picture Theory: Essays on Verbal and
Visual Representation (Chicago: University of Chicago Press, 1994): 154. See R.P., Fletcher,
“Digital Ekphrasis and the Uncanny: Toward a Poetics of Augmented Reality,” Electropoetics 3,
no. 15 (2017) http://digitalcommons.wcupa.edu/eng_facpub/56
6 P. de Man, Allegories of Reading (New Haven-London: Yale University Press, 1979): 113.
7 M. Foucault, “Nietzsche, Genealogy, History” (1971), in Language, Counter-Memory,
Practice: Selected Essays and Interviews, ed. D.F. Bouchard (Ithaca NY: Cornell University
Press, 1977): 147.
FILIPPO FIMIANI 76 AN-ICON
shall detect the symptom of its impossibility and sketch its
singular trans-medial archaeology8 and imaginary.
The topos points to a yearning for fictional im-
mersion, a performative moment in which saying something
brings it into being, making it real in every sense, and fully
adherent to the referent, with language and synesthetic
perception becoming one. Introduced by a terrified alarm,
a seductive invitation or the command of “look!,” the very
essential wish is to make subject, image and thing coin-
cide. The intensive alteration of the corporeal identity and
peripersonal space that results involves not only the char-
acter described, narrated and represented in the act of a
self-denying vision that resists classification as merely an
ocular, remote beholding, but also the reader and specta-
tor drawn into an embodied simulation of the occurrences
and fantasies found in the images, both verbal and visual.
Fish Night, a never-ending trans-medial
story
I shall intertwine a summary and a commentary
of Lansdale’s short story with that of the episode of LD+R.
In this way, I will point out some differences and sources
of their imaginaries, and make some interlinear remarks on
both the literary text and the television adaptation, in order
to highlight the main theme of this defined trans-medial
corpus: the impossibility of immersion-immersiveness.
Two salesmen, one young, the other older, get
stuck in the desert when their car breaks down. The hours
pass and night falls. At first, the older man bemoans how
door-to-door sales are a thing of the past. Then he remem-
bers that twenty years earlier he was in this same deso-
late landscape, travelling an asphalted road amidst power
stanchions and the Rocky Mountains, between Arizona
and New Mexico. “There are memories of mine out here,”
8 T. Elsaesser, “Media Archaeology as Symptom,” New Review of Film and Television Studies
2, no. 14 (2016): 181-215.
FILIPPO FIMIANI 77 AN-ICON
he says, “and they’re visiting me again.”9 In the short story,
this is an unmistakable evocation of Death of a Salesman,
the Arthur Miller play directed by Elia Kazan, winner of the
1949 Pulitzer Prize and adapted on numerous occasions
for film and TV, in which past and present collapse into
the remembrance of the lead character, Willy Lowman, the
disillusioned, exhausted door-to-door salesman who, at
over sixty, struggles with a trauma not just personal, but
historical and collective.10 In Fish Night, the instant replay
of involuntary subjective memory gives way to a re-enact-
ment both psychic and geological, a Nachleben, a survival
and an afterlife of a story that is more than just human. The
desert through which the highway passes will once again
be a “petrified primal landscape,” allegorically manifesting
itself as a “Hippocratic face of history.”11
Lansdale describes the landscape as an im-
mersive – and devouring – space:
It’s fish night, boy. Tonight’s the full moon and this is the right part
of the desert if memory serves me, and the feel is right — I mean,
doesn’t the night feel like it’s made up of some fabric, that it’s dif-
ferent from other nights, that it’s like being inside a big dark bag,
the sides sprinkled with glitter, a spotlight at the top, at the open
mouth, to serve as a moon?
The function of the mouth metaphor in the
Lansdale’s writing is complex, but here it foreshadows the
finale’s explicit immersive embodiment: does one enter an
immersive space or get swallowed up by it? Space, we
can say with Bataille, “can become one fish that swallows
another.”12 Is immersion-immersivity an experience of “by”
9 J.R. Lansdale, Fish Night (1982), in G. Brown, A.J. Spedding, eds., Love Death + Robots:
The Official Anthology: Volume One (Bendigo: Cohesion Press, 2021): 193-200. Pages not
numbered; all citations in the text.
10 J. Schlueter, “Re-membering Willy’s Past: Introducing Postmodern Concerns through
Death of a Salesman,” in M. Roudané, ed., Approaches to Teaching Miller’s Death of a
Salesman (New York: The Modern Language Association of America, 1995): 142-154.
11 W. Benjamin, Ursprung des deutschen Trauerspiels (1928), in Gesammelte Schriften, ed. R.
Tiedmann and H. Schweppenhäuser (Frankfurt am Mein: Suhrkamp, 1991), vol. 1: 343, trans.
H. Eiland (Cambridge MA-London: Harvard University Press, 2019): 174.
12 G. Bataille, “Espace” (1930), Documents, no. 1, anastatic reprint, ed. D. Hollier (Paris:
Jean-Michel Place, 1991): 41.
FILIPPO FIMIANI 78 AN-ICON
or “in”? Is it penetration or impregnation? Transparency
or opacity? Immateriality or the materiality of the environ-
mental medium?
In Lansdale’s short story, evoking the past, the
older man brings up Native Americans, the Navajos and the
Hopi, and Manitou, the Great Living Spirit “still around” in
everything and every being. He read in a science book – he
goes on – that the desert was once a sea filled with fish and
“fantastical creatures,” maybe even man’s birthplace. “The
world’s an old place, and for longtime is nothing but sea,”
he concludes pensively. And – dwelling on the thought –
those beings may haunt this place the way human ghosts
haunt their former homes.
With these musings, the younger and the older
man fall asleep in the Plymouth station wagon. Whether
dreamed or real, lights from outside the car cause the older
man’s eyes to open. Facing him, close to the car window,
is an enormous eye. Octopuses, giant jellyfish, molluscs
and fish from way back in evolution – Coelacanths, Nau-
tilus, Limulus, marine fauna in existence prior to the great
Cambrian extinction, appear in the surrounding environ-
ment, where the men, now outside the car, can magically
breath. Strange beings, “like nothing [they have] ever seen
pictures of or imagined,” are present but almost incorpo-
real, “ghosts of older world,” disincarnate eidola that pass
through the men’s bodies, though they still feel and sense
them. But “what” does a man’s body feel when another
body passes through it? Symptomatic of the ambivalence
and ambiguity of the immersion-immersivity topos, and
its impossibility, Philip Gelat leaves this phrase out of the
adaptation of Lansdale’s short story for LD+R:
“Feel it, boy? Feel the presence of the sea? Doesn’t it feel like the
beating of your own mother’s heart while you float inside the womb?”
FILIPPO FIMIANI 79 AN-ICON
And the younger man had to admit that he felt it, that inner rolling
rhythm that is the tide of life and the pulsating heart of the sea.
Thus the “oceanic sentiment,” the “thalassic
regression” debated by psychoanalysis,13 also character-
istic of the “crisis of presence” in magical experiences dis-
cussed by anthropology,14 are pathic and phenomenological
equivalents of the sea’s “presence” as a primary medium,
a pre-individual fusion and condition for the possibility of
life. In this elemental medium, the bodies of the marine
beings are, first and foremost, traversable and diaphanous,
immaterial media-mediators permitting an equally immate-
rial engagement. They are “spectral,” like “soap bubbles,”
“smoke,” “flashes of light,” flitting and skirting, writes Lans-
dale. There is no mistaking the kinship with intermedial ex-
empla of the metaphorical repertoire of philosophies, both
ancient and modern, of visual perception, Renaissance and
eighteenth-century treatises on painting, plus contempo-
rary theories of optical devices and electric media.
In the LD+R episode, the ecstatic young man
shouts, “I wanna swim!,” as if he were a man-fish of folk
legend brought to life.15 Deaf to the alarmed pleas of the
older man, he joins the school of fish, swimming amongst
them in slow-motion,16 becoming like them. Stripped of his
individuality, he is transfigured, weightlessly transported
upward, only to have his ascension end in death. All the
other creatures flee in fright at the approach of an enormous
red megalodon, which, circling the car, devours the slower,
defenceless swimmer, meaning the human transformed into
13 On this essential topic of the symbolic return to the sea, I can only point to Ferenczi,
Freud, Alexander and Kerény, or Sloterdijk, plus the Mutterleibversenkung of Ėjzenštejn or
slow-motion, in the case of Epstein. See W.B. Parsons, The Enigma of the Oceanic Feeling:
Revisioning the Psychoanalytic Theory of Mysticism (Oxford: Oxford University Press, 1999).
14 E. de Martino, Il mondo magico: Prolegomeni a una storia del magismo (1945) (Turin:
Boringhieri, 1973): 144-145, and Magic: A Theory from the South (1959), trans. D.L. Zinn
(Chicago: Hau Books, 2015): 85-96.
15 B. Croce, Storie e leggende napoletane (1919) (Bari-Rome: Laterza, 1967): 306-313. See
G.B. Bronzini, “Cola Pesce il tuffatore: dalla leggenda moderna al mito antico,” Lares 66, no. 3
(2000): 341-376.
16 Under the slow-motion effect, our bodies look like “smooth muscles moving through a
dense medium in which thick currents always carry and shape this clear descendent of old
marine fauna and maternal waters.” J. Epstein, The Intelligence of a Machine (1946), trans. C.
Wall-Romana (Minneapolis: Univocal Publishing, 2014): 29.
FILIPPO FIMIANI 80 AN-ICON
a marine being. The Otus megalodon, which first lived at
the start of the Miocene period, succumbing to extinction
roughly 2.5 million years ago, has returned to the desert
between Arizona and New Mexico, only to slowly disappear
from view, leaving behind plumes of blood set against the
enormous, white, imperturbable moon. Left by himself, the
older man is stunned by what he has just seen.
From New Mexico to Greece, and back
In Fish Night, the impossibility of immersive ex-
perience, i.e. of the elimination of all substantial differences
between the gaze, the images and the environment, is tied
to the fact that, were it to become real, death would result.
Given the trans-medial imaginary genealogical perspective
indicated in the Premise, I read the lethal outcome of the
way up of the main character of Fish Night as comple-
mentary to the dark plunge down described in a masterful
scene from the Eikones, the influential classic of ekphrastic
literature and ancient rhetoric attributed to Philostratus the
Elder. Reactivating the Ancient Greek, I would then speak
of anabasis (from ana-, “up,” and baínō, “to go”), of a fatal
immersive ascent, for Fish Night, and of catabasis (from
kata-, “down,” and baínō, “to go”), of a descent down in
the underworld, for the Eikones.
Actually, the very protagonist of the episode
from the Eikones is the penetrating gaze of a lookout scan-
ning the sea, who, perched atop a pole on the shore, can
spot tuna in the sea and call out them to fishermen. This
fictional vision is enhanced by the pole, depicted as a sub-
lime lignum in Negri’s sixteenth-century Latin translation,
which acts as a technical mean and as rudimental pros-
thetic medium, allowing for a more powerful and detailed
gaze. Still, the outcome is ultimately catastrophic: for as
the lookout’s gaze gradually immerses itself in the mael-
strom of moving forms and flashing colours, it becomes
less penetrating, feebler, until the fish, barely discernible
as shadows, swallow it up, as in the journey of Ulysses to
Hades painted by Polignoto and described by Pausania.
FILIPPO FIMIANI 81 AN-ICON
In Fish Night as well, the immersive moment in which the
verbal, the visual and the real all become performatively
one, heralded by the ecstatic, ostentatious exhortation to
look,17 winds up being the exact opposite: blindness and
terror. And so it becomes an allegory of its own impossibility.
As Philostratus writes:
Now look at the painting and you will see just this going on. The
look-out gazes at the sea and turns his eyes in one direction and
another to get the number; and in the bright gleam of the sea the
colours of the fish vary, those near the surface seem to be black,
those just below are not so black, those lower still begin to elude
the sense of sight, then they seem shadowy, and finally they look
just like the water; for as the vision penetrates deeper and deeper
its power of discerning objects in the water is blunted. 18
In the story Fish Night, and even more so in the
animated film, what occurs is not simply a metaphorical
inversion of the yearning, for immersion and transparency.
The change that takes place is literally ontological, rather
than phenomenological: the inexorable law of the impene-
trability of bodies in space has been restored, having earlier
been suspended by the diaphanously spectral, almost im-
material state of the environmental medium. This elementa-
ry law of physics once again holds, even in the immersive
environment, where the body of the human being has lost
some of its species-specific characteristics – gravity, use
of the respiratory apparatus and motor skills – while that
of the image, finally possessed of a physical consistency
of its own, has also gained new properties, enabling it to
take actions that truly affect the other entities sharing the
surrounding environment.
17 N. Bryson, “Philostratus and the Imaginary Museum,” in S. Goldhill, R. Osborne, eds., Art
and Text in Ancient Greek Culture (Cambridge MA: Cambridge University Press, 1994): 266-267.
18 Philostratus the Younger, Imagines. Callistratus, Descriptions, trans. A. Fairbanks
(Cambridge MA: Harvard University, 1936): 57 (I.12); Pausanias, Description of Greece, trans.
W.H.S. Jones, H.A. Ormerod (Cambridge MA: Harvard University, 1918): 185 (10.28.1).
FILIPPO FIMIANI 82 AN-ICON
Which medium?
But in the final analysis, what does Fish Night
tell us about the material nature of the immersive medium
and its uniqueness compared to other media and technical
devices?
In Lansdale’s short story, the protagonist of
the deadly immersive experience is the older man, not the
younger one, as in the LD+R episode. Lansdale has in mind
the imagery of Death of a Salesman and Willy Lowman’s
irretrievable historical crisis. Charley, Willy’s well-off neigh-
bour, observes that: “A salesman is got to dream, boy. It
comes with the territory.”19 Thus the American Dream is a
territorialised rendering of the countryside by the moving
automobile, a “hot,” prosthetic medium which is culturally,
socially and aesthetically expansive, as Marshall McLuhan
was to point out soon after, in short an “excrescence of a
kinetic ego” and an agent of the “motorized narcissism.”20
The automobile stands as the technological condition that
makes possible the conquest of the last frontier, as the
material and historical a-priori of the aesthetic experience
of the wilderness, be it rebellious or liberating, ostentatious
or touristic, with the complementary evolution of the car
being its domestication to transport and distribute tangible
and intangible goods. At the turn of the 60’s-70’s,21 road
movies were both reflections and wellsprings of the cultural
and mythopoetic topos of the automobile as a means to
attaining individual freedom or reification, or to crafting the
iconography of the American sublime. Indeed, the choice
of a Plymouth Fury for the LD+R episode may not have
19 A. Miller, Death of a Salesman: Certain Private Conversations in Two Acts and a Requiem
(1949) (London: Penguin, 1998): 111.
20 M. McLuhan, Motorcar: The Mechanical Bride (1951), in Understanding Media: The
Extensions of Man (1964) (Cambridge MA-London: MIT Press, 1994): 217-222. See P.
Sloterdjik, “Die Herrschaft der Kentauren. Philosophische Bemerkungen zur Automobilität”
(1992), trans. K. Ritson, Transfers 1, vol. 1 (2011): 14-24; P. Weibel, “Medien der Mobilität,” in P.
Weibel, ed., CAR CULTURE: Medien der Mobilität (Karlsruhe: ZKM, 2011): 345-400.
21 S. Cohan, I.R. Hark, eds., The Road Movie Book (London-New York: Routledge, 1997); A.
Cross, “Driving the American Landscape,” in P. Wollen, J. Kerr, eds., Autopia: Cars and Culture
(London: Reaktion Books, 2002): 249-258; D. Laderman, Driving Visions: Exploring the Road
Movie (Austin: University of Texas Press, 2002); D. Orgeron, Road Movies: From Muybridge
and Méliès to Lynch and Kiarostami (New York: Palgrave, 2008).
FILIPPO FIMIANI 83 AN-ICON
been random, given that the model was produced between
1968 and 1972, or precisely the years of the psychedelic
and hippy culture, as well as the first signs of its impending
crisis.
Anyway, the automobile is the technological
embodiment of the desire of immersion, a new medium for
an old movement and a very ancient desire, as shown to
us by the sinking gaze in the sea described by Philostra-
tus. A 1939 advertisement placed in National Geographic
introduced General Motors’ new Oldsmobile model with
this slogan: “See America from an ‘OBSERVATION BODY!’”
The brief promotional text promised a “VISION as wide as all
outdoors is yours…,” but at the same time a “rhythmic ride”
of a “rolling uterus”22 corresponding to the rhythm of the
all-enveloping medium of the sea in which the body of the
character from Fish Night loses himself in symbiotic fashion.
Immersion means, at one and the same time, travelling “in”
the landscape, being “part of” the environment, and re-
turning “to” the maternal space. As was recently noted by
Ruggero Eugeni,23 the automobile is a medium-prosthesis
which implements a protected, horizontal immersion scaled
to human height, so to speak, and the line of the horizon,
for drivers traversing urban and exurban landscapes in a
personal travelling cave: a feeling of immersion intensified
by the setting up of specific sensorial and perceptive pro-
cesses (both hetero- and proprioceptive).
From this perspective, the regressive desire
of immersivity of Lansdale’s account stands in contrast to
the prosthetic mode of technological immersivity which,
according to McLuhan, is embodied by the automobile,
and to the mythical example of fictional immersion made
possible by the tuna lookout’s perch described by Phi-
lostratus. In Fish Night, the two characters leave the car,
technology’s outpost for providing the senses with pros-
thesis and prophylaxis, and for supplying techniques of the
22 P. Sloterdjik, “Rollender Uterus” (1995), in Selected Exaggerations: Conversations and
Interviews, 1993-2012, trans. K. Margolis (Cambridge: Polity Book, 2016): 24.
23 R. Eugeni, “La sposa algoritmica: L’automobile come medium e la navigazione del
quotidiano,” in F. Cavaletti, F. Fimiani, B. Grespi, A.C. Sabatino, eds., Immersioni quotidiane:
Vita ordinaria, cultura visuale e nuovi media (Milan: Meltemi, 2023): 271-282.
FILIPPO FIMIANI 84 AN-ICON
sensitivity for the body and the gaze. Actually, they leave
the scopic regimen of spectatorship, and the technolog-
ical anti-environment created by the window’s protective
shield, coming into synesthetic contact with the natural
environment’s forms of life.
Another element in Lansdale’s short story il-
lustrates, as a symptom, this detachment from technolo-
gy. Possibly as a paraphrase of one of McLuhan’s topoi,24
Lansdale likens the car to the older man’s false teeth. Both
are “trappings of civilization” which weigh down, serving
as technological prostheses that are mobile and tied to
mobility. They are metaphors: means of transport between
inside and outside, as well as tools for aggression and
conquering space and time.
“This isn’t my world. I’m of that world. I want to float free in the belly
of the sea, away from can openers and cars and -” [...] “I want
to leave here! [...] The teeth! [...] It’s the teeth. Dentist, science, foo!”
He punched a hand into his mouth, plucked the teeth free, tossed
them over his shoulder. Even as the teeth fell the old man rose.
He began to stroke. To swim up and up and up, moving like a pale
pink seal among the fish.
In the light of the moon the young man could see the pooched
jaws of the old man, holding the last of the future’s air. Up went
the old man, up, up, up, swimming strong in the long-lost waters
of a time gone by.
Even before technological and human-focused
media as cars or false teeth, water is therefore the oldest
medium, just as land and air – “The air trembled like a
mass of gelatinous ectoplasm,” begins the Lansdale’s short
story.25 Water is an elemental, environing medium with its
24 M. McLuhan, Understanding Media: 57, 82-83, 152 (on teeth and car).
25 E. Horn, “Air as Medium,” Grey Room, vol. 7 (2008): 6-25; J. Durham Peters, The
Marvelous Clouds: Toward a Philosophy of Elemental Media (Chicago: The University of
Chicago Press, 2015): 53-114, especially 55-59, 90-91.
FILIPPO FIMIANI 85 AN-ICON
own specific materiality, which becomes invisible in its vital
agency as space-binding. Plus, as shown by the media
imaginary26 I have highlighted in my reading of Fish Night
and the Eikones, water can be a “ghostly sea.” It is a very
elemental medium acting as a deep time-binding agent be-
tween nature and culture, between geological and mythical
epochs and historically determined technical cultures, as
an ontological entanglement between forms of life which
are not species-specific.
“Weren’t we once just slimy things, brothers to
the things that swim?” asks the older man in Lansdale’s
short story, borrowing Coleridge’s words27 about a com-
munity not only of humans and of like beings, but of “slimy
things.” In this inter-textual topos between literature, reli-
gion and the natural sciences, fascination and phobia, I read
“sliminess”28 as the epitome of the profound time and of the
materiality of a colloidal intermediality between technolog-
ical media (among other types), living beings and elements.
Obviously, “sliminess” stands in contrast to the prevailing
metaphors or clichés of fluidity and transparency, that are
frequently used with regard to the media and their relation
26 E. Kluitenberg, Book of Imaginary Media: Excavating the Dream of the Ultimate
Communication Medium (Rotterdam: Nai Publishers, 2006); S. Zielinski, Deep Time of the
Media: Toward an Archaeology of Hearing and Seeing by Technical Means (Cambridge MA:
MIT Press, 2006).
27 “The very deep did rot: O Christ! / That ever this should be! / Yea, slimy things did crawl
with legs / Upon the slimy sea” (ll. 125-126), where “a thousand thousand slimy things [with
many dead men] / Lived on; and so did I,” said the mariner (ll. 238-239). S.T. Coleridge, The
Rime of the Ancient Mariner (1798-1834), in The Complete Poetical Works of Samuel Taylor
Coleridge, ed. E. Hartley Coleridge (Oxford: Oxford University Press, 1912): 191, 197. See
J. Livingston Lowes, The Road to Xanadu (Princeton NJ: Princeton University Press, 1986):
41-59; J.B. Ower, “Crantz, Martens and the ‘Slimy Things’ in The Rime of the Ancient Mariner,”
Neophilologus 85, no. 3 (2001): 477-484; S. Estok, “The Environmental Imagination in the
Slime of ‘The Ancient Mariner,’” ANQ: A Quarterly Journal of Short Articles, Notes and Reviews
2, vol. 34 (2021): 135-138.
28 N. Gramlich, “Sticky Media: Encounters with Oil through Imaginary Media Archaeology,”
Communication + 1 7, 1 (2018): n. p. https://scholarworks.umass.edu/cpo/vol7/iss1/3; see F.
Mason, The Viscous: Slime, Stickiness, Fondling, Mixtures (Goleta CA: punctum books, 2020):
200; B. Woodward, Slime Dynamics (Winchester: Zero Books, 2012): 59-64; C. Michlig, File
under: Slime (Los Angeles: Hat & Beard Press, 2023).
FILIPPO FIMIANI 86 AN-ICON
with time and materiality and, in particular, with respect to
immersivity.
Finally, “media are of nature and return to na-
ture:”29 that’s what Fish Night, read as a trans-medial al-
legory combining literature and animation, shows us in a
complex and compelling way, inviting to rethink about the
phenomenological and ontological relationships between
memories, images, bodies, technologies and environments.
A recurring topos and persistent symptom of media history,
imaginaries and narratives, this impossible return is both
the origin and the end of our desire for immersivity and
immersive experience.
29 J. Parikka, “Introduction: The Materiality of Media and Waste,” in J. Parikka, ed.,
Medianatures: The Materiality of Information Technology and Electronic Waste, (Open
Humanities Press, 2011), http://www.livingbooksaboutlife.org/books/Medianatures.
FILIPPO FIMIANI 87 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19792 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19792",
"Description": "\"I wanted to make a memorial that was alive, not an object or set of objects to make a pilgrimage to; a memorial that would come to you, that would appear in your city, town or shopping centre, intervening in your daily life\". With these words Jeremy Deller introduces us to his We Are Here Because We Are Here, a true monument celebrating the centenary of the Battle of the Somme on 1st July 1916, in which almost twenty thousand British soldiers succumbed. In fact, with the help of Rufus Norris, director of the National Theatre, Deller organised a gigantic mass performance in which about 2000 volunteers worked, disguised as soldiers of the First World War who wandered around the main cities of the United Kingdom without anyone having warned the citizens of their presence.\r\nIn my paper I will try to investigate, through Deller's work (and through the comparison with other artistic experiences), how some contemporary artistic interventions try to exploit the mechanisms of performance in order to reconstruct historical events not only relying on the strategies of re-enactment, but also resorting to an immersive and unexpected relationship able to produce an extreme involvement. We Are Here Because We Are Here thus contributes to the reconstruction of memory not through the description of historical facts, nor even through their celebration, but through a process that solicits the emotional states to which, in the harshest moments of the war, the community is subjected.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19792",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Roberto Pinto",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "We’re here because we’re here",
"Title": "History and Stories through Jeremy Deller’s Performances",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-31",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Roberto Pinto",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19792",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "We’re here because we’re here",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Young, J.E., “The Counter-Monument: Memory against Itself in Germany Today,” Critical Inquiry 18, no. 2 (1992): 267-296.",
"spatial": null,
"temporal": null,
"title": "History and Stories through Jeremy Deller’s Performances",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19792/20023",
"volume": "2"
}
] | History and Stories
through Jeremy
Deller’s Performances
by Roberto Pinto
Jeremy Deller
Public art
Mass performance
14-18 now
We’re here because we’re here
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
History and Stories
through Jeremy Deller’s
Performances
ROBERTO PINTO, Università di Bologna – https://orcid.org/0000-0003-1559-5759
https://doi.org/10.54103/ai/19792
Abstract “I wanted to make a memorial that was alive,
not an object or set of objects to make a pilgrimage to; a
memorial that would come to you, that would appear in your
city, town or shopping centre, intervening in your daily life.”
With these words, Jeremy Deller introduces us to his We’re
Here Because We’re Here, created as part of the events
commemorating the First World War. With the help of Rufus
Norris, director of the National Theatre, Deller organised a
gigantic mass performance in which some 2,000 volunteers
disguised as World War I soldiers wandered around the
main cities of the United Kingdom without anyone having
warned the citizens of their presence. Through this work by
Deller (and by comparing it with other artistic experiences),
the text intends to investigate how some contemporary
artistic interventions seek to exploit the mechanisms of
performance in order to reconstruct historical events not
only by relying on the strategies of re-enactment, but also
by resorting to an immersive relationship linked to the un-
expected capable of producing extreme involvement, a
process that solicits the emotional states to which, in the
harshest moments of war, the community is subjected.
Keywords Jeremy Deller Public art Mass performance
14-18 now We’re here because we’re here
To quote this essay: R. Pinto, “History and Stories through Jeremy Deller’s Performances,” AN-ICON. Studies
in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 88-100, https://doi.org/10.54103/ai/19792.
ROBERTO PINTO 88 AN-ICON
A memorial that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life1
The topic (and issue) of monuments and the
commemoration of historical events has been at the centre
of debate in recent decades. There have been many dis-
cussions – in public, within more academic contexts and
in art institutions – on the question: can statues or, more
generally, artistic events still be – and how – valuable tools
for activating processes of remembrance and re-elabora-
tion of collective mourning or past tragic events?
There have also been many striking and spec-
tacular interventions/performances questioning the value of
these objects inherited from a past often marked by more
than one dark side. We could sum the matter up with these
questions: just because they are part of our tradition, are
they still able to represent us? Do they have the right to con-
tinue to be considered as common symbols to be shared?
Or should they be transformed into artistic artefacts that
need to be historically contextualised and become part
of museum heritage? (On the grounds that museums are
better suited to preserving such artefacts and providing ac-
curate descriptions of the context from which they come.)
Among the many recent episodes, I believe everyone still
has in mind the demolition of the monument to Edward
Colston, “benefactor” and slave trader, on 7 June 2020 in
Bristol, an event that took place in the emotional aftershock
of the killing of George Floyd in the United States and the
Black Lives Matter movement.
In today’s climate, there is no shortage of harsh
criticism of institutions when they struggle to adapt to the
demands of groups and communities who do not feel rep-
resented at all and, arguably, express an expectation that
some of the fundamental rights of all people should be
1 J. Deller, R. Norris, We’re here because we’re here (London: Thames and Hudson, 2017): 61.
ROBERTO PINTO 89 AN-ICON
respected. This is all the more so when dealing with sym-
bols in shared and important places, such as statues and
monuments. In this context, the initiative by British institu-
tions to create a complex and cohesive project to mark the
centenary of the First World War in an attempt to experi-
ment with new ways of sharing seems to me a fascinating
case study. It is clear that, whichever way one reads this
historical event, one cannot ignore the fact that it was, in
every respect, a long and devastating war. The initiative
was a harsh testing ground for artists and institutions, given
the risk of falling into the rhetoric of patriotic ideals and the
celebration of the courage and daring of the participants,
which had until now been indispensable prerequisites for
celebrations of historical events such as this.
The UK Arts Programme was the promoter of
14-18 NOW, a genuinely diverse and cohesive programme
that saw the creation of 107 projects, the involvement of
420 artists2 using different media (theatre, cinema, visual
arts, poetry, music) which, in most cases, were hybrid forms.
It is also worth emphasising the very high level of the artists
involved; they included Gillian Wearing, John Akomfrah,
Raqs Media Collective, Tobias Rehberger, Yinka Shonibare,
Suzanne Lacy, Rachel Whiteread, Mark Wallinger, Ryoji
Ikeda, and William Kentridge.3 Many had already dealt with
contemporary history and the related political problems on
their journey. It should therefore be seen as an act of cour-
age on the part of the promoting body – and of recognising
the issues underlying an anniversary that could lend itself
to controversy and misunderstanding – that they identified
artists sensitive to cultural and political commitment who
were well aware of the nature and extent of the dangers
inherent in a project commemorating a war. One of the
2 According to its official website the project commissioned works from 420 artists, and
engaged 35 million people. “About 14-18 Now,” 14-18 Now, https://www.1418now.org.uk/
about/, accessed December 15, 2022.
3 For the full list see https://www.1418now.org.uk/artists/, accessed December 15, 2022.
ROBERTO PINTO 90 AN-ICON
aims of this event was, therefore, to try to change the nar-
rative that has been made of the history told by European
nations mainly through the arts, which have reconstructed
and told it exclusively from the point of view of their specific
national identities.4
Within this experimentation, I would like to
place as a case study We’re here because we’re here by
Jeremy Deller – created in collaboration with Rufus Norris
– because, perhaps more than any other, it seems to me
symbolic of the ability to put forward attractive solutions
that directly address the role the public takes on in com-
memorations and make the experience as multi-sensorial
and engaging as possible. Elements that are the leitmotif
of Immersed in the Work. From the Environment to Virtual
Reality. In doing so, I would at least like to point out the proj-
ects Across and In-Between by Suzanne Lacy5 and Pages
of the Sea by Danny Boyle,6 which adopt an approach in
many ways similar to the work of the London-based artist.
Throughout his career, Jeremy Deller has often
chosen subjects related to history and politics and has
always used a collaborative and participatory approach
right from the design phase. His artistic practices have
4 In order to clarify the position of the planners, the words of Margaret MacMillan, who, in
the introduction to the volume collecting information on 14-18 Now, explains “Governments
often want to tidy up the past and impose a single unified version of what happened back
then - at Waterloo, say, or the Battle of the Somme. But there can be no one view. Women,
men, diverse ethnic groups, religions or social classes, start from different viewpoints, and
what they see in the past may be guided by that. So marking the 100th anniversary of the
First World War, that vast and destructive struggle from 1914 to 1918, was never going to be
easy. We can agree that it was a catastrophe that destroyed the old confident Europe and
left a strangely and irrevocably altered world. Beyond that there are, and always have been,
profound differences over how we remember and commemorate that war. We still cannot
agree on how it started or why it went on for so long, and we still debate its meaning and
its legacy a century later.” J. Waldman, M. MacMillan, eds., 14-18 Now: Contemporary Arts
Commissions for the First World War Centenary (Profile: London, 2019). See also within the
same volume the essay by David Olusoga. Cfr D. Olusoga, “Art as a lens: Re-Globalising the
First War,” ibid.: 12-13.
5 Suzanne Lacy’s work, made between 18 and 23 October 2018, on the occasion of the
centenary of Ireland’s Declaration of Independence (and the subsequent border that has since
divided Northern Ireland from Éire) aims to investigate borders and the influence they have
had on our lives. See: https://www.1418now.org.uk/commissions/across-and-in-between/,
accessed December 15, 2022.
6 Boyle’s work, Pages of the Sea, took place on 11 November 2018 and was intended to
celebrate the centenary of the Armistice. See “On 11 November 2018,” Pages of The Sea,
https://www.pagesofthesea.org.uk, accessed December 15, 2022.
ROBERTO PINTO 91 AN-ICON
contributed to redefining the boundaries of contemporary
art also because, in creating his works, he has had to try his
hand as an art producer, director, event organiser, archivist
as well as photographer, performer and installation creator,
the latter roles being more standard within contemporary
art.
The project commissioned by the WW1 Cente-
nary Art Commission from Deller was related to celebrating
the Battle of the Somme, one of the bloodiest battles in
military history. Over 141 days, more than a million casu-
alties were recorded. On the first day alone, the British
Army suffered 57,470 casualties. Jeremy Deller’s idea was
to create a mobile and temporary memorial7 that would
dialogue with the present day and attempt to overturn the
need to create a specific place dedicated to the memory
of people and events by conceiving, instead, “a memorial
that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life. [...] It
was as much about today as it was about 1916.”8 To meet
this need, with the help of Rufus Norris – the theatre and
film director who has been Artistic Director of the National
Theatre since 2015 – he staged a massive performance in
which more than 1,400 volunteers, dressed in the uniforms
of World War I soldiers, with no public announcement of
their presence, appeared in more than 40 cities9 on 1 July
2016, making contact with UK citizens going about their
daily business, and moving from one part of a city to an-
other.
Deller had deliberately excluded the actors/
participants from meeting in all those places that had,
7 “I wanted to make a contemporary memorial to mark the centenary of the Battle of the
Somme, one that moved around the UK with an unpredictability in which the participants, by
their actions, took the memorial to the public.”
Deller in https://becausewearehere.co.uk/we-are-here-about/, accessed December 15, 2022.
8 J. Deller, R. Norris, We’re here because we’re here: 61.
9 To access the map of the event see https://becausewearehere.co.uk/we-are-here-map/ ,
accessed December 15, 2022.
ROBERTO PINTO 92 AN-ICON
even remotely, a relation to celebrations and rituals – so
no churches, public buildings, cemeteries, or locations of
historical significance. In their place, train or metro stations,
busy squares and streets, shopping malls or meeting plac-
es.
Often in rather thickly crowded groups, these
anachronistic soldiers had to present themselves in central
areas and busy places to interact with citizens, returning
their gaze and smiling at them, although they were not
expected to engage in conversations or stimulate verbal
exchanges. They had to limit themselves, occasionally and
chorally, to singing a song to the tune of “Auld Lang Syne”
with the words “We’re here because we’re here because
we’re here,” hence the title of the work. British soldiers10
also often used this line as a hymn wishing for the war’s end.
The idea of remaining silent was Norris’s sug-
gestion,11 and, in a way, silence became a real communi-
cative strategy for Deller to construct his sort of re-enact-
ment:12 the silence before the event, which was completely
concealed from the public until the day the performers
appeared in the cities, and the substantial silence of the
participants interrupted by the chants that occasionally
accompanied the soldiers in their wanderings through the
10 Deller explained: “When I read about this song, I realised I not only had an activity for the
men but also a title for the piece. It explains nothing, it’s pointless and repetitive, a little like
the fate of a foot soldier or even the nature of man’s addiction to conflict.” J. Deller, R. Norris,
We’re here because we’re here: 61.
11 C. Higgins, “#Wearehere: Somme tribute revealed as Jeremy Deller work,” The Guardian
(July 1, 2016), https://www.theguardian.com/stage/2016/jul/01/wearehere-battle-somme-
tribute-acted-out-across-britain, accessed December 15, 2022.
12 Although, as we shall see, Deller has constructed genuine re-enactments, on this
occasion this work cannot be properly considered as such, even though, often, this term is
used as a hypernym. On this subject see S. Mudu, “Under the sign of Reenactment,” in C.
Baldacci, S. Franco, eds., On Reenactment: Concepts, Metodologies, Tools (Turin: Accademia
University Press, 2022).
ROBERTO PINTO 93 AN-ICON
cities. During the weeks of training13 in the run-up to 1 July,
Norris and Deller had explicitly requested of all participants
that interaction with the spectators should stop there, at si-
lence, at a simple exchange of glances, and that the possi-
ble explanation/interpretation of the event unfolding before
the mostly astonished eyes of the spectators should be left
to the calling card – a choice dictated by both purely tech-
nical and symbolic issues. The performative action – given
the vastness of the intervention and the mass of people
involved – had to remain as simple as possible so as not
to force the performers to improvise in the face of the in-
calculable variables imposed in an open dialogue with the
casual passer-by. The conversation, therefore, would have
been entirely uncontrollable and (also given that none of
the participants had any professional acting training) the
quality standards would probably have suffered.
In addition, although I am not aware that this
was made explicit, it would also have posed a problem of
a symbolic nature: each participant in the performance was
the apparition or “ghost” of a dead person, and therefore,
silence was the most suitable form to evoke the victims. The
actual interaction with the audience, then, took place only
through a common calling card which established a dia-
logue of glances in the explanation of the work – I represent
someone, a specific person with a name, regiment, or rank,
who died a hundred years ago, even if I am not him – and
which at the same time also became the tombstone, the
13 An interesting insight into the training period for the performers in this project can be
found in a conversation between Deller and Emily Lim. Cfr. E. Lim, J. Deller, “Relaxed, open,
alive, kind, engaged,” in R. Norris, J. Deller, We’re Here Because We’re Here: 104-113. Here,
we also find a document with the “Five Golden Words: Relaxed, open, alive, kind, engaged”
and the “Four Golden Rules: 1. Stay Alive – Keep it natural, be comfortable, don’t ever be a
statue! 2. Seek Eye Contact – be interested in the public but don’t intimidate them, it’s not a
staring competition! 3. Be Kind to the public, don’t ever be rude! 4. Each Card is a Gift – make
eye contact when you give it, watch the public’s reaction to it.” Ibid.: 104.
ROBERTO PINTO 94 AN-ICON
remnant of the monument.14 In a video filmed by the BBC
on this project, Deller said that he owed the idea of making
the soldiers who died in that battle appear as ghosts to
something he had read during the research period before
the work, in which he had found interesting information
about phenomena in Britain during the war - of women mainly -
seeing dead loved ones in the street, just catching a glimpse of
someone on a bus or through a shop window thinking it was their
husband or their brother or their son. It became quite a big thing, all
these sightings, these apparitions of the dead. So it was as if the
project had already happened during the war. People had already
seen the dead in the streets.15
Compared to a monument or a more traditional
re-enactment of a historical event, which asks us to respect
the hero’s sacrifice and celebrate it, Deller shifts the focus
to the individual persons, or rather, to the void they left
behind, filling it through the concretisation of the ghost of
the missing person, thus giving shape to the void created
around each of the people who disappeared in the war.
This shift also reflects the artist’s desire to avoid any senti-
mentality in the representation: “Avoid Sentimentality” was
the instruction written on one of his reproduced sheets of
notes. The artist explicitly speaks of the goal of giving the
audience a “jolt,”16 and a jolt, after all, is at the opposite
extreme of storytelling and words of condolence with which
14 “We also equipped each man with a set of ‘calling cards’ which bore the name, regiment
and rank of a soldier who died on 1 July. He was representing that person, not pretending to
be him. The card was effectively a gravestone, and if a member of the public paid attention to
a soldier in any way he or she was given one,” J. Deller, R. Norris, We’re here because we’re
here: 61.
15 W. Yu (@weiyu970), “Jeremy Deller – We’re Here Because We’re Here,” YouTube video
(November 26, 2016), https://www.youtube.com/watch?v=uXnr3w74TJs&t=158s, accessed
December 15, 2022.
16 J. Deller in J. Deller, R. Norris, We’re here because we’re here: 61.
ROBERTO PINTO 95 AN-ICON
to remember the many qualities of those who have left us –
usual procedures in a commemoration of historical events.
Nevertheless, the heart of this work is absolutely
emotional; in fact, the people who found themselves pass-
ing through the cities engaged with the performance were
sucked into the event, not only because they felt surrounded
by it but, above all, because the absence of rhetoric made
them feel exempt from any pressing request to take sides,
to accept being part of a community, as any ritual (even a
secular one) imposes. The request was only to participate.
And perhaps it is precisely in this form of engagement that
the diversity lies, compared to others, of Deller’s fascinating
offering. It appropriates with this immense “delegated per-
formance”17 the principles of spectacularity; it is the child
of cinema and a digital and social media culture,18 but, at
the same time, does not create artificial distances between
spectator and performer, given that the extreme proximity
of the encounter with the soldiers made the experience
somehow simultaneously unique and intimate.
However, this was not the first time that Deller
had used these modes of immersive engagement to rec-
reate the feeling at least of an episode from the past and
bring back to life a part of history that we have forgotten or
repressed. This had already happened with It Is What It Is:
Conversation about Iraq, from 2009, a collaborative work
with Creative Time and the New Museum in New York, in
which he had taken a car destroyed by explosives found in
Iraq on a tour of 14 US museums to serve as a “backdrop”
17 I refer to the category used by Claire Bishop in C. Bishop, Artificial Hells: Participatory Art
and the Politics of Spectatorship (London: Verso, 2012).
18 See C. Eva, “Reaching the Public” in J. Deller, R. Norris, We’re here because we’re here:
115-116, which begins with the statement: “In many ways We’re here because we’re here is an
artwork for the age of social media.”
ROBERTO PINTO 96 AN-ICON
to a conversation space in which Iraqi citizens and Ameri-
can military personnel, among others, were invited.19
Nevertheless, the work that, in terms of organ-
isational strategy and spectator involvement, serves as the
premise for We’re here because we’re here is undoubtedly
The Battle of Orgreave, from 2001, in which Deller attempted
to recreate live – again, as a gigantic participatory perfor-
mance – the clashes between police and striking miners at
the Orgreave Coking Plant in Yorkshire on 18 June 1984.
This episode, one of the harshest and most divisive for Brit-
ain in the 1980s and the Thatcher era, had affected Deller
as a teenager at the time:
I wanted to find out what exactly happened on that day with a view
to re-enacting or commemorating it in some way. It would not be
an exaggeration to say that the strike, lik e a civil war, had a trau-
matically divisive effect at all levels of life in the UK. Families were
torn apart because of divided loyalties, the union movement was
split on its willingness to support the National Union of Mineworkers,
the print media especially contributed to the polarisation of the
arguments to the point where there appeared to be little space for
a middle ground. So in all but name it became an ideological and
industrial battle between the two sections of British society.20
Commissioned and produced by Artangel, The
Battle of Orgreave was a reconstruction involving about
19 On his website Deller explains: “This project started as the idea to create a mobile
museum of the war in Iraq that would tour the US. Finding material for the museum proved
difficult, until we were offered a car that had been used in previous exhibitions. From this car,
used as a centrepiece, we constructed a room in the museum where the public could meet
and talk to people involved in the conflict in some way. The idea was then taken on the road;
we towed the car from New York to LA, stopping off in 14 towns and cities on the way – a
classic American road trip route – accompanied by an Iraqi citizen and an enlisted American
soldier. It was presented in as neutral a way as possible, which puzzled a lot of people. But
it meant that the public were more likely to talk to us, because they weren’t scared of being
dragged into some sort of political arena. Sometimes these conversations went on for hours.
The car was subsequently donated to the Imperial War Museum in London”
https://www.jeremydeller.org/ItIsWhatItIs/ItIsWhatItIs.php accessed December 15, 2022.
20 J. Deller, The English Civil War / Part II (London: Artangel, 2002): 7.
ROBERTO PINTO 97 AN-ICON
a thousand people21 – around 800 who had taken part in
historical re-enactments, approximately 200 former miners
and an unknown number of people who were part of the
police force at the time. It was also, in parallel, a massive
piece of research with information, photos and videos in
addition to, as already described in We’re here because
we’re here, a long collective preparation work in which
the former miners, above all, also had the role of helping
in the reconstruction of events. And as with The Battle of
Orgreave, one cannot fail to be struck by the enormous
organisational effort that displays all of Deller’s ability to
rely on a network of knowledge and professional expertise,
even with associations involved in battle re-enactments
and costumed historical events.22
Here, too, we find the artist’s interest in the pro-
cesses of collective memory and its loss, but The Battle of
Orgreave was also an attempt to reconstruct the very idea
of society that Thatcher had denied – one of her slogans
was “There is no such thing as Society” – precisely through
the concept of delegation and collaboration with others
to achieve a common interest. As far as possible, Deller
relied on the memories of the miners and police officers
to recreate the battle scene, putting the many newspaper
articles in the background; in essence, allowing the many
personal memories to direct the course of the re-enactment.
It is a reconstruction process not to be consid-
ered definitively concluded since Deller presents it again
in the form of a film (shot by Mike Figgs), an archive (in the
21 Ibid.; See also A. Correia, “Interpreting Jeremy Deller’s The Battle of Orgreave,” Visual
Culture in Britain, no.7 (2006): 93-112.
22 On this subject, numerous articles and volumes have come out on both the artistic and
the more purely theatrical side. In addition to the texts already mentioned, I would add: R.
Schneider, Performing Remains: Art and War in Times of Theatrical Reenactment (Routledge:
London, 2011); M. Franko, ed., The Oxford Handbook of Dance and Reenactment (New
York: Oxford University Press, 2017); V. Agnew., J. Lamb, J. Tomann, eds., The Routledge
Handbook of Reenactment Studies (New York: Routledge, 2020); C. Baldacci, C. Nicastro, A.
Sforzini, eds., Over and Over and Over Again: Reenactment Strategies in Contemporary Arts
and Theory (Berlin: ICI Berlin Press, 2022); C. Baldacci, S. Franco, eds., On Reenactment:
Concepts, Methodologies, Tools (Accademia University Press: Turin, 2022).
ROBERTO PINTO 98 AN-ICON
Tate Modern collection), and a catalogue (The English Civil
War / Part II), and it nevertheless remains present in the
minds of the many participants and spectators (a distinc-
tion whose legitimacy is to be verified) who took part in the
reconstruction of the events on 17 June 2001.
As Amelia Jones explains well,
crucially, The Battle of Orgreave itself is continually changing— and
is never presented as a “final” or fully coherent work or object,
even though it consists of documents, objects, and other mate-
rial traces of prior re-enactments. Notably, too, while many of the
other re-enactments tellingly substitute the re-enactor as new
“author” of a unique and ultimately static (documented) work, Deller
himself does not feature in a noticeable way either as part of the
re-enactment or the public relations materials circulating around
the film, its most visible “documentation”—the work in its infinite
permutations does not tend to devolve back to a singular body,
though it does only have coherence in relation to the author-name
Jeremy Deller.23
Deller is fascinated by history, but instead of
seeking its element of order, repetition, and the possibil-
ity of foreseeing things, he strives to make room for the
complexity that is necessarily chaos and confusion. As art
critic Teresa Macrì points out in her Politics/poetics,24 it is
disorder that fascinates the artist, and often this confusion
is identified with mass movements, collective participation,
and the public dimension of his work.
From a historical point of view, these projects
can be juxtaposed with Jochen Gerz’s Counter-Monument,25
but I believe that Deller’s works are more a continuation
23 A. Jones, “‘The Artist is Present.’ Artistic Re-enactments and the Impossibility of
Presence,” TDR. The Drama Review 55, no. 1 (2021): 16-45, 24.
24 T. Macrì, Politics/Poetics (Milano: Postmedia, 2014).
25 J.E. Young, “The Counter-Monument: Memory against Itself in Germany Today,” Critical
Inquiry 18, no. 2 (1992): 267-296.
ROBERTO PINTO 99 AN-ICON
of the actions of political art collectives in the 1970s and
1980s, and I am thinking above all of Group Material – which
disbanded in 199626 – or the previously mentioned art ac-
tivist Suzanne Lacy. As in their work, in the operations of
the British artist there is no truth to be sought with an
ideological attitude, rather the aim is to try to share ideas
and above all to try to listen to the many dissonant voices
and counter-narratives that have not been given sufficient
space in the dominant discourse. At the same time, he
perhaps distances himself from them precisely because of
the popular/spectacular dimension that his works take on,
because of the attention he dedicates to the spectator – a
role that is always possible and never wholly absent in his
works, which goes hand in hand with that of participant/
performer.
26 “It’s hard not to feel that Group Material broke significant ground but missed the party.
The year they broke up, 1996, coincides with a proliferation of new forms of social practice
lately successful in museum exhibitions and biennials, whether in the work of Francis Alÿs or
Jeremy Deller.” A. Green, “Citizen Artists: Group Material,” Afterall: A Journal of Art, Context
and Enquiry, no. 26 (2011): 17-25.
ROBERTO PINTO 100 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19792 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19792",
"Description": "\"I wanted to make a memorial that was alive, not an object or set of objects to make a pilgrimage to; a memorial that would come to you, that would appear in your city, town or shopping centre, intervening in your daily life\". With these words Jeremy Deller introduces us to his We Are Here Because We Are Here, a true monument celebrating the centenary of the Battle of the Somme on 1st July 1916, in which almost twenty thousand British soldiers succumbed. In fact, with the help of Rufus Norris, director of the National Theatre, Deller organised a gigantic mass performance in which about 2000 volunteers worked, disguised as soldiers of the First World War who wandered around the main cities of the United Kingdom without anyone having warned the citizens of their presence.\r\nIn my paper I will try to investigate, through Deller's work (and through the comparison with other artistic experiences), how some contemporary artistic interventions try to exploit the mechanisms of performance in order to reconstruct historical events not only relying on the strategies of re-enactment, but also resorting to an immersive and unexpected relationship able to produce an extreme involvement. We Are Here Because We Are Here thus contributes to the reconstruction of memory not through the description of historical facts, nor even through their celebration, but through a process that solicits the emotional states to which, in the harshest moments of the war, the community is subjected.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19792",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Roberto Pinto",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "We’re here because we’re here",
"Title": "History and Stories through Jeremy Deller’s Performances",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-31",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Roberto Pinto",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19792",
"firstpage": null,
"institution": "University of Bologna",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "We’re here because we’re here",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Young, J.E., “The Counter-Monument: Memory against Itself in Germany Today,” Critical Inquiry 18, no. 2 (1992): 267-296.",
"spatial": null,
"temporal": null,
"title": "History and Stories through Jeremy Deller’s Performances",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19792/20023",
"volume": "2"
}
] | History and Stories
through Jeremy
Deller’s Performances
by Roberto Pinto
Jeremy Deller
Public art
Mass performance
14-18 now
We’re here because we’re here
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
History and Stories
through Jeremy Deller’s
Performances
ROBERTO PINTO, Università di Bologna – https://orcid.org/0000-0003-1559-5759
https://doi.org/10.54103/ai/19792
Abstract “I wanted to make a memorial that was alive,
not an object or set of objects to make a pilgrimage to; a
memorial that would come to you, that would appear in your
city, town or shopping centre, intervening in your daily life.”
With these words, Jeremy Deller introduces us to his We’re
Here Because We’re Here, created as part of the events
commemorating the First World War. With the help of Rufus
Norris, director of the National Theatre, Deller organised a
gigantic mass performance in which some 2,000 volunteers
disguised as World War I soldiers wandered around the
main cities of the United Kingdom without anyone having
warned the citizens of their presence. Through this work by
Deller (and by comparing it with other artistic experiences),
the text intends to investigate how some contemporary
artistic interventions seek to exploit the mechanisms of
performance in order to reconstruct historical events not
only by relying on the strategies of re-enactment, but also
by resorting to an immersive relationship linked to the un-
expected capable of producing extreme involvement, a
process that solicits the emotional states to which, in the
harshest moments of war, the community is subjected.
Keywords Jeremy Deller Public art Mass performance
14-18 now We’re here because we’re here
To quote this essay: R. Pinto, “History and Stories through Jeremy Deller’s Performances,” AN-ICON. Studies
in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 88-100, https://doi.org/10.54103/ai/19792.
ROBERTO PINTO 88 AN-ICON
A memorial that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life1
The topic (and issue) of monuments and the
commemoration of historical events has been at the centre
of debate in recent decades. There have been many dis-
cussions – in public, within more academic contexts and
in art institutions – on the question: can statues or, more
generally, artistic events still be – and how – valuable tools
for activating processes of remembrance and re-elabora-
tion of collective mourning or past tragic events?
There have also been many striking and spec-
tacular interventions/performances questioning the value of
these objects inherited from a past often marked by more
than one dark side. We could sum the matter up with these
questions: just because they are part of our tradition, are
they still able to represent us? Do they have the right to con-
tinue to be considered as common symbols to be shared?
Or should they be transformed into artistic artefacts that
need to be historically contextualised and become part
of museum heritage? (On the grounds that museums are
better suited to preserving such artefacts and providing ac-
curate descriptions of the context from which they come.)
Among the many recent episodes, I believe everyone still
has in mind the demolition of the monument to Edward
Colston, “benefactor” and slave trader, on 7 June 2020 in
Bristol, an event that took place in the emotional aftershock
of the killing of George Floyd in the United States and the
Black Lives Matter movement.
In today’s climate, there is no shortage of harsh
criticism of institutions when they struggle to adapt to the
demands of groups and communities who do not feel rep-
resented at all and, arguably, express an expectation that
some of the fundamental rights of all people should be
1 J. Deller, R. Norris, We’re here because we’re here (London: Thames and Hudson, 2017): 61.
ROBERTO PINTO 89 AN-ICON
respected. This is all the more so when dealing with sym-
bols in shared and important places, such as statues and
monuments. In this context, the initiative by British institu-
tions to create a complex and cohesive project to mark the
centenary of the First World War in an attempt to experi-
ment with new ways of sharing seems to me a fascinating
case study. It is clear that, whichever way one reads this
historical event, one cannot ignore the fact that it was, in
every respect, a long and devastating war. The initiative
was a harsh testing ground for artists and institutions, given
the risk of falling into the rhetoric of patriotic ideals and the
celebration of the courage and daring of the participants,
which had until now been indispensable prerequisites for
celebrations of historical events such as this.
The UK Arts Programme was the promoter of
14-18 NOW, a genuinely diverse and cohesive programme
that saw the creation of 107 projects, the involvement of
420 artists2 using different media (theatre, cinema, visual
arts, poetry, music) which, in most cases, were hybrid forms.
It is also worth emphasising the very high level of the artists
involved; they included Gillian Wearing, John Akomfrah,
Raqs Media Collective, Tobias Rehberger, Yinka Shonibare,
Suzanne Lacy, Rachel Whiteread, Mark Wallinger, Ryoji
Ikeda, and William Kentridge.3 Many had already dealt with
contemporary history and the related political problems on
their journey. It should therefore be seen as an act of cour-
age on the part of the promoting body – and of recognising
the issues underlying an anniversary that could lend itself
to controversy and misunderstanding – that they identified
artists sensitive to cultural and political commitment who
were well aware of the nature and extent of the dangers
inherent in a project commemorating a war. One of the
2 According to its official website the project commissioned works from 420 artists, and
engaged 35 million people. “About 14-18 Now,” 14-18 Now, https://www.1418now.org.uk/
about/, accessed December 15, 2022.
3 For the full list see https://www.1418now.org.uk/artists/, accessed December 15, 2022.
ROBERTO PINTO 90 AN-ICON
aims of this event was, therefore, to try to change the nar-
rative that has been made of the history told by European
nations mainly through the arts, which have reconstructed
and told it exclusively from the point of view of their specific
national identities.4
Within this experimentation, I would like to
place as a case study We’re here because we’re here by
Jeremy Deller – created in collaboration with Rufus Norris
– because, perhaps more than any other, it seems to me
symbolic of the ability to put forward attractive solutions
that directly address the role the public takes on in com-
memorations and make the experience as multi-sensorial
and engaging as possible. Elements that are the leitmotif
of Immersed in the Work. From the Environment to Virtual
Reality. In doing so, I would at least like to point out the proj-
ects Across and In-Between by Suzanne Lacy5 and Pages
of the Sea by Danny Boyle,6 which adopt an approach in
many ways similar to the work of the London-based artist.
Throughout his career, Jeremy Deller has often
chosen subjects related to history and politics and has
always used a collaborative and participatory approach
right from the design phase. His artistic practices have
4 In order to clarify the position of the planners, the words of Margaret MacMillan, who, in
the introduction to the volume collecting information on 14-18 Now, explains “Governments
often want to tidy up the past and impose a single unified version of what happened back
then - at Waterloo, say, or the Battle of the Somme. But there can be no one view. Women,
men, diverse ethnic groups, religions or social classes, start from different viewpoints, and
what they see in the past may be guided by that. So marking the 100th anniversary of the
First World War, that vast and destructive struggle from 1914 to 1918, was never going to be
easy. We can agree that it was a catastrophe that destroyed the old confident Europe and
left a strangely and irrevocably altered world. Beyond that there are, and always have been,
profound differences over how we remember and commemorate that war. We still cannot
agree on how it started or why it went on for so long, and we still debate its meaning and
its legacy a century later.” J. Waldman, M. MacMillan, eds., 14-18 Now: Contemporary Arts
Commissions for the First World War Centenary (Profile: London, 2019). See also within the
same volume the essay by David Olusoga. Cfr D. Olusoga, “Art as a lens: Re-Globalising the
First War,” ibid.: 12-13.
5 Suzanne Lacy’s work, made between 18 and 23 October 2018, on the occasion of the
centenary of Ireland’s Declaration of Independence (and the subsequent border that has since
divided Northern Ireland from Éire) aims to investigate borders and the influence they have
had on our lives. See: https://www.1418now.org.uk/commissions/across-and-in-between/,
accessed December 15, 2022.
6 Boyle’s work, Pages of the Sea, took place on 11 November 2018 and was intended to
celebrate the centenary of the Armistice. See “On 11 November 2018,” Pages of The Sea,
https://www.pagesofthesea.org.uk, accessed December 15, 2022.
ROBERTO PINTO 91 AN-ICON
contributed to redefining the boundaries of contemporary
art also because, in creating his works, he has had to try his
hand as an art producer, director, event organiser, archivist
as well as photographer, performer and installation creator,
the latter roles being more standard within contemporary
art.
The project commissioned by the WW1 Cente-
nary Art Commission from Deller was related to celebrating
the Battle of the Somme, one of the bloodiest battles in
military history. Over 141 days, more than a million casu-
alties were recorded. On the first day alone, the British
Army suffered 57,470 casualties. Jeremy Deller’s idea was
to create a mobile and temporary memorial7 that would
dialogue with the present day and attempt to overturn the
need to create a specific place dedicated to the memory
of people and events by conceiving, instead, “a memorial
that would come to you, that would appear in your city,
town or shopping centre, intervening in your daily life. [...] It
was as much about today as it was about 1916.”8 To meet
this need, with the help of Rufus Norris – the theatre and
film director who has been Artistic Director of the National
Theatre since 2015 – he staged a massive performance in
which more than 1,400 volunteers, dressed in the uniforms
of World War I soldiers, with no public announcement of
their presence, appeared in more than 40 cities9 on 1 July
2016, making contact with UK citizens going about their
daily business, and moving from one part of a city to an-
other.
Deller had deliberately excluded the actors/
participants from meeting in all those places that had,
7 “I wanted to make a contemporary memorial to mark the centenary of the Battle of the
Somme, one that moved around the UK with an unpredictability in which the participants, by
their actions, took the memorial to the public.”
Deller in https://becausewearehere.co.uk/we-are-here-about/, accessed December 15, 2022.
8 J. Deller, R. Norris, We’re here because we’re here: 61.
9 To access the map of the event see https://becausewearehere.co.uk/we-are-here-map/ ,
accessed December 15, 2022.
ROBERTO PINTO 92 AN-ICON
even remotely, a relation to celebrations and rituals – so
no churches, public buildings, cemeteries, or locations of
historical significance. In their place, train or metro stations,
busy squares and streets, shopping malls or meeting plac-
es.
Often in rather thickly crowded groups, these
anachronistic soldiers had to present themselves in central
areas and busy places to interact with citizens, returning
their gaze and smiling at them, although they were not
expected to engage in conversations or stimulate verbal
exchanges. They had to limit themselves, occasionally and
chorally, to singing a song to the tune of “Auld Lang Syne”
with the words “We’re here because we’re here because
we’re here,” hence the title of the work. British soldiers10
also often used this line as a hymn wishing for the war’s end.
The idea of remaining silent was Norris’s sug-
gestion,11 and, in a way, silence became a real communi-
cative strategy for Deller to construct his sort of re-enact-
ment:12 the silence before the event, which was completely
concealed from the public until the day the performers
appeared in the cities, and the substantial silence of the
participants interrupted by the chants that occasionally
accompanied the soldiers in their wanderings through the
10 Deller explained: “When I read about this song, I realised I not only had an activity for the
men but also a title for the piece. It explains nothing, it’s pointless and repetitive, a little like
the fate of a foot soldier or even the nature of man’s addiction to conflict.” J. Deller, R. Norris,
We’re here because we’re here: 61.
11 C. Higgins, “#Wearehere: Somme tribute revealed as Jeremy Deller work,” The Guardian
(July 1, 2016), https://www.theguardian.com/stage/2016/jul/01/wearehere-battle-somme-
tribute-acted-out-across-britain, accessed December 15, 2022.
12 Although, as we shall see, Deller has constructed genuine re-enactments, on this
occasion this work cannot be properly considered as such, even though, often, this term is
used as a hypernym. On this subject see S. Mudu, “Under the sign of Reenactment,” in C.
Baldacci, S. Franco, eds., On Reenactment: Concepts, Metodologies, Tools (Turin: Accademia
University Press, 2022).
ROBERTO PINTO 93 AN-ICON
cities. During the weeks of training13 in the run-up to 1 July,
Norris and Deller had explicitly requested of all participants
that interaction with the spectators should stop there, at si-
lence, at a simple exchange of glances, and that the possi-
ble explanation/interpretation of the event unfolding before
the mostly astonished eyes of the spectators should be left
to the calling card – a choice dictated by both purely tech-
nical and symbolic issues. The performative action – given
the vastness of the intervention and the mass of people
involved – had to remain as simple as possible so as not
to force the performers to improvise in the face of the in-
calculable variables imposed in an open dialogue with the
casual passer-by. The conversation, therefore, would have
been entirely uncontrollable and (also given that none of
the participants had any professional acting training) the
quality standards would probably have suffered.
In addition, although I am not aware that this
was made explicit, it would also have posed a problem of
a symbolic nature: each participant in the performance was
the apparition or “ghost” of a dead person, and therefore,
silence was the most suitable form to evoke the victims. The
actual interaction with the audience, then, took place only
through a common calling card which established a dia-
logue of glances in the explanation of the work – I represent
someone, a specific person with a name, regiment, or rank,
who died a hundred years ago, even if I am not him – and
which at the same time also became the tombstone, the
13 An interesting insight into the training period for the performers in this project can be
found in a conversation between Deller and Emily Lim. Cfr. E. Lim, J. Deller, “Relaxed, open,
alive, kind, engaged,” in R. Norris, J. Deller, We’re Here Because We’re Here: 104-113. Here,
we also find a document with the “Five Golden Words: Relaxed, open, alive, kind, engaged”
and the “Four Golden Rules: 1. Stay Alive – Keep it natural, be comfortable, don’t ever be a
statue! 2. Seek Eye Contact – be interested in the public but don’t intimidate them, it’s not a
staring competition! 3. Be Kind to the public, don’t ever be rude! 4. Each Card is a Gift – make
eye contact when you give it, watch the public’s reaction to it.” Ibid.: 104.
ROBERTO PINTO 94 AN-ICON
remnant of the monument.14 In a video filmed by the BBC
on this project, Deller said that he owed the idea of making
the soldiers who died in that battle appear as ghosts to
something he had read during the research period before
the work, in which he had found interesting information
about phenomena in Britain during the war - of women mainly -
seeing dead loved ones in the street, just catching a glimpse of
someone on a bus or through a shop window thinking it was their
husband or their brother or their son. It became quite a big thing, all
these sightings, these apparitions of the dead. So it was as if the
project had already happened during the war. People had already
seen the dead in the streets.15
Compared to a monument or a more traditional
re-enactment of a historical event, which asks us to respect
the hero’s sacrifice and celebrate it, Deller shifts the focus
to the individual persons, or rather, to the void they left
behind, filling it through the concretisation of the ghost of
the missing person, thus giving shape to the void created
around each of the people who disappeared in the war.
This shift also reflects the artist’s desire to avoid any senti-
mentality in the representation: “Avoid Sentimentality” was
the instruction written on one of his reproduced sheets of
notes. The artist explicitly speaks of the goal of giving the
audience a “jolt,”16 and a jolt, after all, is at the opposite
extreme of storytelling and words of condolence with which
14 “We also equipped each man with a set of ‘calling cards’ which bore the name, regiment
and rank of a soldier who died on 1 July. He was representing that person, not pretending to
be him. The card was effectively a gravestone, and if a member of the public paid attention to
a soldier in any way he or she was given one,” J. Deller, R. Norris, We’re here because we’re
here: 61.
15 W. Yu (@weiyu970), “Jeremy Deller – We’re Here Because We’re Here,” YouTube video
(November 26, 2016), https://www.youtube.com/watch?v=uXnr3w74TJs&t=158s, accessed
December 15, 2022.
16 J. Deller in J. Deller, R. Norris, We’re here because we’re here: 61.
ROBERTO PINTO 95 AN-ICON
to remember the many qualities of those who have left us –
usual procedures in a commemoration of historical events.
Nevertheless, the heart of this work is absolutely
emotional; in fact, the people who found themselves pass-
ing through the cities engaged with the performance were
sucked into the event, not only because they felt surrounded
by it but, above all, because the absence of rhetoric made
them feel exempt from any pressing request to take sides,
to accept being part of a community, as any ritual (even a
secular one) imposes. The request was only to participate.
And perhaps it is precisely in this form of engagement that
the diversity lies, compared to others, of Deller’s fascinating
offering. It appropriates with this immense “delegated per-
formance”17 the principles of spectacularity; it is the child
of cinema and a digital and social media culture,18 but, at
the same time, does not create artificial distances between
spectator and performer, given that the extreme proximity
of the encounter with the soldiers made the experience
somehow simultaneously unique and intimate.
However, this was not the first time that Deller
had used these modes of immersive engagement to rec-
reate the feeling at least of an episode from the past and
bring back to life a part of history that we have forgotten or
repressed. This had already happened with It Is What It Is:
Conversation about Iraq, from 2009, a collaborative work
with Creative Time and the New Museum in New York, in
which he had taken a car destroyed by explosives found in
Iraq on a tour of 14 US museums to serve as a “backdrop”
17 I refer to the category used by Claire Bishop in C. Bishop, Artificial Hells: Participatory Art
and the Politics of Spectatorship (London: Verso, 2012).
18 See C. Eva, “Reaching the Public” in J. Deller, R. Norris, We’re here because we’re here:
115-116, which begins with the statement: “In many ways We’re here because we’re here is an
artwork for the age of social media.”
ROBERTO PINTO 96 AN-ICON
to a conversation space in which Iraqi citizens and Ameri-
can military personnel, among others, were invited.19
Nevertheless, the work that, in terms of organ-
isational strategy and spectator involvement, serves as the
premise for We’re here because we’re here is undoubtedly
The Battle of Orgreave, from 2001, in which Deller attempted
to recreate live – again, as a gigantic participatory perfor-
mance – the clashes between police and striking miners at
the Orgreave Coking Plant in Yorkshire on 18 June 1984.
This episode, one of the harshest and most divisive for Brit-
ain in the 1980s and the Thatcher era, had affected Deller
as a teenager at the time:
I wanted to find out what exactly happened on that day with a view
to re-enacting or commemorating it in some way. It would not be
an exaggeration to say that the strike, lik e a civil war, had a trau-
matically divisive effect at all levels of life in the UK. Families were
torn apart because of divided loyalties, the union movement was
split on its willingness to support the National Union of Mineworkers,
the print media especially contributed to the polarisation of the
arguments to the point where there appeared to be little space for
a middle ground. So in all but name it became an ideological and
industrial battle between the two sections of British society.20
Commissioned and produced by Artangel, The
Battle of Orgreave was a reconstruction involving about
19 On his website Deller explains: “This project started as the idea to create a mobile
museum of the war in Iraq that would tour the US. Finding material for the museum proved
difficult, until we were offered a car that had been used in previous exhibitions. From this car,
used as a centrepiece, we constructed a room in the museum where the public could meet
and talk to people involved in the conflict in some way. The idea was then taken on the road;
we towed the car from New York to LA, stopping off in 14 towns and cities on the way – a
classic American road trip route – accompanied by an Iraqi citizen and an enlisted American
soldier. It was presented in as neutral a way as possible, which puzzled a lot of people. But
it meant that the public were more likely to talk to us, because they weren’t scared of being
dragged into some sort of political arena. Sometimes these conversations went on for hours.
The car was subsequently donated to the Imperial War Museum in London”
https://www.jeremydeller.org/ItIsWhatItIs/ItIsWhatItIs.php accessed December 15, 2022.
20 J. Deller, The English Civil War / Part II (London: Artangel, 2002): 7.
ROBERTO PINTO 97 AN-ICON
a thousand people21 – around 800 who had taken part in
historical re-enactments, approximately 200 former miners
and an unknown number of people who were part of the
police force at the time. It was also, in parallel, a massive
piece of research with information, photos and videos in
addition to, as already described in We’re here because
we’re here, a long collective preparation work in which
the former miners, above all, also had the role of helping
in the reconstruction of events. And as with The Battle of
Orgreave, one cannot fail to be struck by the enormous
organisational effort that displays all of Deller’s ability to
rely on a network of knowledge and professional expertise,
even with associations involved in battle re-enactments
and costumed historical events.22
Here, too, we find the artist’s interest in the pro-
cesses of collective memory and its loss, but The Battle of
Orgreave was also an attempt to reconstruct the very idea
of society that Thatcher had denied – one of her slogans
was “There is no such thing as Society” – precisely through
the concept of delegation and collaboration with others
to achieve a common interest. As far as possible, Deller
relied on the memories of the miners and police officers
to recreate the battle scene, putting the many newspaper
articles in the background; in essence, allowing the many
personal memories to direct the course of the re-enactment.
It is a reconstruction process not to be consid-
ered definitively concluded since Deller presents it again
in the form of a film (shot by Mike Figgs), an archive (in the
21 Ibid.; See also A. Correia, “Interpreting Jeremy Deller’s The Battle of Orgreave,” Visual
Culture in Britain, no.7 (2006): 93-112.
22 On this subject, numerous articles and volumes have come out on both the artistic and
the more purely theatrical side. In addition to the texts already mentioned, I would add: R.
Schneider, Performing Remains: Art and War in Times of Theatrical Reenactment (Routledge:
London, 2011); M. Franko, ed., The Oxford Handbook of Dance and Reenactment (New
York: Oxford University Press, 2017); V. Agnew., J. Lamb, J. Tomann, eds., The Routledge
Handbook of Reenactment Studies (New York: Routledge, 2020); C. Baldacci, C. Nicastro, A.
Sforzini, eds., Over and Over and Over Again: Reenactment Strategies in Contemporary Arts
and Theory (Berlin: ICI Berlin Press, 2022); C. Baldacci, S. Franco, eds., On Reenactment:
Concepts, Methodologies, Tools (Accademia University Press: Turin, 2022).
ROBERTO PINTO 98 AN-ICON
Tate Modern collection), and a catalogue (The English Civil
War / Part II), and it nevertheless remains present in the
minds of the many participants and spectators (a distinc-
tion whose legitimacy is to be verified) who took part in the
reconstruction of the events on 17 June 2001.
As Amelia Jones explains well,
crucially, The Battle of Orgreave itself is continually changing— and
is never presented as a “final” or fully coherent work or object,
even though it consists of documents, objects, and other mate-
rial traces of prior re-enactments. Notably, too, while many of the
other re-enactments tellingly substitute the re-enactor as new
“author” of a unique and ultimately static (documented) work, Deller
himself does not feature in a noticeable way either as part of the
re-enactment or the public relations materials circulating around
the film, its most visible “documentation”—the work in its infinite
permutations does not tend to devolve back to a singular body,
though it does only have coherence in relation to the author-name
Jeremy Deller.23
Deller is fascinated by history, but instead of
seeking its element of order, repetition, and the possibil-
ity of foreseeing things, he strives to make room for the
complexity that is necessarily chaos and confusion. As art
critic Teresa Macrì points out in her Politics/poetics,24 it is
disorder that fascinates the artist, and often this confusion
is identified with mass movements, collective participation,
and the public dimension of his work.
From a historical point of view, these projects
can be juxtaposed with Jochen Gerz’s Counter-Monument,25
but I believe that Deller’s works are more a continuation
23 A. Jones, “‘The Artist is Present.’ Artistic Re-enactments and the Impossibility of
Presence,” TDR. The Drama Review 55, no. 1 (2021): 16-45, 24.
24 T. Macrì, Politics/Poetics (Milano: Postmedia, 2014).
25 J.E. Young, “The Counter-Monument: Memory against Itself in Germany Today,” Critical
Inquiry 18, no. 2 (1992): 267-296.
ROBERTO PINTO 99 AN-ICON
of the actions of political art collectives in the 1970s and
1980s, and I am thinking above all of Group Material – which
disbanded in 199626 – or the previously mentioned art ac-
tivist Suzanne Lacy. As in their work, in the operations of
the British artist there is no truth to be sought with an
ideological attitude, rather the aim is to try to share ideas
and above all to try to listen to the many dissonant voices
and counter-narratives that have not been given sufficient
space in the dominant discourse. At the same time, he
perhaps distances himself from them precisely because of
the popular/spectacular dimension that his works take on,
because of the attention he dedicates to the spectator – a
role that is always possible and never wholly absent in his
works, which goes hand in hand with that of participant/
performer.
26 “It’s hard not to feel that Group Material broke significant ground but missed the party.
The year they broke up, 1996, coincides with a proliferation of new forms of social practice
lately successful in museum exhibitions and biennials, whether in the work of Francis Alÿs or
Jeremy Deller.” A. Green, “Citizen Artists: Group Material,” Afterall: A Journal of Art, Context
and Enquiry, no. 26 (2011): 17-25.
ROBERTO PINTO 100 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/20002 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/20002",
"Description": "This contribution will focus on some aspects of the roots of environmental art in Italy, with reference to works created between the 1950s and 1960s by Lucio Fontana, to environments designed by members of Gruppo T and other artists (Giulio Paolini, Luciano Fabro) in the 1960s, and through reflections on the different uses of space that were defined with the exhibition Lo spazio dell’immagine held in Foligno in 1967. The approach is not, however, that of a historical review of well-known events, but of an investigation into the way to understand the relationship between outside and inside, the sense and value of the “passage,” the conception of the modifying factors, starting with light, which have acted on the definition of space as an element to be perceived, rather than a place to be in, emphasising the dynamics that define a dialectical, if not antithetical, relationship with respect to architectural and design qualities in the proper sense, leading to reading the environmental art intervention as an invitation to follow a path.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "20002",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Tedeschi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Lucio Fontana ",
"Title": "From inside to outside (and vice versa) ",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-04-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Tedeschi",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/20002",
"firstpage": null,
"institution": "Catholic University of the Sacred Heart",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Lucio Fontana ",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Tedeschi, F., Luoghi di transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-Morcelliana, 2020).",
"spatial": null,
"temporal": null,
"title": "From inside to outside (and vice versa) ",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/20002/20024",
"volume": "2"
}
] | From Inside
to Outside
(and Vice Versa)
by Francesco Tedeschi
Outside-inside
Light
Grazia Varisco
Gruppo T
Lucio Fontana
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
From Inside to Outsi
1
de
(and Vice Versa)
FRANCESCO TEDESCHI, Università Cattolica del Sacro Cuore di Milano
https://orcid.org/0000-0002-8007-4258 https://doi.org/10.54103/ai/20002
Abstract This contribution will focus on some aspects
of the roots of environmental art in Italy, with reference to
works created between the 1950s and 1960s by Lucio Fon-
tana, to environments designed by members of Gruppo T
and other artists (Giulio Paolini, Luciano Fabro) in the 1960s,
and through reflections on the different uses of space that
were defined with the exhibition Lo spazio dell’immagine
held in Foligno in 1967. The approach is not, however, that
of a historical review of well-known events, but of an inves-
tigation into the way to understand the relationship between
outside and inside, the sense and value of the “passage,”
the conception of the modifying factors, starting with light,
which have acted on the definition of space as an element
to be perceived, rather than a place to be in, emphasising
the dynamics that define a dialectical, if not antithetical, re-
lationship with respect to architectural and design qualities
in the proper sense, leading to reading the environmental
art intervention as an invitation to follow a path.
Keywords Outside-inside Light Grazia Varisco
Gruppo T Lucio Fontana
1 The title of this contribute takes up the one elaborated for my essay in the catalogue of
the exhibition M. Meneguzzo, ed., Grazia Varisco: Percorsi contemporanei 1957-2022 (Milan:
Skira, 2022, exhibition catalogue), having at its end a reflection on a work by the same Grazia
Varisco.
To quote this essay: F. Tedeschi, “From Inside to Outside (and Vice Versa),” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 101-111, https://doi.org/10.54103/ai/20002.
FRANCESCO TEDESCHI 101 AN-ICON
My paper addresses the question of the envi-
ronment, a practice implemented in the art of the 1960s and
1970s, focusing on the relationship between the position of
the “observer” and the structural elements of the artworks,
as well as the role reversal between subject and object in
the work of art and its perceptual process.
A few of the contents I will present are derived
from a course I held recently at Università Cattolica in Milan,
focused on the relationship between the idea and realiza-
tion of a certain type of “sites” in several forms of visual
art that have moved from the representative dimension to
that of an active participation in space, meant as the artic-
ulation of relationship between different fields and subjects.
Sites implying a “passage,” such as the window and, the
door, the threshold, the labyrinth and finally the mirror. All
of these sites could be defined as “transitional.”2 Among
them, one with a peculiar symbolic (as well as practical)
relevance is the “corridor:” an architectural space which
essentially connects different rooms in an apartment and
tends to be perceived merely as a service space, in some
way devoid of a function of its own. In the royal palaces
from past eras, it was often used to measure the distance
from the outside – the realm of common people – to the
inside – the place of power. So, it owns a strongly tempo-
ral dimension, as demonstrated by Aleksandr Sokurov in
the film Russian Ark (2002), along which the author relives
Russian history as a journey through the corridors (and
halls) of the Hermitage Museum in St. Petersburg.
In such sense, the corridor is the form with
which the purpose of a form of art qualified as “environ-
mental” is best identified, through artworks addressing
space as actual matter, and not an inert dimension; more
specifically, the matter of a presentation both objective and
subjective. As critics have consistently pointed out, most of
the projects of this environmental kind tend to be perceived
2 And so I defined them in the book derived by that course: F. Tedeschi, Luoghi di
transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-
Morcelliana, 2020). I would like to thank Andrea Pinotti and Elisabetta Modena, who asked me
to take part in this publication on the basis of the topics I dealt with there.
FRANCESCO TEDESCHI 102 AN-ICON
as “paths” and not as static or stable sites to contemplate.
The corridor, as in the most crucial artistic proposals, is
what lies in the middle, giving substance, sometimes in
an impalpable and invisible way, to a space kept in conti-
nuity between two conditions. It has to be considered – to
borrow a term from the psychology of perception – as an
“in-between.” It’s the “space between,” the subject matter
for a distracted attention; an intermediate nature which can
nonetheless constitute the very reason for its legitimization.
Let me begin with an emblematic image, an
extremely suggestive painting by 17th Century Dutch paint-
er Samuel van Hoogstraten, a follower of Rembrandt. It is
known as View of a corridor (oil on canvas, 1662; Dyrham
Park, Gloucestershire). It could be considered as the junc-
tion between two cultural inheritances, that of perspective
as a system for processing represented space, and that
of the analytical investigation of the interiors of bourgeois
houses in 17th Century Holland. What might catch the eye
of today’s viewer is the sense of emptiness in the cen-
tral part of the painting, immersed in a peculiar light, that
could be considered as the actual subject of the work. Of
course, the “void” is not absolute, given the presence of
many decorative elements, as well as some humans and
animals placed at the margins, qualifying the combination
between anthropic and architectural dimensions. Yet, the
void “fills up” the central part of the painting, infused as
it is with light, reflections, shadows. With all of these ele-
ments taking the viewers on a visual journey through the
represented space, this uncluttered area holds the func-
tion of questioning them, of bringing them inside, into the
silence of an intimate place.3 Of course, this place attracts
and intrigues the viewer precisely because of its domestic
character, starting with the juxtaposition between the dog
and the mop in the foreground. The most important feature
of the painting, here, is that it is based on emptiness as a
3 This painting is considered in several moments of V.I. Stoichita, L’instauration du tableau
(Paris: Méridiens Klincksieck, 1993). See also, for the concept of a space overturned from
outside to inside, G. Bruno, Public Intimacy: Architecture and the Visual Arts (Cambridge MA:
MIT Press, 2007).
FRANCESCO TEDESCHI 103 AN-ICON
way to deny any subject matter: at the same time, it can be
considered as an anecdotical exercise, which goes beyond
any narrative logic. For that, it is a very “modern” painting.
Looking at the opposite end of this elaboration
of the theme of the “void,” we can immediately move to
one of the light installations that reveal the sense of a “cor-
ridor” characterized by light as the medium of the artwork.
An absolute zeroing, if not for the effect produced by the
substance of the light, is the specific object of Dan Flavin’s
attention: for instance, in his project for a wing of the Litta
Menafoglio Panza di Biumo villa in Varese, following the
commission by Giuseppe Panza. The transition through
the different connotations of light coming from the side
rooms – as well as that produced by the lighting of the very
corridor defining the space of the architecture in its depth –
articulates a visual and physical “path” determined by the
variability of its solutions, due to the effect of the design of
the color-lights, generating a truly modern and apparently
claustrophobic perception of space as pure architecture,
measurement, time.
Thinking of a form of art based on space as a
medium, however, we must mention the example of Lucio
Fontana and his environments, possibly the most striking
instance of an artwork progressively dematerialized by its
tangible, material state. With Fontana, we are at the cross-
roads of multiple impulses, such as the tension to overcome
the distinction between different techniques, to imagine
a proposal for an autonomous space, embodied by light
itself and in its relationship with the architectural context.
In these three types of artworks – the van
Hoogstraten’s painting and the environments by Flavin and
Fontana – we encounter three different articulations of an
ongoing journey through space, either literal or delegated
to an imaginary subject, with his or her body and gaze. A
space that is both objective and subjective, meant as it
is to host a projection of the self in the place, and, at the
same time, to constitute a manifestation of its own, a rea-
son for the actions of a simultaneously active “I/you,” as
FRANCESCO TEDESCHI 104 AN-ICON
a kind of relationship between the inside and the outside
that involves the subject in a shared perception.4
In his 1949 Ambiente spaziale a luce nera, Fon-
tana equipped the space of Galleria del Naviglio with a
particular light, which could appear futuristic at the time:
a Wood’s lamp, surrounded by mobile fluorescent shapes
cut out of papier-mâché, almost as if to justify the existence
of an object to look at and perceive in a newly-configured
space. Some of his subsequent structures would be even
more radical, such as the one created in Amsterdam in
1967, consisting of an intersection between five narrow
corridors placed side by side, and completed by a perpen-
dicular one: a T-shaped transit space bathed in red light.
This installation was reenacted, with updated technological
means, in the striking, accurate reconstruction of Lucio
Fontana’s environments at Hangar Bicocca a few years
ago. Even with this installation – one of the least celebrated
among Fontana’s spaces, which explains why it was not
reenacted until the 2017 exhibition, and then again as the
only “environment” displayed in the 2019 retrospective at
the Metropolitan Museum in New York – Fontana appears
to anticipate some of the effects produced by a few Amer-
ican artists, who reduced the investigation of space to a
matter of perception. A practice exemplified by the work of
Bruce Nauman, and particularly by his “corridors” and their
constrictive, delocalizing effects. By shifting the focus from
structure to perception (which is what distinguishes Nau-
man’s works from Flavin’s), we actually question the very
nature of space, at the same time introducing the notion
of a somehow objectified ego. The observer is observed,
and thus turned into a visual object, particularly in installa-
tions featuring TV screens and cameras that reproduce – in
alienated fashion – the actions performed by the viewers
4 In this sense, this concept is close to the use of the definition of “avatarization” by Andrea
Pinotti; see A. Pinotti, “Procuratori del sé. Avatar e avatarizzazione,” in T. Gatti, D. Maini, eds.,
Visual studies: l’avvento di nuovi paradigmi (Milan: Mimesis, 2019): 27-40.
FRANCESCO TEDESCHI 105 AN-ICON
themselves. The screen thus becomes a spying device or
a “magic mirror.”
A center of such investigation of the inside-out-
side relationship could be found in the questions on the
origin of forms outlining space itself. These are extend-
ed, then, to the relationship between internal and external
space in a specific instance, and also to the questions
about the subject and the object of the experience. For this
reason, we shall address how Fontana approaches an im-
portant phase in the development of his Spatial Concepts,
concerned with the practical manifestation of an idea of
space revealed in the apparent two-dimensional nature of
the picture format.
In 1952 several canvases from the more spe-
cifically “cosmogonic” series5 were used by the artist to
demonstrate how they could be conceived as “fragments
of space” or space generators, in the sense that their en-
tity is manifested in a twofold way: as works to be looked
at frontally or to be “pierced” by light, thus creating a new
space modified by the luminous projection of the holes,
and at the same time canceling out the pictorial surface
on which they are actually located. This exploration – pre-
sented through a series of photographs, one of which was
chosen to illustrate the catalogue of the exhibition at Gal-
leria del Naviglio that year – was followed up in the exper-
iments carried out by Fontana with television, in the tests
carried out at the RAI studios in Milan. In this case, as far
as we can see, Fontana was even more focused on the
“hidden” side of his works, foregrounding the light trails
that occupied that “other space” represented by the pro-
jection screen. Conceptually, this exploration can also be
considered one of the roots of the recent elaborations of
“VR” or immersive reality in the creation of virtual spaces,
both from a technological philosophical perspective.
We can certainly trace this evolution from the
light-pierced Spatial Concepts to the actual environment
5 As they were categorized by Enrico Crispolti in his analysis of Fontana’s work. See E.
Crispolti, Fontana: catalogo generale (Milan: Electa, 1986); see also E. Crispolti, Omaggio a
Lucio Fontana (Rome: Carocci, 1971).
FRANCESCO TEDESCHI 106 AN-ICON
in a few works created by the artist in the following years,
such as that for the 1964 Triennale, the one displayed in
Minneapolis in 1966, or the one included in the exhibit
Spazio dell’immagine in Foligno, in 1967. It may be useful to
elaborate briefly on the latter exhibition, due to its historical
relevance, as it established two very different directions in
exploring the relationship with space.
On the one hand, as in Fontana’s works, space
is conceived as the very material of the work, an environ-
ment to inhabit, in which those who pass through or linger
become part of a perceptive condition (of a field).6 On the
other hand, space is seen as the environment for an “im-
age” or an “object,” either complete in itself or combined,
according to specific forms of installation. Such distinction
cannot be too rigid, as the two tendencies were intersected
on several occasions. However, proposals such as that by
Enrico Castellani can be recognized as deriving directly
from Fontana’s example. Castellani’s White environment
applies principles of design and architecture the artist had
already identified in a singular “Albertian” derivation the
previous year, in his room at the Venice Biennale. Again,
Intercamera plastica by Paolo Scheggi, Blu abitabile by
Agostino Bonalumi, Interpretazione speculare by Getulio
Alviani, up to After Sctructures by Gianni Colombo, one of
the environments with the decisive presence of light that
varies the perception, are all to be considered as products
of Fontana’s influence. At the crossroads with the condition
of the object are the instances of a “space within space,”
which can be exemplified by Mario Ceroli’s Gabbia or by
Luciano Fabro’s In-cubo (to Carla Lonzi). On the other hand,
leaving aside works of singular importance, such as the
Pozzi-specchio by Pistoletto or Tubo by Eliseo Mattiac-
ci, one could mention the staging by Tano Festa, Subito
dopo il cielo (dedicated to Francesco Lo Savio), for its po-
etic quality. This brief list serves to illustrate the different
practices showcased in a project that explored both the
6 An important presence in psychological, sociological and planning studies in that time is
the so-called “theory of field,” proposed in Italy by Attilio Marcolli. See A. Marcolli, Teoria del
campo (Florence: Sansoni, 1971).
FRANCESCO TEDESCHI 107 AN-ICON
aforementioned directions, from the tributes to Lucio Fon-
tana and Ettore Colla, which provided the respective points
of departure, and somehow emerged clearly in the various
texts in the exhibition catalogue.7 In some of them, we find
an echo of the ideas put forward, on the occasion of the
earlier exhibition Fuoco Immagine Acqua Terra (L’Attico,
Rome, June 1967), by Maurizio Calvesi and Alberto Boat-
to, and the origin of the definition of “Im-Space” which, a
few months later, would be linked to the first appearance
of “Arte Povera,” in the exhibition Arte Povera – Im Spazio,
curated by Germano Celant at the La Bertesca gallery in
Genoa (September-October 1967).
What I have said so far may provide a useful
background for a work that I perceive as emblematic of an
idea of space as a “path,” but with peculiar attention to
light as substitute of gaze. This environment appears like
a closed room; however, it produces, from the inside, a
sense of passage, an immediate relationship between the
physical eye and the virtual eye of a source of light that
pushes on space as if to open it up. I am referring to the
environment created by Grazia Varisco for the Schwarz
gallery in Milan in October 1969 (Fig.1). The installation
has been recreated on several occasions in recent years
(Fig. 2).8 The room, conceived by the artist as an environ-
ment designed in an extremely articulated way, covers an
overall perimeter significantly larger than its actual size,
expanding the sensation or perception of time, besides
that of space. To make this sensation tangible, the author
darkened the space, a frequent solution among the artists
7 See the catalogue of the exhibition which took place in 1967 at Palazzo Trinci in Foligno: U.
Apollonio, G.C., Argan, P. Bucarelli, eds., Lo spazio dell’immagine (Venice: Alfieri Editori d’Arte,
1967).
8 See the catalogue of the exhibition which took place at Galleria Nazionale d’Arte Moderna
in Rome from December 14, 2005 to May 21, 2006: M. Margozzi, L. Meloni, F. Lardera, eds.,
Gli ambienti del Gruppo T. Le origini dell’arte interattiva (Roma: Silvana, 2006, exhibition
catalogue): 54-55, 32-35. For further information about this and other environments of the
group see L. Meloni, Gli ambienti del Gruppo T (Roma: Silvana, 2004). More recently, Varisco’s
environment has been exhibited in Vertigo: Op Art and a History of Deception 1520-1970,
MUMOK, Wien, 25 May - 26 October, 2019 (the exhibition also travelled to Kunstmuseum,
Stuttgart, November 23, 2019 - April 20, 2020), before the retrospective hosted at Palazzo
Reale in Milan from June 2 to September 16, 2022; see the catalogue: M. Meneguzzo, ed.,
Grazia Varisco: Percorsi Contemporanei 1957-2022 (Milan: Skira, 2022, exhibition catalogue); F.
Tedeschi, “Dall’interno all’esterno (e viceversa). Il concetto di spazio ‘percorribile’ nell’opera di
Grazia Varisco,” ibidem: 26-29.
FRANCESCO TEDESCHI 108 AN-ICON
Fig. 1. G. Varisco, model of the Dilatazione
spaziotemporale di un percorso / Spatiotemporal
dilatation of a path, 1969, reconstruction of the
environment for the solo exhibition at Galleria
Schwarz, Milan, 1969.
Fig. 2. G. Varisco, reconstruction of the
environment Dilatazione spaziotemporale di un
percorso / Spatiotemporal dilatation of a path,
1969, at the exhibition “Gli ambienti del gruppo T,”
Galleria Nazionale d’Arte Moderna, Rome, 2006.
who, following the Fontana’s example, used light as a cre-
ative and descriptive element of space. As a matter of fact,
Varisco placed a “luminous eye” at the center, which, by
means of a mechanical process, rotates progressively, in-
dicating the trajectory of a path that pushed from the inside
outwards, generating a visual and physical sensation at
the same time. The light replaces, rather than following it,
the gaze of the person undertaking the role of “bystander,”
to quote Brandi:9 i.e. a presence experiencing space as a
relationship between being and existing. This, as the artist
observes, increases the complexity of an active participa-
tion, as well as physical relationship, with the site, plunged
as it is into the interiority of darkness: the viewer actually
experiences two alternative spaces, that of the eye-line of
9 See C. Brandi, Struttura e architettura (Turin: Einaudi, 1967) and Teoria generale della critica
(Turin: Einaudi, 1974).
FRANCESCO TEDESCHI 109 AN-ICON
light and that of the eye-physical presence of the viewer’s
own body.
Perhaps, the very essence of the work lies
precisely in its drive to overcome the constraints of the
structure, without actually doing more than absorbing the
enchantment of a suspended, outstretched time. The un-
derlying character of the work is then a condition of “path”
to be completed according to the twofold participation of
an active movement and a virtual one. It should be noted
that, about ten days before the inauguration of her solo
show at the Schwarz gallery – on which occasion this en-
vironment, Dilatazione spaziotemporale di un percorso /
Spatiotemporal dilatation of a path, was proposed – Grazia
Varisco had participated to Campo Urbano, an event pro-
moted by Luciano Caramel in Como. Here, she made an
intervention in a public space, immortalized by the photo-
graphs by Ugo Mulas, who followed and documented the
events of that memorable day. On that occasion, Varisco
had appropriated a street in the town center, involving a
large group of people to help here create a series of walls
arranged in a meander, made up of cardboard boxes. By
cluttering up the road, the work extended the time nec-
essary to walk through it. This operation was also called
Dilatazione spaziotemporale di un percorso / Spatiotempo-
ral dilatation of a path, and in this case the perception of
the “urban field,” experienced alternatively with amusement
or annoyance, resulted in an immediate application of a
principle of modification of reality, due to the presence of
a structure that affects movement and, as a consequence,
the psychological perception of the entire environment. As
the artist writes in the short note later published in the cat-
alogue of the Schwarz gallery exhibition, “I see and feel
longer. The reactions of impatience or satisfaction change
if I try the route again.”10
10 G. Varisco, “Dilatazione spazio temporale di un percorso” in G. Accame, Grazia Varisco
(Bergamo: Maredarte, 2001): 102.
FRANCESCO TEDESCHI 110 AN-ICON
As in other environmental works from a time
imbued with a strong imagination of the future, the laby-
rinth condition produced by these two operations can be
seen as an experiment on a way of thinking and feeling in
relation to objects and space. The echo of this attitude is
evident in a series of works produced by the artist in the
following years, titled Random walks by random numbers.
In these screen-printed compositions, the combination of
chance and design produce a virtual direction into which
the viewers are supposed to get lost, and then rediscover
themselves, as Varisco states: “And I play with imagina-
tion: I imagine moving robotically, in a defined space with
unpredictable steps – or with a pencil on squared paper
– letting myself be guided exclusively by the sequence of
numbers to which I have previously associated a direction.
Chance and design. Not being able to predict my path, I
don’t know if my movements will be contained in the space,
on the sheet.”11
From the virtual space of painting to the real
space of the built environment, from the virtual space of
a projection that includes the viewer as a participant and
an object, to that of a sheet that records movements, ei-
ther made or imagined, the creation of an interior from the
exterior and the reworking of an outside from the inside
are exemplified here through a practice rooted in the drive
to explore space, which has guided, up to this point, the
experiments of several generations of artists.
11 G. Varisco, “Random Walks – 1972,” in G. Accame, Grazia Varisco: 108.
FRANCESCO TEDESCHI 111 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/20002 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/20002",
"Description": "This contribution will focus on some aspects of the roots of environmental art in Italy, with reference to works created between the 1950s and 1960s by Lucio Fontana, to environments designed by members of Gruppo T and other artists (Giulio Paolini, Luciano Fabro) in the 1960s, and through reflections on the different uses of space that were defined with the exhibition Lo spazio dell’immagine held in Foligno in 1967. The approach is not, however, that of a historical review of well-known events, but of an investigation into the way to understand the relationship between outside and inside, the sense and value of the “passage,” the conception of the modifying factors, starting with light, which have acted on the definition of space as an element to be perceived, rather than a place to be in, emphasising the dynamics that define a dialectical, if not antithetical, relationship with respect to architectural and design qualities in the proper sense, leading to reading the environmental art intervention as an invitation to follow a path.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "20002",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Tedeschi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Lucio Fontana ",
"Title": "From inside to outside (and vice versa) ",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-04-14",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Tedeschi",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/20002",
"firstpage": null,
"institution": "Catholic University of the Sacred Heart",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Lucio Fontana ",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Tedeschi, F., Luoghi di transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-Morcelliana, 2020).",
"spatial": null,
"temporal": null,
"title": "From inside to outside (and vice versa) ",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/20002/20024",
"volume": "2"
}
] | From Inside
to Outside
(and Vice Versa)
by Francesco Tedeschi
Outside-inside
Light
Grazia Varisco
Gruppo T
Lucio Fontana
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
From Inside to Outsi
1
de
(and Vice Versa)
FRANCESCO TEDESCHI, Università Cattolica del Sacro Cuore di Milano
https://orcid.org/0000-0002-8007-4258 https://doi.org/10.54103/ai/20002
Abstract This contribution will focus on some aspects
of the roots of environmental art in Italy, with reference to
works created between the 1950s and 1960s by Lucio Fon-
tana, to environments designed by members of Gruppo T
and other artists (Giulio Paolini, Luciano Fabro) in the 1960s,
and through reflections on the different uses of space that
were defined with the exhibition Lo spazio dell’immagine
held in Foligno in 1967. The approach is not, however, that
of a historical review of well-known events, but of an inves-
tigation into the way to understand the relationship between
outside and inside, the sense and value of the “passage,”
the conception of the modifying factors, starting with light,
which have acted on the definition of space as an element
to be perceived, rather than a place to be in, emphasising
the dynamics that define a dialectical, if not antithetical, re-
lationship with respect to architectural and design qualities
in the proper sense, leading to reading the environmental
art intervention as an invitation to follow a path.
Keywords Outside-inside Light Grazia Varisco
Gruppo T Lucio Fontana
1 The title of this contribute takes up the one elaborated for my essay in the catalogue of
the exhibition M. Meneguzzo, ed., Grazia Varisco: Percorsi contemporanei 1957-2022 (Milan:
Skira, 2022, exhibition catalogue), having at its end a reflection on a work by the same Grazia
Varisco.
To quote this essay: F. Tedeschi, “From Inside to Outside (and Vice Versa),” AN-ICON. Studies in
Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 101-111, https://doi.org/10.54103/ai/20002.
FRANCESCO TEDESCHI 101 AN-ICON
My paper addresses the question of the envi-
ronment, a practice implemented in the art of the 1960s and
1970s, focusing on the relationship between the position of
the “observer” and the structural elements of the artworks,
as well as the role reversal between subject and object in
the work of art and its perceptual process.
A few of the contents I will present are derived
from a course I held recently at Università Cattolica in Milan,
focused on the relationship between the idea and realiza-
tion of a certain type of “sites” in several forms of visual
art that have moved from the representative dimension to
that of an active participation in space, meant as the artic-
ulation of relationship between different fields and subjects.
Sites implying a “passage,” such as the window and, the
door, the threshold, the labyrinth and finally the mirror. All
of these sites could be defined as “transitional.”2 Among
them, one with a peculiar symbolic (as well as practical)
relevance is the “corridor:” an architectural space which
essentially connects different rooms in an apartment and
tends to be perceived merely as a service space, in some
way devoid of a function of its own. In the royal palaces
from past eras, it was often used to measure the distance
from the outside – the realm of common people – to the
inside – the place of power. So, it owns a strongly tempo-
ral dimension, as demonstrated by Aleksandr Sokurov in
the film Russian Ark (2002), along which the author relives
Russian history as a journey through the corridors (and
halls) of the Hermitage Museum in St. Petersburg.
In such sense, the corridor is the form with
which the purpose of a form of art qualified as “environ-
mental” is best identified, through artworks addressing
space as actual matter, and not an inert dimension; more
specifically, the matter of a presentation both objective and
subjective. As critics have consistently pointed out, most of
the projects of this environmental kind tend to be perceived
2 And so I defined them in the book derived by that course: F. Tedeschi, Luoghi di
transizione: forme e immagini di “passaggio,” fra arte e architettura (Brescia: Scholé-
Morcelliana, 2020). I would like to thank Andrea Pinotti and Elisabetta Modena, who asked me
to take part in this publication on the basis of the topics I dealt with there.
FRANCESCO TEDESCHI 102 AN-ICON
as “paths” and not as static or stable sites to contemplate.
The corridor, as in the most crucial artistic proposals, is
what lies in the middle, giving substance, sometimes in
an impalpable and invisible way, to a space kept in conti-
nuity between two conditions. It has to be considered – to
borrow a term from the psychology of perception – as an
“in-between.” It’s the “space between,” the subject matter
for a distracted attention; an intermediate nature which can
nonetheless constitute the very reason for its legitimization.
Let me begin with an emblematic image, an
extremely suggestive painting by 17th Century Dutch paint-
er Samuel van Hoogstraten, a follower of Rembrandt. It is
known as View of a corridor (oil on canvas, 1662; Dyrham
Park, Gloucestershire). It could be considered as the junc-
tion between two cultural inheritances, that of perspective
as a system for processing represented space, and that
of the analytical investigation of the interiors of bourgeois
houses in 17th Century Holland. What might catch the eye
of today’s viewer is the sense of emptiness in the cen-
tral part of the painting, immersed in a peculiar light, that
could be considered as the actual subject of the work. Of
course, the “void” is not absolute, given the presence of
many decorative elements, as well as some humans and
animals placed at the margins, qualifying the combination
between anthropic and architectural dimensions. Yet, the
void “fills up” the central part of the painting, infused as
it is with light, reflections, shadows. With all of these ele-
ments taking the viewers on a visual journey through the
represented space, this uncluttered area holds the func-
tion of questioning them, of bringing them inside, into the
silence of an intimate place.3 Of course, this place attracts
and intrigues the viewer precisely because of its domestic
character, starting with the juxtaposition between the dog
and the mop in the foreground. The most important feature
of the painting, here, is that it is based on emptiness as a
3 This painting is considered in several moments of V.I. Stoichita, L’instauration du tableau
(Paris: Méridiens Klincksieck, 1993). See also, for the concept of a space overturned from
outside to inside, G. Bruno, Public Intimacy: Architecture and the Visual Arts (Cambridge MA:
MIT Press, 2007).
FRANCESCO TEDESCHI 103 AN-ICON
way to deny any subject matter: at the same time, it can be
considered as an anecdotical exercise, which goes beyond
any narrative logic. For that, it is a very “modern” painting.
Looking at the opposite end of this elaboration
of the theme of the “void,” we can immediately move to
one of the light installations that reveal the sense of a “cor-
ridor” characterized by light as the medium of the artwork.
An absolute zeroing, if not for the effect produced by the
substance of the light, is the specific object of Dan Flavin’s
attention: for instance, in his project for a wing of the Litta
Menafoglio Panza di Biumo villa in Varese, following the
commission by Giuseppe Panza. The transition through
the different connotations of light coming from the side
rooms – as well as that produced by the lighting of the very
corridor defining the space of the architecture in its depth –
articulates a visual and physical “path” determined by the
variability of its solutions, due to the effect of the design of
the color-lights, generating a truly modern and apparently
claustrophobic perception of space as pure architecture,
measurement, time.
Thinking of a form of art based on space as a
medium, however, we must mention the example of Lucio
Fontana and his environments, possibly the most striking
instance of an artwork progressively dematerialized by its
tangible, material state. With Fontana, we are at the cross-
roads of multiple impulses, such as the tension to overcome
the distinction between different techniques, to imagine
a proposal for an autonomous space, embodied by light
itself and in its relationship with the architectural context.
In these three types of artworks – the van
Hoogstraten’s painting and the environments by Flavin and
Fontana – we encounter three different articulations of an
ongoing journey through space, either literal or delegated
to an imaginary subject, with his or her body and gaze. A
space that is both objective and subjective, meant as it
is to host a projection of the self in the place, and, at the
same time, to constitute a manifestation of its own, a rea-
son for the actions of a simultaneously active “I/you,” as
FRANCESCO TEDESCHI 104 AN-ICON
a kind of relationship between the inside and the outside
that involves the subject in a shared perception.4
In his 1949 Ambiente spaziale a luce nera, Fon-
tana equipped the space of Galleria del Naviglio with a
particular light, which could appear futuristic at the time:
a Wood’s lamp, surrounded by mobile fluorescent shapes
cut out of papier-mâché, almost as if to justify the existence
of an object to look at and perceive in a newly-configured
space. Some of his subsequent structures would be even
more radical, such as the one created in Amsterdam in
1967, consisting of an intersection between five narrow
corridors placed side by side, and completed by a perpen-
dicular one: a T-shaped transit space bathed in red light.
This installation was reenacted, with updated technological
means, in the striking, accurate reconstruction of Lucio
Fontana’s environments at Hangar Bicocca a few years
ago. Even with this installation – one of the least celebrated
among Fontana’s spaces, which explains why it was not
reenacted until the 2017 exhibition, and then again as the
only “environment” displayed in the 2019 retrospective at
the Metropolitan Museum in New York – Fontana appears
to anticipate some of the effects produced by a few Amer-
ican artists, who reduced the investigation of space to a
matter of perception. A practice exemplified by the work of
Bruce Nauman, and particularly by his “corridors” and their
constrictive, delocalizing effects. By shifting the focus from
structure to perception (which is what distinguishes Nau-
man’s works from Flavin’s), we actually question the very
nature of space, at the same time introducing the notion
of a somehow objectified ego. The observer is observed,
and thus turned into a visual object, particularly in installa-
tions featuring TV screens and cameras that reproduce – in
alienated fashion – the actions performed by the viewers
4 In this sense, this concept is close to the use of the definition of “avatarization” by Andrea
Pinotti; see A. Pinotti, “Procuratori del sé. Avatar e avatarizzazione,” in T. Gatti, D. Maini, eds.,
Visual studies: l’avvento di nuovi paradigmi (Milan: Mimesis, 2019): 27-40.
FRANCESCO TEDESCHI 105 AN-ICON
themselves. The screen thus becomes a spying device or
a “magic mirror.”
A center of such investigation of the inside-out-
side relationship could be found in the questions on the
origin of forms outlining space itself. These are extend-
ed, then, to the relationship between internal and external
space in a specific instance, and also to the questions
about the subject and the object of the experience. For this
reason, we shall address how Fontana approaches an im-
portant phase in the development of his Spatial Concepts,
concerned with the practical manifestation of an idea of
space revealed in the apparent two-dimensional nature of
the picture format.
In 1952 several canvases from the more spe-
cifically “cosmogonic” series5 were used by the artist to
demonstrate how they could be conceived as “fragments
of space” or space generators, in the sense that their en-
tity is manifested in a twofold way: as works to be looked
at frontally or to be “pierced” by light, thus creating a new
space modified by the luminous projection of the holes,
and at the same time canceling out the pictorial surface
on which they are actually located. This exploration – pre-
sented through a series of photographs, one of which was
chosen to illustrate the catalogue of the exhibition at Gal-
leria del Naviglio that year – was followed up in the exper-
iments carried out by Fontana with television, in the tests
carried out at the RAI studios in Milan. In this case, as far
as we can see, Fontana was even more focused on the
“hidden” side of his works, foregrounding the light trails
that occupied that “other space” represented by the pro-
jection screen. Conceptually, this exploration can also be
considered one of the roots of the recent elaborations of
“VR” or immersive reality in the creation of virtual spaces,
both from a technological philosophical perspective.
We can certainly trace this evolution from the
light-pierced Spatial Concepts to the actual environment
5 As they were categorized by Enrico Crispolti in his analysis of Fontana’s work. See E.
Crispolti, Fontana: catalogo generale (Milan: Electa, 1986); see also E. Crispolti, Omaggio a
Lucio Fontana (Rome: Carocci, 1971).
FRANCESCO TEDESCHI 106 AN-ICON
in a few works created by the artist in the following years,
such as that for the 1964 Triennale, the one displayed in
Minneapolis in 1966, or the one included in the exhibit
Spazio dell’immagine in Foligno, in 1967. It may be useful to
elaborate briefly on the latter exhibition, due to its historical
relevance, as it established two very different directions in
exploring the relationship with space.
On the one hand, as in Fontana’s works, space
is conceived as the very material of the work, an environ-
ment to inhabit, in which those who pass through or linger
become part of a perceptive condition (of a field).6 On the
other hand, space is seen as the environment for an “im-
age” or an “object,” either complete in itself or combined,
according to specific forms of installation. Such distinction
cannot be too rigid, as the two tendencies were intersected
on several occasions. However, proposals such as that by
Enrico Castellani can be recognized as deriving directly
from Fontana’s example. Castellani’s White environment
applies principles of design and architecture the artist had
already identified in a singular “Albertian” derivation the
previous year, in his room at the Venice Biennale. Again,
Intercamera plastica by Paolo Scheggi, Blu abitabile by
Agostino Bonalumi, Interpretazione speculare by Getulio
Alviani, up to After Sctructures by Gianni Colombo, one of
the environments with the decisive presence of light that
varies the perception, are all to be considered as products
of Fontana’s influence. At the crossroads with the condition
of the object are the instances of a “space within space,”
which can be exemplified by Mario Ceroli’s Gabbia or by
Luciano Fabro’s In-cubo (to Carla Lonzi). On the other hand,
leaving aside works of singular importance, such as the
Pozzi-specchio by Pistoletto or Tubo by Eliseo Mattiac-
ci, one could mention the staging by Tano Festa, Subito
dopo il cielo (dedicated to Francesco Lo Savio), for its po-
etic quality. This brief list serves to illustrate the different
practices showcased in a project that explored both the
6 An important presence in psychological, sociological and planning studies in that time is
the so-called “theory of field,” proposed in Italy by Attilio Marcolli. See A. Marcolli, Teoria del
campo (Florence: Sansoni, 1971).
FRANCESCO TEDESCHI 107 AN-ICON
aforementioned directions, from the tributes to Lucio Fon-
tana and Ettore Colla, which provided the respective points
of departure, and somehow emerged clearly in the various
texts in the exhibition catalogue.7 In some of them, we find
an echo of the ideas put forward, on the occasion of the
earlier exhibition Fuoco Immagine Acqua Terra (L’Attico,
Rome, June 1967), by Maurizio Calvesi and Alberto Boat-
to, and the origin of the definition of “Im-Space” which, a
few months later, would be linked to the first appearance
of “Arte Povera,” in the exhibition Arte Povera – Im Spazio,
curated by Germano Celant at the La Bertesca gallery in
Genoa (September-October 1967).
What I have said so far may provide a useful
background for a work that I perceive as emblematic of an
idea of space as a “path,” but with peculiar attention to
light as substitute of gaze. This environment appears like
a closed room; however, it produces, from the inside, a
sense of passage, an immediate relationship between the
physical eye and the virtual eye of a source of light that
pushes on space as if to open it up. I am referring to the
environment created by Grazia Varisco for the Schwarz
gallery in Milan in October 1969 (Fig.1). The installation
has been recreated on several occasions in recent years
(Fig. 2).8 The room, conceived by the artist as an environ-
ment designed in an extremely articulated way, covers an
overall perimeter significantly larger than its actual size,
expanding the sensation or perception of time, besides
that of space. To make this sensation tangible, the author
darkened the space, a frequent solution among the artists
7 See the catalogue of the exhibition which took place in 1967 at Palazzo Trinci in Foligno: U.
Apollonio, G.C., Argan, P. Bucarelli, eds., Lo spazio dell’immagine (Venice: Alfieri Editori d’Arte,
1967).
8 See the catalogue of the exhibition which took place at Galleria Nazionale d’Arte Moderna
in Rome from December 14, 2005 to May 21, 2006: M. Margozzi, L. Meloni, F. Lardera, eds.,
Gli ambienti del Gruppo T. Le origini dell’arte interattiva (Roma: Silvana, 2006, exhibition
catalogue): 54-55, 32-35. For further information about this and other environments of the
group see L. Meloni, Gli ambienti del Gruppo T (Roma: Silvana, 2004). More recently, Varisco’s
environment has been exhibited in Vertigo: Op Art and a History of Deception 1520-1970,
MUMOK, Wien, 25 May - 26 October, 2019 (the exhibition also travelled to Kunstmuseum,
Stuttgart, November 23, 2019 - April 20, 2020), before the retrospective hosted at Palazzo
Reale in Milan from June 2 to September 16, 2022; see the catalogue: M. Meneguzzo, ed.,
Grazia Varisco: Percorsi Contemporanei 1957-2022 (Milan: Skira, 2022, exhibition catalogue); F.
Tedeschi, “Dall’interno all’esterno (e viceversa). Il concetto di spazio ‘percorribile’ nell’opera di
Grazia Varisco,” ibidem: 26-29.
FRANCESCO TEDESCHI 108 AN-ICON
Fig. 1. G. Varisco, model of the Dilatazione
spaziotemporale di un percorso / Spatiotemporal
dilatation of a path, 1969, reconstruction of the
environment for the solo exhibition at Galleria
Schwarz, Milan, 1969.
Fig. 2. G. Varisco, reconstruction of the
environment Dilatazione spaziotemporale di un
percorso / Spatiotemporal dilatation of a path,
1969, at the exhibition “Gli ambienti del gruppo T,”
Galleria Nazionale d’Arte Moderna, Rome, 2006.
who, following the Fontana’s example, used light as a cre-
ative and descriptive element of space. As a matter of fact,
Varisco placed a “luminous eye” at the center, which, by
means of a mechanical process, rotates progressively, in-
dicating the trajectory of a path that pushed from the inside
outwards, generating a visual and physical sensation at
the same time. The light replaces, rather than following it,
the gaze of the person undertaking the role of “bystander,”
to quote Brandi:9 i.e. a presence experiencing space as a
relationship between being and existing. This, as the artist
observes, increases the complexity of an active participa-
tion, as well as physical relationship, with the site, plunged
as it is into the interiority of darkness: the viewer actually
experiences two alternative spaces, that of the eye-line of
9 See C. Brandi, Struttura e architettura (Turin: Einaudi, 1967) and Teoria generale della critica
(Turin: Einaudi, 1974).
FRANCESCO TEDESCHI 109 AN-ICON
light and that of the eye-physical presence of the viewer’s
own body.
Perhaps, the very essence of the work lies
precisely in its drive to overcome the constraints of the
structure, without actually doing more than absorbing the
enchantment of a suspended, outstretched time. The un-
derlying character of the work is then a condition of “path”
to be completed according to the twofold participation of
an active movement and a virtual one. It should be noted
that, about ten days before the inauguration of her solo
show at the Schwarz gallery – on which occasion this en-
vironment, Dilatazione spaziotemporale di un percorso /
Spatiotemporal dilatation of a path, was proposed – Grazia
Varisco had participated to Campo Urbano, an event pro-
moted by Luciano Caramel in Como. Here, she made an
intervention in a public space, immortalized by the photo-
graphs by Ugo Mulas, who followed and documented the
events of that memorable day. On that occasion, Varisco
had appropriated a street in the town center, involving a
large group of people to help here create a series of walls
arranged in a meander, made up of cardboard boxes. By
cluttering up the road, the work extended the time nec-
essary to walk through it. This operation was also called
Dilatazione spaziotemporale di un percorso / Spatiotempo-
ral dilatation of a path, and in this case the perception of
the “urban field,” experienced alternatively with amusement
or annoyance, resulted in an immediate application of a
principle of modification of reality, due to the presence of
a structure that affects movement and, as a consequence,
the psychological perception of the entire environment. As
the artist writes in the short note later published in the cat-
alogue of the Schwarz gallery exhibition, “I see and feel
longer. The reactions of impatience or satisfaction change
if I try the route again.”10
10 G. Varisco, “Dilatazione spazio temporale di un percorso” in G. Accame, Grazia Varisco
(Bergamo: Maredarte, 2001): 102.
FRANCESCO TEDESCHI 110 AN-ICON
As in other environmental works from a time
imbued with a strong imagination of the future, the laby-
rinth condition produced by these two operations can be
seen as an experiment on a way of thinking and feeling in
relation to objects and space. The echo of this attitude is
evident in a series of works produced by the artist in the
following years, titled Random walks by random numbers.
In these screen-printed compositions, the combination of
chance and design produce a virtual direction into which
the viewers are supposed to get lost, and then rediscover
themselves, as Varisco states: “And I play with imagina-
tion: I imagine moving robotically, in a defined space with
unpredictable steps – or with a pencil on squared paper
– letting myself be guided exclusively by the sequence of
numbers to which I have previously associated a direction.
Chance and design. Not being able to predict my path, I
don’t know if my movements will be contained in the space,
on the sheet.”11
From the virtual space of painting to the real
space of the built environment, from the virtual space of
a projection that includes the viewer as a participant and
an object, to that of a sheet that records movements, ei-
ther made or imagined, the creation of an interior from the
exterior and the reworking of an outside from the inside
are exemplified here through a practice rooted in the drive
to explore space, which has guided, up to this point, the
experiments of several generations of artists.
11 G. Varisco, “Random Walks – 1972,” in G. Accame, Grazia Varisco: 108.
FRANCESCO TEDESCHI 111 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19773 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19773",
"Description": "In contemporary understanding, a now normalized immersion continues to be associated with digitality and high-tech apparatuses, but is also seen as diffused into the lifeworld. Against this backdrop, the article focuses on two current artworks that extend the internal environmentality inherent in VR as a spatialized image into physical space by using strategies from installation and site-related art. These examples provide for an equation and nesting of work, environment and exhibition that is interpreted here as a potentiated environmentalization. The artistic VR-environments by no means negate their rootedness in imagery, but rather self-reflexively reveal the transitions between image and three-dimensionality, what gives them a special epistemic valence. It thus seems worthwhile to relate them to considerations of knowledge objects and exhibitions, but also to (queer) phenomenological theories of entanglement and becoming originating from the following of lines. Meanwhile, the epistemic value of their latent objects, disoriented paths, and impossible spaces is only revealed in the interaction with and embodied experience of the virtual space. The article thus participates in debates on how bodily immersion does not exclude, but enables action and reflection within aesthetic experience. With regard to two fundamental paradigms of immersion, it can show how, for this purpose, the artworks turn anew the strategies of de-distancing and de-differentiation.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19773",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Annette Urban",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "De-distancing/de-differentiation",
"Title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-27",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Annette Urban",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19773",
"firstpage": null,
"institution": "Ruhr University Bochum",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "De-distancing/de-differentiation",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Voss, C., “Das Museum als Medium der Kunst” in G.W. Bertram, S. Deines, D. M. Feige, eds. Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp, 2021): 464-483.",
"spatial": null,
"temporal": null,
"title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19773/20025",
"volume": "2"
}
] | Mutual
Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitio
by Annette Urban
VR-art
ns
Environmental immersion
Epistemic
Objects installation art
De-distancing/de-differentiation
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Mutual Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitions
ANNETTE URBAN, Ruhr-Universität Bochum – https://doi.org/10.54103/ai/19773
Abstract In contemporary understanding, a now normal-
ized immersion continues to be associated with digitality
and high-tech apparatuses, but is also seen as diffused into
the lifeworld. Against this backdrop, the article focuses on
two current artworks that extend the internal environmen-
tality inherent in VR as a spatialized image into physical
space by using strategies from installation and site-related
art. These examples provide for an equation and nesting of
work, environment and exhibition that is interpreted here as
a potentiated environmentalization. The artistic VR-environ-
ments by no means negate their rootedness in imagery, but
rather self-reflexively reveal the transitions between image
and three-dimensionality, what gives them a special epis-
temic valence. It thus seems worthwhile to relate them to
considerations of knowledge objects and exhibitions, but
also to (queer) phenomenological theories of entanglement
and becoming originating from the following of lines.
ANNETTE URBAN 112 AN-ICON
Meanwhile, the epistemic value of their latent
objects, disoriented paths, and impossible spaces is only
revealed in the interaction with and embodied experience
of the virtual space. The article thus participates in debates
on how bodily immersion does not exclude, but enables
action and reflection within aesthetic experience. With re-
gard to two fundamental paradigms of immersion, it can
show how, for this purpose, the artworks turn anew the
strategies of de-distancing and de-differentiation.
Keywords VR-art Environmental immersion Epistemic
Objects installation art De-distancing/de-differentiation
To quote this essay: A. Urban, “Mutual Transformations: Unstable Relations between VR-Works, Environments
and Exhibitions,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 112-138,
https://doi.org/10.54103/ai/19773.
ANNETTE URBAN 113 AN-ICON
De-Distancing and De-Differentiation:
Contemporary Aesthetics of Immersion
Immersion is again attracting much attention.
Film and media studies, art history, image sciences and
narratology have all long participated in its theorization.
More recently, theatre, performance and game studies,
architectural theory and the history of knowledge1 have
joined in, taking into account a whole range of everyday
digital technologies and thus deferring questions of image
aesthetics and image technology in favor of investigating
body/media/environment relationships. Whereas some the-
oretical contributions highlight the immersive aspects of a
specific medium, there is also a broad tendency to deal
with immersion as a prime symptom of today’s image cul-
tures and media ecologies what is evidenced by collective
terms such as immersive media,2 environmental images and
iconoscapes. To speak more generally of immersive media
deliberately goes beyond media-technical foundations of
the concept by arguing with transmedial relevant opera-
tions. These are already rooted in narratology, where the
opening up and simultaneous closing of a fictional world
is accomplished cognitively-mentally: Perceptual immer-
sion is therefore seen to be necessarily complemented by
imaginative immersion,3 which only ensures that the sen-
sory stimuli of a medium are translated into a virtual world.4
After the debate has been strongly linked to Virtual Reality
since the 1990s, immersion continues to be considered
under the premises of digital technologies, but at the same
time is also discussed as nowadays’ conditio humana and
condition of daily life. Lars C. Grabbe has proposed a new
1 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: Zu einer Wissensgeschichte der Immersion
(Baden Baden: Nomos, 2019). For Kasprowicz, the immersion concept can be retrieved from
the “maelstrom of negative connotations as illusion and absorption” by being understood as
a “media anthropological practice of de- and re-differentiation of the body [Körper und Leib] in
mediatized environments.” Ibid.: 14.
2 Cfr., among others, the Yearbook of Immersive Media 2011-2017, ed. by Institute for
Immersive Media at Kiel University of Applied Sciences.
3 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 18, with reference to Marie-Laure Ryan.
4 Cfr. T. Hochscherf, H. Kjär, P. Rupert-Kruse, “Phänomene und Medien der Immersion,” in
Jahrbuch immersiver Medien 3 (2011): 9-19, 14, with reference to Matthew Lombard/Theresa
Ditton.
ANNETTE URBAN 114 AN-ICON
cultural-theoretical figure of the homo immergens which he
considers to be the equivalent of a culture of media hybrids:
In succession or better combination of the human capaci-
ties for symbol formation and image production, the homo
immergens has become the creator of its own “multimodal
and simulative environments”5 whereby the distance to
the medial artifact is reduced and a worldly experience is
generated.
Thus, recent insights of immersion research
owe much to theorizing across media, on the basis of me-
dia hybridity, as well as to inputs from other branches of
scholarship. Within these multi-faceted approaches two key
features emerge that I propose to summarize as a reduction
of distance responsible for felt presence and as a reduction
of difference. These two aspects cover both, the particular
attitude of reception, which has been characterized as a
way of submerging, of mental absorption, and bodily-emo-
tional involvement, as well as the various forms of transfor-
mative exchange or even assimilation that occur between
the recipient and the object of contemplation – to put it in
the classical dichotomy of aesthetic experience. Mean-
while, the principles of de-distancing and de-differentiation
unfold in numerous ways. They involve more-than-visual,
bodily modes of experience, that can be interpreted as a
re-centering of the world and the subject, but also as new
forms of empathy and encounter. The latter may culminate
in ideas of matter-flow inspired by Deleuze/Guattari and
of leaving behind all subject-object dichotomies, which
some suppose to be still at work in the quasi-objects of the
philosophy of science.6 Or they remain – as with Grabbe’s
term of representational convergence referring to the con-
vergence of exterior and mental representations7 – closer
to the realm of images whose unframing gives the beholder
5 L. C. Grabbe, “Homo Immergens: Immersion as a Parameter for a Media and Cultural
Theory of Medial Hybridity,” in J. Bracker, A. Hubrich, eds., The Art of Reception (Newcastle:
Cambridge Scholars Publishing, 2021): 400-422, 400.
6 Cfr. T. Ingold, “Drawing Together: Materials, Gestures, Lines,” in T. Otto, N. Bubandt, eds.,
Experiments in Holism: Theory and Practice in Contemporary Anthropology (Chichester: Wiley-
Blackwell, 2010): 299-313, 304-305.
7 Cfr. L. C. Grabbe, “Homo Immergens:” 400.
ANNETTE URBAN 115 AN-ICON
the feeling of being surrounded by them. This perspective
on artificially spatialized images8 invites to focus on the
transitions between images and illusionistic 3D-entities,
and to a closer examination of the environmentalization
inherent in it.
In the widely ramified discourse on environ-
mentality, the art historical point of view still seems under-
represented as far as the obvious link with the so-called
Ausstieg aus dem Bild, with installation and site-related art is
concerned. They equally mark a significant reference point
for spatialization and meanwhile break down the status of
art as distinct, object-like work. Instead, the art historical
interrogation of environmentality has recently been deep-
ened in reference back to screen media and the paradigm
of projection: In her comprehensive study, Giuliana Bruno
has illuminatingly interpreted the spatiality established by
light projection in terms of materially transformative pro-
cesses, transductive conversions of energy and the histo-
ries of energetic environments. But while she emphasizes
the ambulatory “non-linear movement in forms of trans-
duction”9 and explicitly investigates inhabitable spaces of
immersion, with her focus on the act of projection, however,
environmentality remains tied back to a transitive gesture
of transmission and transport.10 In a broader disciplinary
context, its exploration ranges from the new non-visual
environments established by sensor technologies, from
biologically, autopoietically or systems-theoretically con-
ceptualized relations between an organism/a system and
its Umwelt, to the environmental concerns of new material-
ism, anthropology and queer phenomenology, rewriting the
Heideggerian irreducible world reference of the embodied
self. Sara Ahmed’s approach is of particular interest here
because it takes up the “bodily inhabitance of […] space”11
8 Cfr. J. Schröter, “Die Ästhetik der virtuellen Welt: Überlegungen mit Niklas Luhmann und
Jeffrey Shaw,” in M. Bogen, R. Kuck, J. Schröter, eds., Virtuelle Welten als Basistechnologie für
Kunst und Kultur? Eine Bestandsaufnahme (Bielefeld: transcript-Verlag, 2015): 25-36.
9 G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media (Chicago-
London: Chicago University Press, 2021): 109. See also ibid.: 111-112.
10 Ibid.: 2.
11 S. Ahmed, Queer Phenomenology: Orientations, Objects, Others (Durham: Duke University
Press, 2006): 6.
ANNETTE URBAN 116 AN-ICON
as a basic parameter of orientation, but in doing so opens
up Heidegger’s familiarity with the world to other directions
and objects that were not always already at hand. Similarly,
in Tim Ingold’s anthropology, “joining with the togetherings
of life”12 as drawn lines serves a better understanding of the
particular environmentality of the lifeworld. In the following, I
propose to combine art historical thinking about site-related
installation aesthetics with phenomenological and episte-
mological perspectives. They promise an understanding
of bodily extension into space as an orientedness towards
objects as well as towards others and simultaneously take
account of an unstable objecthood. This offers an alterna-
tive way out of problematic dualistic premises that so far
often separate art historical genealogies of immersion and
debates on aesthetic experience from knowledge-historical
considerations that see subject-object dichotomies under-
mined precisely by immersed bodies and their negotiation
of environmental relations.13
As I want to show by analyzing two examples
by Theodoulos Polyviou and Rosa Menkman, the de-differ-
entiation between the work, its spatial surroundings and, by
consequence, the exhibition display, is in particular rene-
gotiated in recent VR-art. Its often closed imaginary worlds
do not only present themselves as spatialized images, but
simultaneously as an assemblage of things in space that
reinforce the connection to installation art and display is-
sues. As Christiane Paul remarked in 2003, VR does not
only allow for the “full […] immers[ion of] its users in a
three-dimensional world generated by a computer” but also
for “an interaction with the virtual objects that comprise
that world.”14 While the immersive environment thus means
the withdrawal of the artwork as a singular (pictorial) object
and counterpart of aesthetic experience, it simultaneously
results in a multiplication of spatially arranged objects to
which the visitor relates in an interactive, cognitive and – we
might add – environmental or even (life) worldly way. This
12 T. Ingold, “Drawing together:” 303. See also ibid.: 301-304.
13 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 22, 24, 30.
14 C. Paul, Digital Art (London: Thames and Hudson, 2003): 125.
ANNETTE URBAN 117 AN-ICON
ultimately leads to a multiplied nesting of work, environ-
ment and exhibition whose institutional and infrastructural
conditions I will briefly consider at the end.
Normalized Immersion and the Epistemics
of Virtual Objects and Spatialities
The recent VR-artworks of Polyviou and Menk-
man have been chosen for this study because, to some
extent, they reinvest in immersive high-tech media arrange-
ments similar to those of the 1990s and early 2000s. Cy-
prus-born artist Theodoulos Polyviou resorts to calculated
3D environments that reproduce existing spaces with ar-
chitectural precision and make them individually explorable
via head-mounted display (HMD) as well as on the desktop.
Dutch artist and theorist Rosa Menkman uses the online
walk-through spaces of the newart.city.org platform to host
a collection of im/possible images in a specially designed
artificial environment. At the same time, the two artists
share the impulse to re-embed the virtual into a physical
environment. Polyviou works with an elaborate recalibration
of the virtual to the physical exhibition space, and Menk-
man reintegrates the interactive experience of the website
into an exhibition design she creates, which in its own
way restructures the physical space. This shared concern
with relocalization hints at a contemporary understanding
of immersion that does not privilege computer-generated
simulated worlds. Doris Kolesch has summarized it as “an
increasingly everyday interaction not only with digital media,
but also and above all, with designed spaces and spaces
of experience.”15 Indeed, this now normal immersive con-
dition is also elaborated in terms of architectural and ur-
ban spaces that are in negotiation with images.16 However,
15 D. Kolesch, “Ästhetik der Immersion,” in G. W. Bertram, S. Deines, D. M. Feige, eds., Die
Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp,
2021): 422-441, 422 [my translation].
16 Cfr. L. Bieger, “Ästhetik der Immersion. Wenn Räume wollen. Immersives Erleben
als Raumerleben,” in G. Lehnert, ed., Raum und Gefühl. Der Spatial Turn und die neue
Emotionsforschung (Bielefeld: transcript-Verlag 2011): 75-95.
ANNETTE URBAN 118 AN-ICON
“immersion as factual state description,”17 may primarily
end in a World without Us, as Inke Arns points out, where
invisibly working smart technologies create non-delimited,
post-visual environments. Does VR still play a significant
part in such a ubiquitous immersion?
While on the one hand the selected artworks
explore the “specific experience and mediality of the
body-environment relationship”18 stressed by Kolesch, on
the other hand, in unfolding a virtually walkable environ-
ment, they do not deny their rootedness in imagery and
even expose their latent objecthood. They engage with
environmental aesthetics by presenting themselves as an
environment withholding any designated artwork or as a
mere framework for other images. With the unstable ref-
erences of their elements, they fully play out the role of
virtual as epistemic objects and combine representation
with operability. This approaches all the more the genre of
knowledge exhibitions, as they invest in VR’s capacities of
getting the user “immersed in reflection,”19 to quote Katja
Kwastek’s term for reconciling the (inter)action-based mode
of digital art with the traditionally contemplative aesthetic
experience. Early installation art such as Lucio Fontana’s
Ambiente spaziale already shows how physical spaces with
the help of mirroring and lightning effects combine immer-
sion with ontological speculation. Within VR-art, the latter
is stimulated by oscillations between image and three-di-
mensionality. And it is intensified by virtual spatialities that
similarily become a theoretical object of epistemic value,
not only because of the heightened disorientation in spaces
freed from physical regularity, but also as a result of more
or less pure calculation. This affinity to abstraction mostly
escapes the attention to hyperrealistic 3D-design and in-
stead sometimes refers back to the sublime in art where
natural phenomena fluidly transition into intangible abstract
17 I. Arns, “Qualityland, oder: Der Immersion begegnen,” Jahrbuch für Kulturpolitik, 2017/18:
Welt. Kultur. Politik - Kulturpolitik in Zeiten der Globalisierung: 211-220, 212 [my translation].
18 D. Kolesch, “Ästhetik der Immersion:” 422.
19 K. Kwastek, “Immersed in Reflection? The Aesthetic Experience of Interactive Media Art,”
in B. Dogramaci, F. Liptay, eds., Immersion in the Visual Arts and Media (Leiden, Boston: Brill
Rodopi, 2016): 66-85.
ANNETTE URBAN 119 AN-ICON
emptiness. In 3D-environments, straight lines serve as ge-
neric framework of spaces, which, through texturing and
mapping, also directly emerge from images.
Of particular interest is whether this linear ab-
stractness is at the same time getting practicable in the
course of the (manual) navigation through Polyviou’s and
Menkman’s synthetic environments, enabled by the HMD
with its tracking systems and hand-held controllers and
by the maneuvers on the keyboard in the desktop-based
versions. This passing through as the prevalent mode of
VR-experience20 can be further clarified by (queer-)phenom-
enological concepts of inhabiting space by taking directions
and following lines, especially non-geometric entangled
lines, giving high value to disorientation and turning toward
objects as Sara Ahmed states.21 Insofar that this includes
“lining ourselves up with the features of the grounds we in-
habit, the sky that surrounds us, or the imaginary lines that
cut through maps,”22 it already assumes a connection be-
tween physical, expressly natural and virtual spaces which
extends up to technically-based environments. In a similar
vein, Tim Ingold explicitly considers lines as basic element
of immersion responsible for an embedding into the life-
world. For him, coming to life results from being “immersed
in those generative currents”23 such as wind, for example,
which also alters the state of man-made tools and techni-
cal objects transcending a purely transitive use. Thereby
Ingold’s concept of lines gains a potential for change and
implies passages between the actual and the virtual.24 With
their help, he problematizes objects understood as “dis-
crete, finished entities” which he judges as a mere obstacle
for drawing and “designing environmental relations.”25 Lines,
20 I use the terms VR-experience, VR-environments and VR-works as broad concepts also
including desktop-based virtual environments which have an immersive character on their
own.
21 S. Ahmed, Queer Phenomenology: 1-2.
22 Ibid.: 6.
23 T. Ingold, “Drawing Together:” 305.
24 Ingold’s repeated recourse to Deleuze/Guattari’s concept of the line of flight (ligne de fuite)
remains beyond the scope of this article, but is worth following in M. De Landa, Intensive
Science and Virtual Philosophy (London: Bloomsbury Academic, 2005).
25 T. Ingold, M. Anusas, “Designing Environmental Relations: From Opacity to Textility,”
Design Issues 29, no. 4 (2013): 58-69, 58.
ANNETTE URBAN 120 AN-ICON
in contrast, as exemplified by the inseparable correlation of
a river and its banks, are emblematic of correspondences
and engender a different kind of thinking: “to correspond
with [the waters] is to join this awareness with the flow.”26
They privilege an intransitive mode of “joining with” rather
than “joining of.”
Putting VR-Art on Exhibition
When contemporary art today is testing the
potentials of VR as an artistic medium, its borrowings
from installation art are not exclusively motivated by the
pragmatics of exhibiting in art museums. Many artists use
this necessity for initiating ontological speculations on the
continuum between virtual reality and the shared here and
now in the museum. They intertwine the setting up of the
interior pictorial world with the installative anchoring of the
VR-experience in the exhibition space, thus producing their
own form of potentiated environmentality connected to
quite different strands of installative and site-related art.
Here, only a brief comparison can point to how, in Banz &
Bowinkel’s work Mercury (2017) (Fig. 1) for example, the
filigree pavilion architecture that creates a second artificial
habitat high above Planet Earth in the VR, extends into a
metallic display for the processor and the second screen
in the exhibition. And to another German VR-artist, Flori-
an Meisenberg who chooses an illusionistic backdrop, as
known from photo and film studios, to illusionistically em-
bed the gesticulating wearer of the HMD into the abstract
grid landscape of Superstudio’s 70s planetary architectural
utopia. In both examples, the environments also serve to
house other artworks. But instead of activating the institu-
tional or archival concerns of installation art, they extend
the artificially generated, often fictionalized world within
the VR into the exhibition context which is more in line
with the staging of illusionistic worlds by means of props in
26 T. Ingold, Knowing from the Inside: Correspondences, (Aberdeen: University of Aberdeen,
2017): 41.
ANNETTE URBAN 121 AN-ICON
cinema and cinematographic installation art. The VR-works
by Polyviou and Menkman persue the reverse path and
thus tend to the originally anti-immersive institution-reflex-
ive branch: Their freely designable VR-worlds conversely
borrow from physical exhibition spaces and their conven-
tions of presenting items of cultural value which is worth
questioning as another symptom of immersive normality
and life worldly virtuality.27
Fig. 1a Fig. 1b
Fig. 1a and 1b. Banz & Bowinkel, Mercury, 2016. VR installation,
screen capture and installation shot, DAM Gallery, Berlin, 2017. Courtesy of the artists.
Theodoulos Polyviou: Drifting, Browsing,
Cruising (2021)
Besides the issues of art presentation in the
pandemic, that influenced both selected artworks, I ask
more generally about the role of environmental virtuality in
Polyviou’s and Menkman’s action-based and visual-spatial
strategies28 of getting the recipient immersed in their work
and thereupon re-perspectivize the question of institutional
embedding. The first striking feature of Drifting, Browsing,
Cruising created by Theodoulos Polyviou together with Eleni
Diana Elia at the Centre for Art and Media, ZKM at Karls-
ruhe/Germany, is certainly the ground plan true modeling of
a computer-generated world based on a specific location
27 Cfr. S. Rieger, A. Schäfer, A. Tuschling, eds., Virtuelle Lebenswelten: Körper - Räume -
Affekte (Berlin-Boston: De Gruyter, 2021).
28 Kwastek stresses that the action-based experience not necessarily needs visual-spatial
illusion (Cfr. “Immersed in Reflection?:” 69), but both aspects are closely united here.
ANNETTE URBAN 122 AN-ICON
within the museum. In summer 2021, visitors wearing HMD
moved in situ through this doubled environment (Fig. 2-3).
Since then, the work can be visited as only desktop-based
VR on the online exhibition site fantastic confabulations, that
reuses the digital replica of the space for further exhibitions.
Contrary to enabling “spatiotemporal transpo-
sition,” Polyviou uses VR for evoking a “hyper-awareness of
the viewer as to where they are, and what they are doing.”29
That’s why he is re-situating VR-technology by establishing
site-related connections to architecturally and historical-
ly distinct places. But how is this intended sense of pres-
ence, which implies situatedness and agency, created in the
site-specific VR-installation at the ZKM? In contrast to many
other of his works,30 any direct citation of a third auratic place
and its cultural heritage is missing here. Polyviou obviously
aims at the recognizability of the original museum space in
3D – the alignment of pillars typical of the former industrial
building, the balustrade and the staircase leading to the open
atrium as well as the glass partitions to the adjacent spaces
are all faithfully reproduced. This makes the absence of the
expected distinct artworks all the more noticeable. What one
encounters inside, first of all appears as extensions of the
serving architecture. The replicated pillars with spotlights
are complemented by semicircular, half-height partitions as
known from exhibition design. While these virtual supple-
ments turn the clear cubic exhibition space into a cluttered
and mysterious site, their freely curving floor plan lines re-
appear as vinyl stripes on the ground of the physical space.
29 Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity - An Interview with Theodoulos Polyviou and Jazmina Figueroa,” in L. Nolasco-
Rózsás, ed., Beyond Matter, Within Space: Curatorial and Art Mediation Techniques on the
Verge of Virtual Reality (Berlin: Hatje Cantz Verlag, 2023): 429-443, 432.
30 See for example the installation Transmundane Economies (2022) at Künstlerhaus
Bethanien in Berlin, with references to the ruins of the Bellapais monastery in the north of
Cyprus.
ANNETTE URBAN 123 AN-ICON
Fig. 2a Fig. 2c
Fig. 2b Fig. 2d
Fig. 2a, 2b, 2c and 2d T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation,
in cooperation with Eleni Diana Elia, installations shots and VR captures (details), ZKM, Karlsruhe
2021. Courtesy of the artists. © Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media
Karlsruhe (ZKM), photo by Tanja Meissner. Produced in the framework of the Beyond Matter Residency
Program at ZKM | Karlsruhe.
This interplay between paradoxical emptiness
and spatial density not only subverts the usual aesthetic
experience in art museums with its orientation towards
a singled-out art object. The directionality of the space
image as an action image, theorized by Stephan Günzel
in the context of gaming, where only objects centered in
the field of vision can become the object of action,31 also
remains unexploited. Instead, the environment privileges
spatial exploration and confronts with the paradox phys-
icality of its virtual architecture that, like the impermeable
built world, diverts the users’ bodies. Without any avatarial
31 Cfr. S. Günzel, “Vor dem Affekt: die Aktion - Emotion und Raumbild,” in G. Lehnert, ed.,
Raum und Gefühl: Der Spatial Turn und die neue Emotionsforschung (Bielefeld: transcript-
Verlag, 2014): 63-74, 67-68.
ANNETTE URBAN 124 AN-ICON
representation, their self-perception entirely depends on
bodily correlations with the labyrinthine environment, that
additionally applies sensory stimuli and atmospheric im-
mersion32 including artificial billowing fog on the floor, a
sound backdrop and hall lights converted into dramatic
illuminations. Thus, the functional architecture that sublim-
inally remains perceptible through its calibration with the
virtual space, shifts to a fictionalized, suspenseful backdrop
that awaits its narration. Priority has the increased intensi-
ty of experience typical for spatial-immersive installations
and one-sided de-distancing. But the artificial environment
here also requires an action- and reflection-based attitude
thanks to the latency of its speculative and operable ob-
jects and thus enacts a highly sensuous, performative form
of site-related institutional critique. This comes into action
when the foggy atmosphere transforms the built-in walls
into jagged rock formations, thereby unifying different mate-
rialities in one unstable image-object, or when the flashing
spotlights and the variable angle of view instantly turn a
black surface into a three-dimensional hide-away (Fig. 3).
In addition, the windows that in fact only sepa-
rate the next exhibition space, virtually open onto an equally
artificial purple exterior, imitating a dramatic skylight. Its
emptiness suspends the virtual exhibition space with its
balustrades and staircase in an indefinite void, so that the
emphasized inside-outside difference gives this VR-topos
of floatation an institution-critical side. While Polyviou’s en-
vironment is housed/hosted by the museum, it also nests
there as an invisible counter-place that virtually undermines
the physicality of the institution.33 And by penetrating the
interior of the virtual environment, the shadows of the grid
windows cite the linear structure of computed space. But
this space loses the evenness secured by optical projec-
tion when the grid lines synthesize the floor with the pillars
to one continuous surface. It thus foreshadows a virtual
32 Cfr. also R. Eugeni, G. Raciti, eds., “Atmosfere mediali,” VCS Visual Culture Studies. Rivista
semestrale di cultura visuale, no. 1 (November 2020).
33 Cfr. Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity:” 430.
ANNETTE URBAN 125 AN-ICON
Fig. 3a Fig. 3c
Fig. 3b
Fig. 3a, 3b and 3c T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation, in
cooperation with Eleni Diana Elia, VR captures (details), ZKM, Karlsruhe 2021. Courtesy of the artists. ©
Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media Karlsruhe (ZKM), Produced in the
framework of the Beyond Matter Residency Programat ZKM | Karlsruhe.
substantiality beyond the clear differentiation of distinct
things and deprived of the stability of usual grounds.
This exacerbates the insecurity of the orienta-
tion-seeking users who navigate their invisible body through
the confusing narrowness of fixtures, pseudo-functional
handrails and hall lights. However, this staged reduction of
distance is not simply overwhelming. The ambiguous virtual
objects also ensure that, by “gather[ing] on the ground,” –
as Sara Ahmed has noted – “they create a ground upon
which we can gather.”34 Indeed, the mixed environment
unites online as well as HMD users whose actions in the
physical terrain marked with stripes are simultaneously
observed by the museum visitors. Even without direct
references to sacred architecture, Polyviou thus links the
34 S. Ahmed, Queer Phenomenology: 1.
ANNETTE URBAN 126 AN-ICON
VR-typical passing through with a quasi-ritualized use of
space. Alison Griffith has already tied back a counter-his-
tory of immersive spectatorship in the museum not only to
the panorama, science museum, and planetarium, but also
to the cathedral.35 In Drifting, Browsing, Cruising, mnemonic
mental images ensure the combination of action-based with
cognitive immersion, because the disoriented wandering
takes place through the comparison of constantly shifting,
remembered spaces. When Polyviou decisively theorizes
this ritualization as base for a “queer togetherness,”36 this
reconnects to the lines printed on the floor. Through their
interference with the dense environment inside the VR, they
emancipate themselves from the clear legibility as object
contour and ground plan. They thus contribute to the cru-
cial entanglement that, according to Ingold, gets the “living
being […] as a bundle of [the] lines” 37 of its movement im-
mersed in its lifeworld. Polyviou therefore stimulates bodily
practices of losing oneself in artificially induced passions.
The choreographed searching movements inside give the
museum space an improvisational openness, while the
calibration with the physical pillars and ground makes the
VR-experience literally tangible. Environmental immersion
here goes hand in hand with a reduction of difference that
de-differentiates virtual and physical spaces, bodies and
objects.
Rosa Menkman: The BLOB of Im/Possible
Images (2021)
Rosa Menkman’s VR-experience also brings the
categories of artwork and exhibition nearly into congruence.
But, instead of eliminating distinct artworks, Menkman, for
this purpose, departs from a veritable collection assembled
under the title of Im/Possible Images (Fig. 4). She stores
35 Cfr. A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View
(New York: Columbia University Press, 2008).
36 “Drifting, Browsing, Cruising,” Fantastic Confabulations,
https://fantastic-confabulations.beyondmatter.eu/drifting-browsing-cruising/index.html,
accessed December 29, 2022.
37 T. Ingold, “Drawing Together:” 300.
ANNETTE URBAN 127 AN-ICON
Fig. 4
Fig. 4. R. Menkman, The BLOB of Im/possible Images, 2021. Desktop-based virtual environment,
accessible on the platform New Art City. Courtesy of the artist.
this collection on the widely used VR-art platform New Art
City where she designed a complex desktop-based virtual
environment that shows an enclosed grayish scenery with
a staircase, a huge resolution-chart, a humanoid figure and
a second free-floating structure pierced by diagonals. Ini-
tially hidden from view, the collected images are sheltered
inside this amorphous cloud, revealing themselves when
one navigates through the permeable sheathing. The nest-
ed structure alludes to the titular BLOB with its polysemy of
digital blob architecture, the single-celled, ‘intelligent’ su-
per-organism and Binary Large Objects as a technical term
for databased image processing. And the exhibits that visi-
tors have to deal with in this environment are mainly objects
of knowledge accessible only through representation, so
a reference to their theorizations by Hans-Jörg Rheinberg-
er and Susan Leigh Star/John Griesemer is suggested.38
Menkman thus borrows from the realm of scientific images,
which has been a central field of debate and self-defini-
tion for digital art from the very beginning. She delegates
the act of imagining and selecting them by realizing a sur-
vey during her Arts at Cern/Collide Barcelona-Residency,
asking the researchers what image of a relevant object or
38 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft (Bielefeld: transcript-Verlag, 2015): 19-58.
ANNETTE URBAN 128 AN-ICON
phenomenon they would capture if “limits of spatial, tem-
poral, energy, signal/noise or cost resolutions”39 were irrel-
evant. In other words, this variability of resolution results
in products of imagineering and touches on phenomena
that are decoupled from humans’ experience, escaping
their commonly perceived environmentalities. But these
phenomena can be mediated by virtual body-environment
relations, which conversely force a changed understanding
of (aesthetic) experience, as discussed by Roberto Diodato
with reference to John Dewey.40 The choice of the nuclear
physicists as experts in im/possible images endow the
virtual as epistemic objects with a specific latency and
scientificity. The referents of their proposed images mostly
elude the objecthood familiar to mankind and have nothing
in common with the medium-sized “things of the earth’s
surface” as characterized by the Gestalt psychologist Fritz
Heider.41
Two important aspects shared with Polyviou’s
example promise additional insights into the workings of
environmental immersion. Firstly, this concerns the embed-
ding into abstractness, which goes along with a space that
loses its conventional categories and thus favors immersion
through the withdrawal of the usual parameters of orienta-
tion. This not only stems from the arbitrary laws of physical-
ity in VR, but also from a different kind of world reference in
‘virtual bodies environments’, which Diodato emphasizes:
“In this intermediary world space itself is the result of inter-
activity.”42 In Menkman’s case, the intensified experience
is generated not so much by a condensed, labyrinthine
spatiality as by the enhanced self-reflexivity of navigation
itself. Both, the VR-environment The BLOB of Im/Possible
Images and the related video-work Whiteout showing a
tour in Harz mountains in heavy snow, deal with the ex-
perience in a markerless space tending to exceed human
39 R. Menkman, “The BLOB of Im/possible Images”
https://newart.city/show/menkman-blob-of-im-possibilities, accessed December 30, 2022.
40 Cfr. R. Diodato, Image, Art and Virtuality: Towards an Aesthetics of Relations (Cham:
Springer, 2021): 56.
41 Cited after G. Roßler, Der Anteil der Dinge an der Gesellschaft: 38.
42 R. Diodato, Image, Art and Virtuality: 61.
ANNETTE URBAN 129 AN-ICON
senses and erase most thingness. Second, the comparison
with Drifting, Browsing, Cruising is based on the re-phys-
icalization of the VR-works in the exhibition format. Rosa
Menkman conceived a carefully designed exhibition display
for a 2021 group show at Munich where she reconnected
the VR-experience to the physical space with the help of
lines. While in Polyviou’s example the plotting of isomorphic
virtual and physical elements onto a planimetric floor plan
retains a relative object character, Menkman starts from
abstract lines as axes of graphs and coordinate systems.
They guide the exploration of the virtual world inside and
also mark the thresholds of iconic representation. Touching
on signal spectra, digital states and im/material energetic
flows, they bring forth what Ingold sees otherwise negated
by the regime of solidified things.
Within the VR, the resolution chart erected
next to the figurine is particularly telling of how Menkman
translates resolution into space, taking advantage of the
orthogonality of digital as “rasterized […] images” based
on a “grid of picture elements or pixels,”43 that, according
to Francesco Casetti and Antonio Somaini, also possess
a specific plasticity. By mapping the gray structure of the
internal blob with the diagonals and its one black anchor
point, the resolution chart pretends to guide the VR-user
searching to enter this enclosure. Yet, despite the lines
piercing the amorphous volume, the chart does not reveal
any information about the interior. The charted scales and
frequency ranges unmistakably mark this second blob as
an image-object of the same digital fabric as the abstractly
textured body of the figurine besides, Menkman’s Angelus
Novus emblematic for the reversal of gaze regimes. This
co-presence of image-objects and -subjects made of dis-
torted black-white stripes strongly signals the de-differ-
entiation of most diverse entities. The appearance of the
things is flexibilized to such a degree that their self-identity
43 F. Casetti, A. Somaini, “Resolution: Digital Materialities, Thresholds of Visibility,” NECSUS.
European Journal of Media Studies 7, no. 1 (2018): 87-103.
ANNETTE URBAN 130 AN-ICON
is disposable and their recognition depends on the user’s
bodily action (Fig. 5).
Fig. 5a
Fig. 5b
Fig. 5a and Fig. 5b .R. Menkman, The BLOB of Im/possible Images, 2021, Desktop-based virtual
environment, accessible on the platform New Art City, screenshots by the author. Courtesy of the artist.
ANNETTE URBAN 131 AN-ICON
As soon as the user has traversed the opaque
but permeable grayish membrane of the blob, the envi-
ronment transforms into a dark sphere with mystic sound
where the im/possible images are scattered in an unmea-
surable distance. When the wandering user is attracted by
small luminous dots that, up close, turn out to represent
the Pale Blue Dot aka Planet Earth, taken by Voyager 1 in
1990 for example, or a Quantum Vacuum, quarks inside of
a proton, a shadow of a black hole and a body scan of the
interior of a wrist, she/he is once again less guided by the
affordances of gaming. To remind Günzel, its “fixed-par-
anoid perspective” turns objects into action carriers by
shifting them to the center of the image; but here, only the
paranoid dimension of permanent searching seems to en-
dure “through which the objects in the virtual off must be
transferred into actualization.”44 As Roberto Diodato notes
with reference to Bernard Stiegler and Richard Grusin, in
view of the prevailing premediation techniques and an al-
ready thoroughly hypermediated world, it is necessary for
the techno-artistic creation of virtual spacetime environ-
ments to break the merely adaptive behavior pattern of
supposedly active cognitive agents.45 Beyond the gaming
attitude running into the void, it is the habits of museum
spectators that help surprisingly well – right down to the
work texts that pop up on approach. But, of course, the
concept of the mimetic image is challenged here by the
assembled nuclear- and astrophysical phenomena at the
limits of what can still be captured by light or other wave-
lengths. Menkman succeeds in staging the uncertain status
of such objects of knowledge, which only move into the
rank of the existent through new technologies of detection,
by making use of the peculiarities of virtual objecthood. This
starts with the all-round perspectivability and resulting form
variance of the virtual exhibits already known from sculp-
ture, joined here by their free scalability and permeability
44 S. Günzel, “Vor dem Affekt:” 68.
45 Cfr. R. Diodato, Image, Art and Virtuality: 64-65.
ANNETTE URBAN 132 AN-ICON
in direct interaction with the user navigating their invisible
bodies through space. The skinned wrist, for example, hits
the viewer in powerful plasticity or just hangs in space as
flatware, depending on the point of entry into the enclosure
of the im/possible images, the viewing angle and proximity
to the item. This form of distance reduction self-reflexively
combines seeing and (inter-)acting. The less complete im-
mersion of desktop-based VR is compensated for by the
tactility of maneuvering with arrow keys or touchpad, which
transfers its sensation of handling to the virtual objects.
Menkman experiments here with re-introducing into art the
more immersive displays of the natural history museum,46
whose never-broken connection to science is recalled by
Christiane Voss’ reflections on the medium of exhibition,47
and appropriates the knowledge exhibition format. In this
setting, barely tangible phenomena such as black holes,
dark matter and other galaxies become manageable as in
a laboratory that, in terms of Hans-Jörg Rheinberger, only
brings epistemic things into existence.48
The nested spatial structure of the BLOB in-
creases this epistemic valence because it invites for re-
peating those transformative immersive crossings from one
internal sphere to the next. Outside the encapsulated image
collection, the latency of objects is provided by the poly-
gon meshes patterned with black/whites lines reminiscent
of military dazzle camouflage49 that acts as de-distancing
tool precisely by preventing its correct estimation. Instead
of simulating natural light conditions, as it often serves to
catalyze the atmospheric immersion of a perfected VR, the
moiré reveals another form of apparitional fluidity. Con-
stantly changing with the user’s movement, the texture
shows a pulsating im/materiality that already withdraws
at the surface. It seems close to Ingold’s and Ansusas’s
notion of infrastice that includes “all manner of electrical,
46 Cfr. A. Griffiths, Shivers Down Your Spine.
47 Cfr. C. Voss, “Das Museum als Medium der Kunst,” in G. W. Bertram, S. Deines, D. M.
Feige, eds., Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart
(Berlin: Suhrkamp, 2021): 464-483, 474.
48 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 35.
49 My thanks go to Manuel van der Veen for this reference and the exchange about the text.
ANNETTE URBAN 133 AN-ICON
Fig. 6 R. Menkman, The Im/possible BLOB, 2021. Installed at Temporal Stack: the Deep Sensor
in Guizhou, China, curated by Iris Long und HE Zike, 2021. Courtesy of the Artist.
chemical, and mechanical workings […], energies, gases,
and fluids”50 and resists the useability of surfaces solely
understood as interfaces.
Finally, the artist also uses these textures, as
well as the abstract lines of graphs as vehicle for transfer-
ring the virtual into physical space. For a presentation of
The BLOB at Gizhou/China (Fig. 6), the dynamic black/white
pattern has been transformed into a wallpaper. This exhi-
bition design attaches more to the cinematically inspired
strategy of extending the fictional-scenic image space in-
side the VR into an overall immersive installation. But there,
without the operability of latent virtual objects, it tends to
unrealize the museum with its psychotic pattern. In con-
trast, for a group exhibition in Munich that combined the
VR-experience and the video Whiteout with works by Memo
Akten, Susan Schuppli and others, Menkman materialized
the abstract lines from inside the BLOB (Fig. 7). They es-
tablished a 3D-framework in physical space whose white,
green, red, yellow and blue diagonals traversed the floor
and walls of the exhibition hall,51 thus slightly removing it
from orthogonality. As these lines are imagined to shift the
50 T. Ingold, M. Anusas, “Designing Environmental Relations:” 58.
51 Cfr. L. Gross, R. Menkman, L 13: Reader NR 4 im/possible images (München:
Lothringer 13 Halle, 2022) https://beyondresolution.nyc3.digitaloceanspaces.com/
Catalogues%2Fimpossible_L13_READER.pdf, accessed April 25, 2023.
ANNETTE URBAN 134 AN-ICON
Fig. 7d
Fig. 7b
Fig. 7c
Fig. 7a
Fig. 7 a-d. Views of the Exhibition Im/possible Images, at the Lothringer 13 Halle, Munich, 2021,
curated by Rosa Menkman. Photo by Dominik Gigler. Courtesy of the artist and of Lothringer 13 Halle.
ANNETTE URBAN 135 AN-ICON
spectra of resolution – a borderline to “low fidelity images”
was inscribed on the floor –, the artist transformed the built
into a “latent image space.”52 Similar to the VR, I would
add, the solidity of its objects becomes doubtful, when
variable parameters of the perceptible and representable
always help other visualities and entities to emerge. With
this kind of environmentalization, Menkman de-hierarchizes
an ever-higher resolution, that regulates access to more
and more details and therefore, according to Casetti and
Somaini, raises the power question of control.53 In the Mu-
nich exhibition, some of the im/possible images from the
BLOB (re-)materialized as exhibits, among them a photo
of the skinned hand scan or a newspaper clipping with an
x-rayed hand from 1896. But, by placing them along the
resolution lines, theses factual images remain suspended
in an abstract space of potentialities. In sum, the exhibition
display was activated as an integral component not princi-
pally distinguished from what is constitutive for the ‘work.’
Potentiated Environmentalization
As shown so far, the multiplication of environ-
ments inherent in VR-art results from its genuine blurring of
the differences between work and environment. This gen-
erative logic of further nesting necessarily brings the whole
institutional and curatorial ecosystem of VR-art into view.
And the extension of the internal installation aesthetics not
only counteracts its technically-based encapsulation. It is
also essential for not missing the togetherness54 – to cite
Mieke Bal – of an exhibition which, according to Christiane
Voss, is the medium that establishes the works’ mode of
existence as art in the first place.55
The Blob of Im/Possible Images, commissioned
by the HeK Basel, was produced with the infrastructure of
newart.city.org that provides a “virtual exhibition toolkit”
52 Cfr. R. Menkman, “Im/possible Images@Lothringer 13, Munich”
https://beyondresolution.info/im-possible-images-1, accessed December 29, 2022.
53 Cfr. F. Casetti, A. Somaini, “Resolution:” 89.
54 Cfr. M. Bal, Exhibition-ism: Temporal Togetherness (Berlin: Sternberg Press, 2020).
55 Cfr. Voss, “Das Museum als Medium der Kunst:” 464.
ANNETTE URBAN 136 AN-ICON
with “built-in tools to manage artworks and space layouts.”56
Menkman takes up its claims for a non-hierarchical co-cre-
ation and invites the submission of further non-expert im/
possible images. Later on, the work has been embedded
into a virtual, but spatial exhibition curated by Lívia No-
lasco-Rózsás and Giulia Bini for the ZKM in 2021, which
pushes the tendencies towards nesting and de-differen-
tiation even further: Spatial Affairs. Worlding is inhabited
by artworks, an exhibition display and visitors sharing the
same organic-abstract shape. One can only distinguish
the non-humanoid avatars of other visitors from exhibits
through distance-reduction and the object-related action of
a mouse click. The latter then turn into pink and, via an info
window and links, lead the web-user to the works stored on
artists’ website or platforms. By interpreting environmental-
ization in terms of worlding, the curators participate in the
posthumanist renewal of the phenomenological critique of
the world as sum of objects. The multi-user online world
with its identical, modular entities first hides the exhibition
behind the supposed affordances of gaming and chats.
However, the transitions between the environmental exhi-
bition and environmental works are designed less immer-
sively – like portals in gaming or falling down the rabbit-hole
known from literature – than through paratextual framings
operated by non-natural manual interfaces.
The online exhibition site fantastic confabu-
lations that hosts Drifting, Browsing, Cruising was also
conceived by Polyviou together with Jasmina Figueora as
artists in residence of the same research project Beyond
Matter. Instead of nesting spaces, it deals with the gener-
ic, serial tendency of self-continuation by inviting to reuse
the initial 3D-reconstruction of the ZKM balcony for sub-
sequent projects such as realized by Figueroa who mod-
eled her spoken words and sound scores by the visitors’
movements through the virtual site. Following Ahmed, this
56 Cfr. “About New Art City,” https://info.newart.city/about, accessed December 28, 2022.
ANNETTE URBAN 137 AN-ICON
implies not only a model for self-determined curation, but
also a form of environmental co-habitation.
Lívia Nolasco-Rózsás argues for the museum
in the virtual condition as a “cognitive system”57 including
non-human actors, thereby reaccentuating the pioneering
thought exhibitions [Gedankenausstellungen] initiated by
Peter Weibel and Bruno Latour. Polyviou’s example gets by
without its strong archival underpinning. In the functional
architecture, his staging of an atmospherically condensed
counterworld aims at releasing a different bodily knowledge
of possible encounters and envisions a counter-physicality
for transcending the otherwise hard-to-move institution.
The curved lines on the ground echoing the paths inside
the VR offer their own transformative knowledge of entan-
glement that is experienced and produced environmentally.
In comparison, Menkman directly invests into the potential
of virtual as epistemic and aesthetic objects. Their robust-
ness and simultaneously plasticity reminds the capability of
Star’s and Griesemer’s boundary objects to make agents of
different groupings,58 in this case those of art and science,
meet. What Doris Kolesch has in mind with a normalized
immersion in not only technologically-enclosed but every-
day spaces, can also be true for VR-based environmental-
ization. De-differentiation and de-distancing are then not
contradictions to but catalysts of immersive reflection.
57 L. Nolasco-Rózsás, Y. Hofmann, “The Museum as a Cognitive System of Human and Non-
Human Actors,” The Garage Journal: Studies in Art, Museums & Culture, no. 3 (2021): 1-15.
58 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 33-34.
ANNETTE URBAN 138 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19773 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19773",
"Description": "In contemporary understanding, a now normalized immersion continues to be associated with digitality and high-tech apparatuses, but is also seen as diffused into the lifeworld. Against this backdrop, the article focuses on two current artworks that extend the internal environmentality inherent in VR as a spatialized image into physical space by using strategies from installation and site-related art. These examples provide for an equation and nesting of work, environment and exhibition that is interpreted here as a potentiated environmentalization. The artistic VR-environments by no means negate their rootedness in imagery, but rather self-reflexively reveal the transitions between image and three-dimensionality, what gives them a special epistemic valence. It thus seems worthwhile to relate them to considerations of knowledge objects and exhibitions, but also to (queer) phenomenological theories of entanglement and becoming originating from the following of lines. Meanwhile, the epistemic value of their latent objects, disoriented paths, and impossible spaces is only revealed in the interaction with and embodied experience of the virtual space. The article thus participates in debates on how bodily immersion does not exclude, but enables action and reflection within aesthetic experience. With regard to two fundamental paradigms of immersion, it can show how, for this purpose, the artworks turn anew the strategies of de-distancing and de-differentiation.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19773",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Annette Urban",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "De-distancing/de-differentiation",
"Title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-27",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Annette Urban",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19773",
"firstpage": null,
"institution": "Ruhr University Bochum",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "De-distancing/de-differentiation",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Voss, C., “Das Museum als Medium der Kunst” in G.W. Bertram, S. Deines, D. M. Feige, eds. Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp, 2021): 464-483.",
"spatial": null,
"temporal": null,
"title": "Mutual Transformations : Unstable Relations between VR-Works, Environments and Exhibitions",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19773/20025",
"volume": "2"
}
] | Mutual
Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitio
by Annette Urban
VR-art
ns
Environmental immersion
Epistemic
Objects installation art
De-distancing/de-differentiation
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Mutual Transformations:
Unstable Relations between
VR-Works, Environments
and Exhibitions
ANNETTE URBAN, Ruhr-Universität Bochum – https://doi.org/10.54103/ai/19773
Abstract In contemporary understanding, a now normal-
ized immersion continues to be associated with digitality
and high-tech apparatuses, but is also seen as diffused into
the lifeworld. Against this backdrop, the article focuses on
two current artworks that extend the internal environmen-
tality inherent in VR as a spatialized image into physical
space by using strategies from installation and site-related
art. These examples provide for an equation and nesting of
work, environment and exhibition that is interpreted here as
a potentiated environmentalization. The artistic VR-environ-
ments by no means negate their rootedness in imagery, but
rather self-reflexively reveal the transitions between image
and three-dimensionality, what gives them a special epis-
temic valence. It thus seems worthwhile to relate them to
considerations of knowledge objects and exhibitions, but
also to (queer) phenomenological theories of entanglement
and becoming originating from the following of lines.
ANNETTE URBAN 112 AN-ICON
Meanwhile, the epistemic value of their latent
objects, disoriented paths, and impossible spaces is only
revealed in the interaction with and embodied experience
of the virtual space. The article thus participates in debates
on how bodily immersion does not exclude, but enables
action and reflection within aesthetic experience. With re-
gard to two fundamental paradigms of immersion, it can
show how, for this purpose, the artworks turn anew the
strategies of de-distancing and de-differentiation.
Keywords VR-art Environmental immersion Epistemic
Objects installation art De-distancing/de-differentiation
To quote this essay: A. Urban, “Mutual Transformations: Unstable Relations between VR-Works, Environments
and Exhibitions,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1 (2023): 112-138,
https://doi.org/10.54103/ai/19773.
ANNETTE URBAN 113 AN-ICON
De-Distancing and De-Differentiation:
Contemporary Aesthetics of Immersion
Immersion is again attracting much attention.
Film and media studies, art history, image sciences and
narratology have all long participated in its theorization.
More recently, theatre, performance and game studies,
architectural theory and the history of knowledge1 have
joined in, taking into account a whole range of everyday
digital technologies and thus deferring questions of image
aesthetics and image technology in favor of investigating
body/media/environment relationships. Whereas some the-
oretical contributions highlight the immersive aspects of a
specific medium, there is also a broad tendency to deal
with immersion as a prime symptom of today’s image cul-
tures and media ecologies what is evidenced by collective
terms such as immersive media,2 environmental images and
iconoscapes. To speak more generally of immersive media
deliberately goes beyond media-technical foundations of
the concept by arguing with transmedial relevant opera-
tions. These are already rooted in narratology, where the
opening up and simultaneous closing of a fictional world
is accomplished cognitively-mentally: Perceptual immer-
sion is therefore seen to be necessarily complemented by
imaginative immersion,3 which only ensures that the sen-
sory stimuli of a medium are translated into a virtual world.4
After the debate has been strongly linked to Virtual Reality
since the 1990s, immersion continues to be considered
under the premises of digital technologies, but at the same
time is also discussed as nowadays’ conditio humana and
condition of daily life. Lars C. Grabbe has proposed a new
1 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: Zu einer Wissensgeschichte der Immersion
(Baden Baden: Nomos, 2019). For Kasprowicz, the immersion concept can be retrieved from
the “maelstrom of negative connotations as illusion and absorption” by being understood as
a “media anthropological practice of de- and re-differentiation of the body [Körper und Leib] in
mediatized environments.” Ibid.: 14.
2 Cfr., among others, the Yearbook of Immersive Media 2011-2017, ed. by Institute for
Immersive Media at Kiel University of Applied Sciences.
3 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 18, with reference to Marie-Laure Ryan.
4 Cfr. T. Hochscherf, H. Kjär, P. Rupert-Kruse, “Phänomene und Medien der Immersion,” in
Jahrbuch immersiver Medien 3 (2011): 9-19, 14, with reference to Matthew Lombard/Theresa
Ditton.
ANNETTE URBAN 114 AN-ICON
cultural-theoretical figure of the homo immergens which he
considers to be the equivalent of a culture of media hybrids:
In succession or better combination of the human capaci-
ties for symbol formation and image production, the homo
immergens has become the creator of its own “multimodal
and simulative environments”5 whereby the distance to
the medial artifact is reduced and a worldly experience is
generated.
Thus, recent insights of immersion research
owe much to theorizing across media, on the basis of me-
dia hybridity, as well as to inputs from other branches of
scholarship. Within these multi-faceted approaches two key
features emerge that I propose to summarize as a reduction
of distance responsible for felt presence and as a reduction
of difference. These two aspects cover both, the particular
attitude of reception, which has been characterized as a
way of submerging, of mental absorption, and bodily-emo-
tional involvement, as well as the various forms of transfor-
mative exchange or even assimilation that occur between
the recipient and the object of contemplation – to put it in
the classical dichotomy of aesthetic experience. Mean-
while, the principles of de-distancing and de-differentiation
unfold in numerous ways. They involve more-than-visual,
bodily modes of experience, that can be interpreted as a
re-centering of the world and the subject, but also as new
forms of empathy and encounter. The latter may culminate
in ideas of matter-flow inspired by Deleuze/Guattari and
of leaving behind all subject-object dichotomies, which
some suppose to be still at work in the quasi-objects of the
philosophy of science.6 Or they remain – as with Grabbe’s
term of representational convergence referring to the con-
vergence of exterior and mental representations7 – closer
to the realm of images whose unframing gives the beholder
5 L. C. Grabbe, “Homo Immergens: Immersion as a Parameter for a Media and Cultural
Theory of Medial Hybridity,” in J. Bracker, A. Hubrich, eds., The Art of Reception (Newcastle:
Cambridge Scholars Publishing, 2021): 400-422, 400.
6 Cfr. T. Ingold, “Drawing Together: Materials, Gestures, Lines,” in T. Otto, N. Bubandt, eds.,
Experiments in Holism: Theory and Practice in Contemporary Anthropology (Chichester: Wiley-
Blackwell, 2010): 299-313, 304-305.
7 Cfr. L. C. Grabbe, “Homo Immergens:” 400.
ANNETTE URBAN 115 AN-ICON
the feeling of being surrounded by them. This perspective
on artificially spatialized images8 invites to focus on the
transitions between images and illusionistic 3D-entities,
and to a closer examination of the environmentalization
inherent in it.
In the widely ramified discourse on environ-
mentality, the art historical point of view still seems under-
represented as far as the obvious link with the so-called
Ausstieg aus dem Bild, with installation and site-related art is
concerned. They equally mark a significant reference point
for spatialization and meanwhile break down the status of
art as distinct, object-like work. Instead, the art historical
interrogation of environmentality has recently been deep-
ened in reference back to screen media and the paradigm
of projection: In her comprehensive study, Giuliana Bruno
has illuminatingly interpreted the spatiality established by
light projection in terms of materially transformative pro-
cesses, transductive conversions of energy and the histo-
ries of energetic environments. But while she emphasizes
the ambulatory “non-linear movement in forms of trans-
duction”9 and explicitly investigates inhabitable spaces of
immersion, with her focus on the act of projection, however,
environmentality remains tied back to a transitive gesture
of transmission and transport.10 In a broader disciplinary
context, its exploration ranges from the new non-visual
environments established by sensor technologies, from
biologically, autopoietically or systems-theoretically con-
ceptualized relations between an organism/a system and
its Umwelt, to the environmental concerns of new material-
ism, anthropology and queer phenomenology, rewriting the
Heideggerian irreducible world reference of the embodied
self. Sara Ahmed’s approach is of particular interest here
because it takes up the “bodily inhabitance of […] space”11
8 Cfr. J. Schröter, “Die Ästhetik der virtuellen Welt: Überlegungen mit Niklas Luhmann und
Jeffrey Shaw,” in M. Bogen, R. Kuck, J. Schröter, eds., Virtuelle Welten als Basistechnologie für
Kunst und Kultur? Eine Bestandsaufnahme (Bielefeld: transcript-Verlag, 2015): 25-36.
9 G. Bruno, Atmospheres of Projection: Environmentality in Art and Screen Media (Chicago-
London: Chicago University Press, 2021): 109. See also ibid.: 111-112.
10 Ibid.: 2.
11 S. Ahmed, Queer Phenomenology: Orientations, Objects, Others (Durham: Duke University
Press, 2006): 6.
ANNETTE URBAN 116 AN-ICON
as a basic parameter of orientation, but in doing so opens
up Heidegger’s familiarity with the world to other directions
and objects that were not always already at hand. Similarly,
in Tim Ingold’s anthropology, “joining with the togetherings
of life”12 as drawn lines serves a better understanding of the
particular environmentality of the lifeworld. In the following, I
propose to combine art historical thinking about site-related
installation aesthetics with phenomenological and episte-
mological perspectives. They promise an understanding
of bodily extension into space as an orientedness towards
objects as well as towards others and simultaneously take
account of an unstable objecthood. This offers an alterna-
tive way out of problematic dualistic premises that so far
often separate art historical genealogies of immersion and
debates on aesthetic experience from knowledge-historical
considerations that see subject-object dichotomies under-
mined precisely by immersed bodies and their negotiation
of environmental relations.13
As I want to show by analyzing two examples
by Theodoulos Polyviou and Rosa Menkman, the de-differ-
entiation between the work, its spatial surroundings and, by
consequence, the exhibition display, is in particular rene-
gotiated in recent VR-art. Its often closed imaginary worlds
do not only present themselves as spatialized images, but
simultaneously as an assemblage of things in space that
reinforce the connection to installation art and display is-
sues. As Christiane Paul remarked in 2003, VR does not
only allow for the “full […] immers[ion of] its users in a
three-dimensional world generated by a computer” but also
for “an interaction with the virtual objects that comprise
that world.”14 While the immersive environment thus means
the withdrawal of the artwork as a singular (pictorial) object
and counterpart of aesthetic experience, it simultaneously
results in a multiplication of spatially arranged objects to
which the visitor relates in an interactive, cognitive and – we
might add – environmental or even (life) worldly way. This
12 T. Ingold, “Drawing together:” 303. See also ibid.: 301-304.
13 Cfr. D. Kasprowicz, Der Körper auf Tauchstation: 22, 24, 30.
14 C. Paul, Digital Art (London: Thames and Hudson, 2003): 125.
ANNETTE URBAN 117 AN-ICON
ultimately leads to a multiplied nesting of work, environ-
ment and exhibition whose institutional and infrastructural
conditions I will briefly consider at the end.
Normalized Immersion and the Epistemics
of Virtual Objects and Spatialities
The recent VR-artworks of Polyviou and Menk-
man have been chosen for this study because, to some
extent, they reinvest in immersive high-tech media arrange-
ments similar to those of the 1990s and early 2000s. Cy-
prus-born artist Theodoulos Polyviou resorts to calculated
3D environments that reproduce existing spaces with ar-
chitectural precision and make them individually explorable
via head-mounted display (HMD) as well as on the desktop.
Dutch artist and theorist Rosa Menkman uses the online
walk-through spaces of the newart.city.org platform to host
a collection of im/possible images in a specially designed
artificial environment. At the same time, the two artists
share the impulse to re-embed the virtual into a physical
environment. Polyviou works with an elaborate recalibration
of the virtual to the physical exhibition space, and Menk-
man reintegrates the interactive experience of the website
into an exhibition design she creates, which in its own
way restructures the physical space. This shared concern
with relocalization hints at a contemporary understanding
of immersion that does not privilege computer-generated
simulated worlds. Doris Kolesch has summarized it as “an
increasingly everyday interaction not only with digital media,
but also and above all, with designed spaces and spaces
of experience.”15 Indeed, this now normal immersive con-
dition is also elaborated in terms of architectural and ur-
ban spaces that are in negotiation with images.16 However,
15 D. Kolesch, “Ästhetik der Immersion,” in G. W. Bertram, S. Deines, D. M. Feige, eds., Die
Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart (Berlin: Suhrkamp,
2021): 422-441, 422 [my translation].
16 Cfr. L. Bieger, “Ästhetik der Immersion. Wenn Räume wollen. Immersives Erleben
als Raumerleben,” in G. Lehnert, ed., Raum und Gefühl. Der Spatial Turn und die neue
Emotionsforschung (Bielefeld: transcript-Verlag 2011): 75-95.
ANNETTE URBAN 118 AN-ICON
“immersion as factual state description,”17 may primarily
end in a World without Us, as Inke Arns points out, where
invisibly working smart technologies create non-delimited,
post-visual environments. Does VR still play a significant
part in such a ubiquitous immersion?
While on the one hand the selected artworks
explore the “specific experience and mediality of the
body-environment relationship”18 stressed by Kolesch, on
the other hand, in unfolding a virtually walkable environ-
ment, they do not deny their rootedness in imagery and
even expose their latent objecthood. They engage with
environmental aesthetics by presenting themselves as an
environment withholding any designated artwork or as a
mere framework for other images. With the unstable ref-
erences of their elements, they fully play out the role of
virtual as epistemic objects and combine representation
with operability. This approaches all the more the genre of
knowledge exhibitions, as they invest in VR’s capacities of
getting the user “immersed in reflection,”19 to quote Katja
Kwastek’s term for reconciling the (inter)action-based mode
of digital art with the traditionally contemplative aesthetic
experience. Early installation art such as Lucio Fontana’s
Ambiente spaziale already shows how physical spaces with
the help of mirroring and lightning effects combine immer-
sion with ontological speculation. Within VR-art, the latter
is stimulated by oscillations between image and three-di-
mensionality. And it is intensified by virtual spatialities that
similarily become a theoretical object of epistemic value,
not only because of the heightened disorientation in spaces
freed from physical regularity, but also as a result of more
or less pure calculation. This affinity to abstraction mostly
escapes the attention to hyperrealistic 3D-design and in-
stead sometimes refers back to the sublime in art where
natural phenomena fluidly transition into intangible abstract
17 I. Arns, “Qualityland, oder: Der Immersion begegnen,” Jahrbuch für Kulturpolitik, 2017/18:
Welt. Kultur. Politik - Kulturpolitik in Zeiten der Globalisierung: 211-220, 212 [my translation].
18 D. Kolesch, “Ästhetik der Immersion:” 422.
19 K. Kwastek, “Immersed in Reflection? The Aesthetic Experience of Interactive Media Art,”
in B. Dogramaci, F. Liptay, eds., Immersion in the Visual Arts and Media (Leiden, Boston: Brill
Rodopi, 2016): 66-85.
ANNETTE URBAN 119 AN-ICON
emptiness. In 3D-environments, straight lines serve as ge-
neric framework of spaces, which, through texturing and
mapping, also directly emerge from images.
Of particular interest is whether this linear ab-
stractness is at the same time getting practicable in the
course of the (manual) navigation through Polyviou’s and
Menkman’s synthetic environments, enabled by the HMD
with its tracking systems and hand-held controllers and
by the maneuvers on the keyboard in the desktop-based
versions. This passing through as the prevalent mode of
VR-experience20 can be further clarified by (queer-)phenom-
enological concepts of inhabiting space by taking directions
and following lines, especially non-geometric entangled
lines, giving high value to disorientation and turning toward
objects as Sara Ahmed states.21 Insofar that this includes
“lining ourselves up with the features of the grounds we in-
habit, the sky that surrounds us, or the imaginary lines that
cut through maps,”22 it already assumes a connection be-
tween physical, expressly natural and virtual spaces which
extends up to technically-based environments. In a similar
vein, Tim Ingold explicitly considers lines as basic element
of immersion responsible for an embedding into the life-
world. For him, coming to life results from being “immersed
in those generative currents”23 such as wind, for example,
which also alters the state of man-made tools and techni-
cal objects transcending a purely transitive use. Thereby
Ingold’s concept of lines gains a potential for change and
implies passages between the actual and the virtual.24 With
their help, he problematizes objects understood as “dis-
crete, finished entities” which he judges as a mere obstacle
for drawing and “designing environmental relations.”25 Lines,
20 I use the terms VR-experience, VR-environments and VR-works as broad concepts also
including desktop-based virtual environments which have an immersive character on their
own.
21 S. Ahmed, Queer Phenomenology: 1-2.
22 Ibid.: 6.
23 T. Ingold, “Drawing Together:” 305.
24 Ingold’s repeated recourse to Deleuze/Guattari’s concept of the line of flight (ligne de fuite)
remains beyond the scope of this article, but is worth following in M. De Landa, Intensive
Science and Virtual Philosophy (London: Bloomsbury Academic, 2005).
25 T. Ingold, M. Anusas, “Designing Environmental Relations: From Opacity to Textility,”
Design Issues 29, no. 4 (2013): 58-69, 58.
ANNETTE URBAN 120 AN-ICON
in contrast, as exemplified by the inseparable correlation of
a river and its banks, are emblematic of correspondences
and engender a different kind of thinking: “to correspond
with [the waters] is to join this awareness with the flow.”26
They privilege an intransitive mode of “joining with” rather
than “joining of.”
Putting VR-Art on Exhibition
When contemporary art today is testing the
potentials of VR as an artistic medium, its borrowings
from installation art are not exclusively motivated by the
pragmatics of exhibiting in art museums. Many artists use
this necessity for initiating ontological speculations on the
continuum between virtual reality and the shared here and
now in the museum. They intertwine the setting up of the
interior pictorial world with the installative anchoring of the
VR-experience in the exhibition space, thus producing their
own form of potentiated environmentality connected to
quite different strands of installative and site-related art.
Here, only a brief comparison can point to how, in Banz &
Bowinkel’s work Mercury (2017) (Fig. 1) for example, the
filigree pavilion architecture that creates a second artificial
habitat high above Planet Earth in the VR, extends into a
metallic display for the processor and the second screen
in the exhibition. And to another German VR-artist, Flori-
an Meisenberg who chooses an illusionistic backdrop, as
known from photo and film studios, to illusionistically em-
bed the gesticulating wearer of the HMD into the abstract
grid landscape of Superstudio’s 70s planetary architectural
utopia. In both examples, the environments also serve to
house other artworks. But instead of activating the institu-
tional or archival concerns of installation art, they extend
the artificially generated, often fictionalized world within
the VR into the exhibition context which is more in line
with the staging of illusionistic worlds by means of props in
26 T. Ingold, Knowing from the Inside: Correspondences, (Aberdeen: University of Aberdeen,
2017): 41.
ANNETTE URBAN 121 AN-ICON
cinema and cinematographic installation art. The VR-works
by Polyviou and Menkman persue the reverse path and
thus tend to the originally anti-immersive institution-reflex-
ive branch: Their freely designable VR-worlds conversely
borrow from physical exhibition spaces and their conven-
tions of presenting items of cultural value which is worth
questioning as another symptom of immersive normality
and life worldly virtuality.27
Fig. 1a Fig. 1b
Fig. 1a and 1b. Banz & Bowinkel, Mercury, 2016. VR installation,
screen capture and installation shot, DAM Gallery, Berlin, 2017. Courtesy of the artists.
Theodoulos Polyviou: Drifting, Browsing,
Cruising (2021)
Besides the issues of art presentation in the
pandemic, that influenced both selected artworks, I ask
more generally about the role of environmental virtuality in
Polyviou’s and Menkman’s action-based and visual-spatial
strategies28 of getting the recipient immersed in their work
and thereupon re-perspectivize the question of institutional
embedding. The first striking feature of Drifting, Browsing,
Cruising created by Theodoulos Polyviou together with Eleni
Diana Elia at the Centre for Art and Media, ZKM at Karls-
ruhe/Germany, is certainly the ground plan true modeling of
a computer-generated world based on a specific location
27 Cfr. S. Rieger, A. Schäfer, A. Tuschling, eds., Virtuelle Lebenswelten: Körper - Räume -
Affekte (Berlin-Boston: De Gruyter, 2021).
28 Kwastek stresses that the action-based experience not necessarily needs visual-spatial
illusion (Cfr. “Immersed in Reflection?:” 69), but both aspects are closely united here.
ANNETTE URBAN 122 AN-ICON
within the museum. In summer 2021, visitors wearing HMD
moved in situ through this doubled environment (Fig. 2-3).
Since then, the work can be visited as only desktop-based
VR on the online exhibition site fantastic confabulations, that
reuses the digital replica of the space for further exhibitions.
Contrary to enabling “spatiotemporal transpo-
sition,” Polyviou uses VR for evoking a “hyper-awareness of
the viewer as to where they are, and what they are doing.”29
That’s why he is re-situating VR-technology by establishing
site-related connections to architecturally and historical-
ly distinct places. But how is this intended sense of pres-
ence, which implies situatedness and agency, created in the
site-specific VR-installation at the ZKM? In contrast to many
other of his works,30 any direct citation of a third auratic place
and its cultural heritage is missing here. Polyviou obviously
aims at the recognizability of the original museum space in
3D – the alignment of pillars typical of the former industrial
building, the balustrade and the staircase leading to the open
atrium as well as the glass partitions to the adjacent spaces
are all faithfully reproduced. This makes the absence of the
expected distinct artworks all the more noticeable. What one
encounters inside, first of all appears as extensions of the
serving architecture. The replicated pillars with spotlights
are complemented by semicircular, half-height partitions as
known from exhibition design. While these virtual supple-
ments turn the clear cubic exhibition space into a cluttered
and mysterious site, their freely curving floor plan lines re-
appear as vinyl stripes on the ground of the physical space.
29 Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity - An Interview with Theodoulos Polyviou and Jazmina Figueroa,” in L. Nolasco-
Rózsás, ed., Beyond Matter, Within Space: Curatorial and Art Mediation Techniques on the
Verge of Virtual Reality (Berlin: Hatje Cantz Verlag, 2023): 429-443, 432.
30 See for example the installation Transmundane Economies (2022) at Künstlerhaus
Bethanien in Berlin, with references to the ruins of the Bellapais monastery in the north of
Cyprus.
ANNETTE URBAN 123 AN-ICON
Fig. 2a Fig. 2c
Fig. 2b Fig. 2d
Fig. 2a, 2b, 2c and 2d T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation,
in cooperation with Eleni Diana Elia, installations shots and VR captures (details), ZKM, Karlsruhe
2021. Courtesy of the artists. © Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media
Karlsruhe (ZKM), photo by Tanja Meissner. Produced in the framework of the Beyond Matter Residency
Program at ZKM | Karlsruhe.
This interplay between paradoxical emptiness
and spatial density not only subverts the usual aesthetic
experience in art museums with its orientation towards
a singled-out art object. The directionality of the space
image as an action image, theorized by Stephan Günzel
in the context of gaming, where only objects centered in
the field of vision can become the object of action,31 also
remains unexploited. Instead, the environment privileges
spatial exploration and confronts with the paradox phys-
icality of its virtual architecture that, like the impermeable
built world, diverts the users’ bodies. Without any avatarial
31 Cfr. S. Günzel, “Vor dem Affekt: die Aktion - Emotion und Raumbild,” in G. Lehnert, ed.,
Raum und Gefühl: Der Spatial Turn und die neue Emotionsforschung (Bielefeld: transcript-
Verlag, 2014): 63-74, 67-68.
ANNETTE URBAN 124 AN-ICON
representation, their self-perception entirely depends on
bodily correlations with the labyrinthine environment, that
additionally applies sensory stimuli and atmospheric im-
mersion32 including artificial billowing fog on the floor, a
sound backdrop and hall lights converted into dramatic
illuminations. Thus, the functional architecture that sublim-
inally remains perceptible through its calibration with the
virtual space, shifts to a fictionalized, suspenseful backdrop
that awaits its narration. Priority has the increased intensi-
ty of experience typical for spatial-immersive installations
and one-sided de-distancing. But the artificial environment
here also requires an action- and reflection-based attitude
thanks to the latency of its speculative and operable ob-
jects and thus enacts a highly sensuous, performative form
of site-related institutional critique. This comes into action
when the foggy atmosphere transforms the built-in walls
into jagged rock formations, thereby unifying different mate-
rialities in one unstable image-object, or when the flashing
spotlights and the variable angle of view instantly turn a
black surface into a three-dimensional hide-away (Fig. 3).
In addition, the windows that in fact only sepa-
rate the next exhibition space, virtually open onto an equally
artificial purple exterior, imitating a dramatic skylight. Its
emptiness suspends the virtual exhibition space with its
balustrades and staircase in an indefinite void, so that the
emphasized inside-outside difference gives this VR-topos
of floatation an institution-critical side. While Polyviou’s en-
vironment is housed/hosted by the museum, it also nests
there as an invisible counter-place that virtually undermines
the physicality of the institution.33 And by penetrating the
interior of the virtual environment, the shadows of the grid
windows cite the linear structure of computed space. But
this space loses the evenness secured by optical projec-
tion when the grid lines synthesize the floor with the pillars
to one continuous surface. It thus foreshadows a virtual
32 Cfr. also R. Eugeni, G. Raciti, eds., “Atmosfere mediali,” VCS Visual Culture Studies. Rivista
semestrale di cultura visuale, no. 1 (November 2020).
33 Cfr. Th. Polyviou in A. Urban, “Virtual Spaces for Transformative Encounters and Vast
Reciprocity:” 430.
ANNETTE URBAN 125 AN-ICON
Fig. 3a Fig. 3c
Fig. 3b
Fig. 3a, 3b and 3c T. Polyviou, Drifting, Browsing, Cruising, 2021. Site-specific VR installation, in
cooperation with Eleni Diana Elia, VR captures (details), ZKM, Karlsruhe 2021. Courtesy of the artists. ©
Eleni Diana Elia and Theodoulos Polyviou © Center for Art and Media Karlsruhe (ZKM), Produced in the
framework of the Beyond Matter Residency Programat ZKM | Karlsruhe.
substantiality beyond the clear differentiation of distinct
things and deprived of the stability of usual grounds.
This exacerbates the insecurity of the orienta-
tion-seeking users who navigate their invisible body through
the confusing narrowness of fixtures, pseudo-functional
handrails and hall lights. However, this staged reduction of
distance is not simply overwhelming. The ambiguous virtual
objects also ensure that, by “gather[ing] on the ground,” –
as Sara Ahmed has noted – “they create a ground upon
which we can gather.”34 Indeed, the mixed environment
unites online as well as HMD users whose actions in the
physical terrain marked with stripes are simultaneously
observed by the museum visitors. Even without direct
references to sacred architecture, Polyviou thus links the
34 S. Ahmed, Queer Phenomenology: 1.
ANNETTE URBAN 126 AN-ICON
VR-typical passing through with a quasi-ritualized use of
space. Alison Griffith has already tied back a counter-his-
tory of immersive spectatorship in the museum not only to
the panorama, science museum, and planetarium, but also
to the cathedral.35 In Drifting, Browsing, Cruising, mnemonic
mental images ensure the combination of action-based with
cognitive immersion, because the disoriented wandering
takes place through the comparison of constantly shifting,
remembered spaces. When Polyviou decisively theorizes
this ritualization as base for a “queer togetherness,”36 this
reconnects to the lines printed on the floor. Through their
interference with the dense environment inside the VR, they
emancipate themselves from the clear legibility as object
contour and ground plan. They thus contribute to the cru-
cial entanglement that, according to Ingold, gets the “living
being […] as a bundle of [the] lines” 37 of its movement im-
mersed in its lifeworld. Polyviou therefore stimulates bodily
practices of losing oneself in artificially induced passions.
The choreographed searching movements inside give the
museum space an improvisational openness, while the
calibration with the physical pillars and ground makes the
VR-experience literally tangible. Environmental immersion
here goes hand in hand with a reduction of difference that
de-differentiates virtual and physical spaces, bodies and
objects.
Rosa Menkman: The BLOB of Im/Possible
Images (2021)
Rosa Menkman’s VR-experience also brings the
categories of artwork and exhibition nearly into congruence.
But, instead of eliminating distinct artworks, Menkman, for
this purpose, departs from a veritable collection assembled
under the title of Im/Possible Images (Fig. 4). She stores
35 Cfr. A. Griffiths, Shivers Down Your Spine: Cinema, Museums, and the Immersive View
(New York: Columbia University Press, 2008).
36 “Drifting, Browsing, Cruising,” Fantastic Confabulations,
https://fantastic-confabulations.beyondmatter.eu/drifting-browsing-cruising/index.html,
accessed December 29, 2022.
37 T. Ingold, “Drawing Together:” 300.
ANNETTE URBAN 127 AN-ICON
Fig. 4
Fig. 4. R. Menkman, The BLOB of Im/possible Images, 2021. Desktop-based virtual environment,
accessible on the platform New Art City. Courtesy of the artist.
this collection on the widely used VR-art platform New Art
City where she designed a complex desktop-based virtual
environment that shows an enclosed grayish scenery with
a staircase, a huge resolution-chart, a humanoid figure and
a second free-floating structure pierced by diagonals. Ini-
tially hidden from view, the collected images are sheltered
inside this amorphous cloud, revealing themselves when
one navigates through the permeable sheathing. The nest-
ed structure alludes to the titular BLOB with its polysemy of
digital blob architecture, the single-celled, ‘intelligent’ su-
per-organism and Binary Large Objects as a technical term
for databased image processing. And the exhibits that visi-
tors have to deal with in this environment are mainly objects
of knowledge accessible only through representation, so
a reference to their theorizations by Hans-Jörg Rheinberg-
er and Susan Leigh Star/John Griesemer is suggested.38
Menkman thus borrows from the realm of scientific images,
which has been a central field of debate and self-defini-
tion for digital art from the very beginning. She delegates
the act of imagining and selecting them by realizing a sur-
vey during her Arts at Cern/Collide Barcelona-Residency,
asking the researchers what image of a relevant object or
38 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft (Bielefeld: transcript-Verlag, 2015): 19-58.
ANNETTE URBAN 128 AN-ICON
phenomenon they would capture if “limits of spatial, tem-
poral, energy, signal/noise or cost resolutions”39 were irrel-
evant. In other words, this variability of resolution results
in products of imagineering and touches on phenomena
that are decoupled from humans’ experience, escaping
their commonly perceived environmentalities. But these
phenomena can be mediated by virtual body-environment
relations, which conversely force a changed understanding
of (aesthetic) experience, as discussed by Roberto Diodato
with reference to John Dewey.40 The choice of the nuclear
physicists as experts in im/possible images endow the
virtual as epistemic objects with a specific latency and
scientificity. The referents of their proposed images mostly
elude the objecthood familiar to mankind and have nothing
in common with the medium-sized “things of the earth’s
surface” as characterized by the Gestalt psychologist Fritz
Heider.41
Two important aspects shared with Polyviou’s
example promise additional insights into the workings of
environmental immersion. Firstly, this concerns the embed-
ding into abstractness, which goes along with a space that
loses its conventional categories and thus favors immersion
through the withdrawal of the usual parameters of orienta-
tion. This not only stems from the arbitrary laws of physical-
ity in VR, but also from a different kind of world reference in
‘virtual bodies environments’, which Diodato emphasizes:
“In this intermediary world space itself is the result of inter-
activity.”42 In Menkman’s case, the intensified experience
is generated not so much by a condensed, labyrinthine
spatiality as by the enhanced self-reflexivity of navigation
itself. Both, the VR-environment The BLOB of Im/Possible
Images and the related video-work Whiteout showing a
tour in Harz mountains in heavy snow, deal with the ex-
perience in a markerless space tending to exceed human
39 R. Menkman, “The BLOB of Im/possible Images”
https://newart.city/show/menkman-blob-of-im-possibilities, accessed December 30, 2022.
40 Cfr. R. Diodato, Image, Art and Virtuality: Towards an Aesthetics of Relations (Cham:
Springer, 2021): 56.
41 Cited after G. Roßler, Der Anteil der Dinge an der Gesellschaft: 38.
42 R. Diodato, Image, Art and Virtuality: 61.
ANNETTE URBAN 129 AN-ICON
senses and erase most thingness. Second, the comparison
with Drifting, Browsing, Cruising is based on the re-phys-
icalization of the VR-works in the exhibition format. Rosa
Menkman conceived a carefully designed exhibition display
for a 2021 group show at Munich where she reconnected
the VR-experience to the physical space with the help of
lines. While in Polyviou’s example the plotting of isomorphic
virtual and physical elements onto a planimetric floor plan
retains a relative object character, Menkman starts from
abstract lines as axes of graphs and coordinate systems.
They guide the exploration of the virtual world inside and
also mark the thresholds of iconic representation. Touching
on signal spectra, digital states and im/material energetic
flows, they bring forth what Ingold sees otherwise negated
by the regime of solidified things.
Within the VR, the resolution chart erected
next to the figurine is particularly telling of how Menkman
translates resolution into space, taking advantage of the
orthogonality of digital as “rasterized […] images” based
on a “grid of picture elements or pixels,”43 that, according
to Francesco Casetti and Antonio Somaini, also possess
a specific plasticity. By mapping the gray structure of the
internal blob with the diagonals and its one black anchor
point, the resolution chart pretends to guide the VR-user
searching to enter this enclosure. Yet, despite the lines
piercing the amorphous volume, the chart does not reveal
any information about the interior. The charted scales and
frequency ranges unmistakably mark this second blob as
an image-object of the same digital fabric as the abstractly
textured body of the figurine besides, Menkman’s Angelus
Novus emblematic for the reversal of gaze regimes. This
co-presence of image-objects and -subjects made of dis-
torted black-white stripes strongly signals the de-differ-
entiation of most diverse entities. The appearance of the
things is flexibilized to such a degree that their self-identity
43 F. Casetti, A. Somaini, “Resolution: Digital Materialities, Thresholds of Visibility,” NECSUS.
European Journal of Media Studies 7, no. 1 (2018): 87-103.
ANNETTE URBAN 130 AN-ICON
is disposable and their recognition depends on the user’s
bodily action (Fig. 5).
Fig. 5a
Fig. 5b
Fig. 5a and Fig. 5b .R. Menkman, The BLOB of Im/possible Images, 2021, Desktop-based virtual
environment, accessible on the platform New Art City, screenshots by the author. Courtesy of the artist.
ANNETTE URBAN 131 AN-ICON
As soon as the user has traversed the opaque
but permeable grayish membrane of the blob, the envi-
ronment transforms into a dark sphere with mystic sound
where the im/possible images are scattered in an unmea-
surable distance. When the wandering user is attracted by
small luminous dots that, up close, turn out to represent
the Pale Blue Dot aka Planet Earth, taken by Voyager 1 in
1990 for example, or a Quantum Vacuum, quarks inside of
a proton, a shadow of a black hole and a body scan of the
interior of a wrist, she/he is once again less guided by the
affordances of gaming. To remind Günzel, its “fixed-par-
anoid perspective” turns objects into action carriers by
shifting them to the center of the image; but here, only the
paranoid dimension of permanent searching seems to en-
dure “through which the objects in the virtual off must be
transferred into actualization.”44 As Roberto Diodato notes
with reference to Bernard Stiegler and Richard Grusin, in
view of the prevailing premediation techniques and an al-
ready thoroughly hypermediated world, it is necessary for
the techno-artistic creation of virtual spacetime environ-
ments to break the merely adaptive behavior pattern of
supposedly active cognitive agents.45 Beyond the gaming
attitude running into the void, it is the habits of museum
spectators that help surprisingly well – right down to the
work texts that pop up on approach. But, of course, the
concept of the mimetic image is challenged here by the
assembled nuclear- and astrophysical phenomena at the
limits of what can still be captured by light or other wave-
lengths. Menkman succeeds in staging the uncertain status
of such objects of knowledge, which only move into the
rank of the existent through new technologies of detection,
by making use of the peculiarities of virtual objecthood. This
starts with the all-round perspectivability and resulting form
variance of the virtual exhibits already known from sculp-
ture, joined here by their free scalability and permeability
44 S. Günzel, “Vor dem Affekt:” 68.
45 Cfr. R. Diodato, Image, Art and Virtuality: 64-65.
ANNETTE URBAN 132 AN-ICON
in direct interaction with the user navigating their invisible
bodies through space. The skinned wrist, for example, hits
the viewer in powerful plasticity or just hangs in space as
flatware, depending on the point of entry into the enclosure
of the im/possible images, the viewing angle and proximity
to the item. This form of distance reduction self-reflexively
combines seeing and (inter-)acting. The less complete im-
mersion of desktop-based VR is compensated for by the
tactility of maneuvering with arrow keys or touchpad, which
transfers its sensation of handling to the virtual objects.
Menkman experiments here with re-introducing into art the
more immersive displays of the natural history museum,46
whose never-broken connection to science is recalled by
Christiane Voss’ reflections on the medium of exhibition,47
and appropriates the knowledge exhibition format. In this
setting, barely tangible phenomena such as black holes,
dark matter and other galaxies become manageable as in
a laboratory that, in terms of Hans-Jörg Rheinberger, only
brings epistemic things into existence.48
The nested spatial structure of the BLOB in-
creases this epistemic valence because it invites for re-
peating those transformative immersive crossings from one
internal sphere to the next. Outside the encapsulated image
collection, the latency of objects is provided by the poly-
gon meshes patterned with black/whites lines reminiscent
of military dazzle camouflage49 that acts as de-distancing
tool precisely by preventing its correct estimation. Instead
of simulating natural light conditions, as it often serves to
catalyze the atmospheric immersion of a perfected VR, the
moiré reveals another form of apparitional fluidity. Con-
stantly changing with the user’s movement, the texture
shows a pulsating im/materiality that already withdraws
at the surface. It seems close to Ingold’s and Ansusas’s
notion of infrastice that includes “all manner of electrical,
46 Cfr. A. Griffiths, Shivers Down Your Spine.
47 Cfr. C. Voss, “Das Museum als Medium der Kunst,” in G. W. Bertram, S. Deines, D. M.
Feige, eds., Die Kunst und die Künste: Ein Kompendium zur Kunsttheorie der Gegenwart
(Berlin: Suhrkamp, 2021): 464-483, 474.
48 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 35.
49 My thanks go to Manuel van der Veen for this reference and the exchange about the text.
ANNETTE URBAN 133 AN-ICON
Fig. 6 R. Menkman, The Im/possible BLOB, 2021. Installed at Temporal Stack: the Deep Sensor
in Guizhou, China, curated by Iris Long und HE Zike, 2021. Courtesy of the Artist.
chemical, and mechanical workings […], energies, gases,
and fluids”50 and resists the useability of surfaces solely
understood as interfaces.
Finally, the artist also uses these textures, as
well as the abstract lines of graphs as vehicle for transfer-
ring the virtual into physical space. For a presentation of
The BLOB at Gizhou/China (Fig. 6), the dynamic black/white
pattern has been transformed into a wallpaper. This exhi-
bition design attaches more to the cinematically inspired
strategy of extending the fictional-scenic image space in-
side the VR into an overall immersive installation. But there,
without the operability of latent virtual objects, it tends to
unrealize the museum with its psychotic pattern. In con-
trast, for a group exhibition in Munich that combined the
VR-experience and the video Whiteout with works by Memo
Akten, Susan Schuppli and others, Menkman materialized
the abstract lines from inside the BLOB (Fig. 7). They es-
tablished a 3D-framework in physical space whose white,
green, red, yellow and blue diagonals traversed the floor
and walls of the exhibition hall,51 thus slightly removing it
from orthogonality. As these lines are imagined to shift the
50 T. Ingold, M. Anusas, “Designing Environmental Relations:” 58.
51 Cfr. L. Gross, R. Menkman, L 13: Reader NR 4 im/possible images (München:
Lothringer 13 Halle, 2022) https://beyondresolution.nyc3.digitaloceanspaces.com/
Catalogues%2Fimpossible_L13_READER.pdf, accessed April 25, 2023.
ANNETTE URBAN 134 AN-ICON
Fig. 7d
Fig. 7b
Fig. 7c
Fig. 7a
Fig. 7 a-d. Views of the Exhibition Im/possible Images, at the Lothringer 13 Halle, Munich, 2021,
curated by Rosa Menkman. Photo by Dominik Gigler. Courtesy of the artist and of Lothringer 13 Halle.
ANNETTE URBAN 135 AN-ICON
spectra of resolution – a borderline to “low fidelity images”
was inscribed on the floor –, the artist transformed the built
into a “latent image space.”52 Similar to the VR, I would
add, the solidity of its objects becomes doubtful, when
variable parameters of the perceptible and representable
always help other visualities and entities to emerge. With
this kind of environmentalization, Menkman de-hierarchizes
an ever-higher resolution, that regulates access to more
and more details and therefore, according to Casetti and
Somaini, raises the power question of control.53 In the Mu-
nich exhibition, some of the im/possible images from the
BLOB (re-)materialized as exhibits, among them a photo
of the skinned hand scan or a newspaper clipping with an
x-rayed hand from 1896. But, by placing them along the
resolution lines, theses factual images remain suspended
in an abstract space of potentialities. In sum, the exhibition
display was activated as an integral component not princi-
pally distinguished from what is constitutive for the ‘work.’
Potentiated Environmentalization
As shown so far, the multiplication of environ-
ments inherent in VR-art results from its genuine blurring of
the differences between work and environment. This gen-
erative logic of further nesting necessarily brings the whole
institutional and curatorial ecosystem of VR-art into view.
And the extension of the internal installation aesthetics not
only counteracts its technically-based encapsulation. It is
also essential for not missing the togetherness54 – to cite
Mieke Bal – of an exhibition which, according to Christiane
Voss, is the medium that establishes the works’ mode of
existence as art in the first place.55
The Blob of Im/Possible Images, commissioned
by the HeK Basel, was produced with the infrastructure of
newart.city.org that provides a “virtual exhibition toolkit”
52 Cfr. R. Menkman, “Im/possible Images@Lothringer 13, Munich”
https://beyondresolution.info/im-possible-images-1, accessed December 29, 2022.
53 Cfr. F. Casetti, A. Somaini, “Resolution:” 89.
54 Cfr. M. Bal, Exhibition-ism: Temporal Togetherness (Berlin: Sternberg Press, 2020).
55 Cfr. Voss, “Das Museum als Medium der Kunst:” 464.
ANNETTE URBAN 136 AN-ICON
with “built-in tools to manage artworks and space layouts.”56
Menkman takes up its claims for a non-hierarchical co-cre-
ation and invites the submission of further non-expert im/
possible images. Later on, the work has been embedded
into a virtual, but spatial exhibition curated by Lívia No-
lasco-Rózsás and Giulia Bini for the ZKM in 2021, which
pushes the tendencies towards nesting and de-differen-
tiation even further: Spatial Affairs. Worlding is inhabited
by artworks, an exhibition display and visitors sharing the
same organic-abstract shape. One can only distinguish
the non-humanoid avatars of other visitors from exhibits
through distance-reduction and the object-related action of
a mouse click. The latter then turn into pink and, via an info
window and links, lead the web-user to the works stored on
artists’ website or platforms. By interpreting environmental-
ization in terms of worlding, the curators participate in the
posthumanist renewal of the phenomenological critique of
the world as sum of objects. The multi-user online world
with its identical, modular entities first hides the exhibition
behind the supposed affordances of gaming and chats.
However, the transitions between the environmental exhi-
bition and environmental works are designed less immer-
sively – like portals in gaming or falling down the rabbit-hole
known from literature – than through paratextual framings
operated by non-natural manual interfaces.
The online exhibition site fantastic confabu-
lations that hosts Drifting, Browsing, Cruising was also
conceived by Polyviou together with Jasmina Figueora as
artists in residence of the same research project Beyond
Matter. Instead of nesting spaces, it deals with the gener-
ic, serial tendency of self-continuation by inviting to reuse
the initial 3D-reconstruction of the ZKM balcony for sub-
sequent projects such as realized by Figueroa who mod-
eled her spoken words and sound scores by the visitors’
movements through the virtual site. Following Ahmed, this
56 Cfr. “About New Art City,” https://info.newart.city/about, accessed December 28, 2022.
ANNETTE URBAN 137 AN-ICON
implies not only a model for self-determined curation, but
also a form of environmental co-habitation.
Lívia Nolasco-Rózsás argues for the museum
in the virtual condition as a “cognitive system”57 including
non-human actors, thereby reaccentuating the pioneering
thought exhibitions [Gedankenausstellungen] initiated by
Peter Weibel and Bruno Latour. Polyviou’s example gets by
without its strong archival underpinning. In the functional
architecture, his staging of an atmospherically condensed
counterworld aims at releasing a different bodily knowledge
of possible encounters and envisions a counter-physicality
for transcending the otherwise hard-to-move institution.
The curved lines on the ground echoing the paths inside
the VR offer their own transformative knowledge of entan-
glement that is experienced and produced environmentally.
In comparison, Menkman directly invests into the potential
of virtual as epistemic and aesthetic objects. Their robust-
ness and simultaneously plasticity reminds the capability of
Star’s and Griesemer’s boundary objects to make agents of
different groupings,58 in this case those of art and science,
meet. What Doris Kolesch has in mind with a normalized
immersion in not only technologically-enclosed but every-
day spaces, can also be true for VR-based environmental-
ization. De-differentiation and de-distancing are then not
contradictions to but catalysts of immersive reflection.
57 L. Nolasco-Rózsás, Y. Hofmann, “The Museum as a Cognitive System of Human and Non-
Human Actors,” The Garage Journal: Studies in Art, Museums & Culture, no. 3 (2021): 1-15.
58 Cfr. G. Roßler, Der Anteil der Dinge an der Gesellschaft: 33-34.
ANNETTE URBAN 138 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19726 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19726",
"Description": "The title of this project, “An-icon,” refers to “images that deny themselves.” Virtual reality may be viewed as a typical, though not exclusive, case able to illustrate this kind of image: we know we have crossed the threshold of an environment that consists of images (ontologically), but we experience it (phenomenologically) as if it were a real environment. Something similar can be said about immersivity, but reversing the perspective: we are (ontologically) immersed in reality (virtual or non-virtual), but (phenomenologically) we know and say we are, and for this very reason we reject the idea that we are simply immersed in an environment. This applies first and foremost to our experience in general, regardless of the status of the experiences we gain through virtual reality (VR), augmented reality (AR) or mixed reality (MR).And yet, within this very general condition, human beings have over time created environments and works that carve out zones of “special immersivity,” so to speak, dedicated to immersion. What are we looking for in VR immersivity? Are new immersive technologies merely refinements of older techniques, or can they affect our relationship with ourselves, reality, and others in novel ways? What are artistic practices called on to do when faced with such new technological practices?",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19726",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Stefano Velotti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Uncontrollability",
"Title": "Immersivity as An-immersivity",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-19",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Stefano Velotti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19726",
"firstpage": null,
"institution": "Sapienza University of Rome",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Uncontrollability",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zerubavel, E., Hidden in Plain Sight: The Social Structure of Irrelevance (New York: Oxford University Press, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersivity as An-immersivity",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19726/20026",
"volume": "2"
}
] | Immersivity
as An-immersivity
by Stefano Velotti
Ordinary and immersive experience
Virtual reality and art
Experience economy
Control
Uncontrollability
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Immersivity as
An-immersivity
STEFANO VELOTTI, Sapienza. Università di Roma – https://orcid.org/0000-0002-9421-0257
https://doi.org/10.54103/ai/19726
Abstract The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of an
environment that consists of images (ontologically), but we
experience it (phenomenologically) as if it were a real environ-
ment. Something similar can be said about immersivity, but
reversing the perspective: we are (ontologically) immersed
in reality (virtual or non-virtual), but (phenomenologically) we
know and say we are, and for this very reason we reject the
idea that we are simply immersed in an environment.
This applies first and foremost to our experience
in general, regardless of the status of the experiences we
gain through virtual reality (VR), augmented reality (AR) or
mixed reality (MR).
And yet, within this very general condition, human
beings have over time created environments and works that
carve out zones of “special immersivity,” so to speak, dedicated
to immersion. What are we looking for in VR immersivity? Are
new immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves, reality,
and others in novel ways? What are artistic practices called on
to do when faced with such new technological practices?
Keywords Ordinary and immersive experience Virtual reality and art
Experience economy Control Uncontrollability
To quote this essay: S. Velotti, “Immersivity as An-immersivity,” AN-ICON. Studies in Environmental
Images [ISSN 2785-7433] 2, no. 1 (2023): 139-157, https://doi.org/10.54103/ai/19726.
STEFANO VELOTTI 139 AN-ICON
An-Immersivity
The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of
an environment that consists of images (ontologically), but
we experience it (phenomenologically) as if it were a real
environment. Something similar can be said about immer-
sivity, but reversing the perspective: we are (ontologically)
immersed in reality (virtual or non-virtual), but (phenomeno-
logically) we know and say we are, and for this very reason
we reject the idea that we are simply immersed in an envi-
ronment. If we were, we would have no way of becoming
aware of this. In fact, to speak of immersivity, we must find
our balance on an unstable boundary, which allows us to
recognize the encompassing and intrascendible character
of immersive experience while at the same time belying
its closure, piercing it from within. To speak of immersivity
therefore implies recognizing that one is in a condition of
“an-immersivity,” where the hyphen separating and joining
the privative prefix “an” to “immersivity” is the sign of a
paradox. It could also be said that the hyphen evokes the
figure of an unstable threshold, referring to the co-presence
of inside and outside.1 This applies first and foremost to
our experience in general, regardless of the status of the
experiences we gain through virtual reality (VR), augmented
reality (AR) or mixed reality (MR).
“Special immersivity”
Before even considering the complexities and
opportunities of virtual immersivity, it should be noted that
1 In this I am comforted by the title of A. Pinotti’s fine book, Alla soglia dell’immagine: Da
Narciso alla realtà virtuale (Turin: Einaudi, 2021).
STEFANO VELOTTI 140 AN-ICON
immersivity presents itself first and foremost as a feature
of our being in the world: we are always already immersed
in experience, in a given situation part of an indeterminate
totality. Where else could we be? And yet, within this very
general condition, human beings have over time created
environments and works that carve out zones of “special
immersivity,” so to speak, dedicated to immersion, with
different modalities, complexities, techniques, functions,
and meanings, many of which – the earliest – tend to be
beyond our understanding and perhaps always will.
Is it possible that the insistent recourse to
“(special) immersivity” arises especially at times of deep
crisis, when the very foundations of a civilization are felt
to be uncertain, invested with a high rate of contingency?2
To simplify: since forms of life do not allow us to feel at
home in this world, which seems to have become foreign,
indecipherable and threatening, one is drawn to limited and
controlled spaces in which to immerse oneself, to feel more
alive and safe, at least for a while. I think this perspective is
plausible, though it is partial and, indeed, a simplification.
What else are we looking for in VR immersivity? Are new
immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves,
reality, and others in novel ways? What are artistic practices
2 O. Grau, From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA: MIT Press,
2003) offers a historical survey of artworks aimed at providing immersive experiences. In
recent decades, however, interest in Paleolithic and “cave art” has been rekindled outside the
circle of specialists as well, both as such – see, e.g., G. Rigal, Le temps sacré des cavernes
(Paris: Corti, 2016) – and in relation to contemporary art, to this regard see again Pinotti, Alla
soglia dell’immagine (especially the section on “Avatāra” in ch. V). Cfr. also M. Stavrinaki,
Saisis par la préhistoire: Enquête sur l’art et le temps des modernes (Paris: Les presses du réel,
2019) and in particular the pages devoted to Frederick Kiessler’s Endless House and Giuseppe
Pinot Gallizio’s Caverna dell’antimateria. Both of these works, created in the late 1950s, reflect
the anguish connected to the atomic bomb, at that time perceived as a looming threat, later
forgotten but always resurgent. The short-circuit between contemporary art and the Paleolithic
seems to be related to the perception of a profound change in a civilization, if not its end, and
thus to a need to revisit its origins, as if one had to start over. In this regard, in addition to a
number of works of visual art that explicitly harken back to the Paleolithic, see also Richard
Powers’ symptomatic novel Plowing the Dark (2000), which I have analyzed in S. Velotti, “Art in
the time of Pandemic: Three Terms,” Paradigmi 39, no. 1 (2021): 127-140.
STEFANO VELOTTI 141 AN-ICON
called on to do when faced with such new technological
practices?
Nowadays the adjective “immersive” is used
obsessively in the presentation of theme parks and other
sensational “adventures” or “experiences” that promise
to take us “inside” paintings and frescoes or into physi-
cally inaccessible places. The word invariably appears in
the press releases of museums, exhibitions, performances,
installations, but also in advertisements for apartments for
sale or wine and food itineraries.3 One way to understand
the meaning of the word is “proof of the opposite:” what,
for example, would a “non-immersive” visit to an apartment
look like? Hard to answer, unless we specify restrictive
conditions for what is meant by immersivity. Used loosely,
however, “immersive” risks being meaningless since its
negation does not seem to change anything. And yet it is
precisely for this reason that it is an enigmatic adjective,
hovering like an obscure object of desire in our social imag-
ination.
Are we therefore to conclude that the attribution
of immersivity is in vain since it neither adds nor detracts
from the characterization of experience? I don’t think so.
However, we must first clarify in what sense each of our ex-
periences is both immersive and non-immersive, or, indeed,
“an-immersive.” On this basis it will be easier to ask what
peculiar traits are offered by the different uses of “special
immersivity,” by this form of reality that is VR, particularly
in relation to art, which, if it is anything, is a way of under-
standing how we place ourselves in the world.
3 A real estate agency in Rome advertises its luxurious apartments in the Parioli district with
the following words, “Enjoy an immersive experience! Come visit your new home.” The real
estate company is called Pitagora because it is located near Piazza Pitagora, not because it is
referencing the Greek philosopher; however, the agency’s slogan is “Pitagora – the philosophy
of living.” Which, supposedly, explains its “unique and iconic character.” As for food and
wine itineraries, one can visit, for example, “The Temple of Brunello” in Montalcino (Tuscany),
which actually offers “a station with VR viewers called InVolo” that “allows visitors to immerse
themselves in the villas, castles, vineyards and hamlets that dot the municipality’s vast and
diversified area,” https://www.orodimontalcino.it/tempio-del-brunello/, accessed December 24,
2022.
STEFANO VELOTTI 142 AN-ICON
Fish and amphibians
At first glance, one would be tempted to say
that we human animals are like fish immersed in water – to
quote a famous apologue by David Foster Wallace about
the difficulty of grasping the medium in which we are im-
mersed: an old fish asks two young fish, “Morning, boys.
How’s the water?” and they in turn ask themselves, “What
the hell is water?”4 The element in which we are immersed
is in this sense a medium that cannot be iconized or repre-
sented. In one respect, it is undeniable that we are always
already situated, immersed in a concrete environment that
resists iconic reduction. On the other hand, one must ask
whether asserting this undeniable condition of immersion
does not imply a partial denial of it.
The simplest critiques of a representational
model of the mind often target a naive idea of representa-
tion, one that can be imagined as a frame or filter interposed
between us and things, constituted by the spatio-temporal
forms of intuition or by a priori categories, universal or cul-
turally determined conceptual schemes. Access to reality
“in itself” is therefore denied to us, because according to this
account reality is always filtered through (inter)subjective
lenses. On the complementary plane of our actions and
productions we have mental representations enclosed in
our head that we then try to externalize, technically, artis-
tically or in other ways.
Various versions of enactivism oppose this view
of the representational mind, rightly insisting that percep-
tion is an active way of exploring the material and social
environment in which we are immersed, of experiencing
affordances and building skills, not a way of corresponding
4 D. Foster Wallace, This is Water, 2005. Commencement speech to the graduating class at
Kenyon College, https://fs.blog/david-foster-wallace-this-is-water/, accessed December 28, 2022.
STEFANO VELOTTI 143 AN-ICON
more or less correctly to an already organized world.5 Not
least because, in order to see whether our representations
“correspond” to the world, we would need to be able to
have unfiltered access to reality. On another front, anti-rep-
resentationalism is also endorsed by those who replace
representations with immanent flows and forces, or who
propose that we think of ourselves as “things among things,”
according to a “flat ontology” devoid of anthropocentric hi-
erarchies, where all entities are equally agents and patients,
from stones to plants, from artifacts to animals.
Yet, both the idea of a representational filter
and the various versions of absolute immersivity run into
the same problem: if we think these ideas and formulate
them linguistically, as in fact we do, then they are self-con-
tradictory. If they are true, then they are false.6 For if we
experienced the world through a filter, we would have to
see the world, ourselves and the filter with a view from
nowhere. And if on the other hand it were true, as in some
ways it is true, that we are always immersed in a translucent
medium like fish in water, we could not communicate this.
We would just be immersed. The fact is that we discover
ourselves immersed and emerged at the same time, more
amphibian than fish. We realize that we see and do not see
a frame, that we remain on this side of a threshold knowing
that we cannot cross it and therefore crossing it.7 Toward
where? Toward an infinitely expandable context, the inde-
terminable totality of every possible experience in which
5 Cfr. J. Stewart, O. Gapenne, E. A. Di Paolo, Enaction: Toward a New Paradigm for Cognitive
Science (Cambridge, MA: MIT Press, 2010). For a recent survey of enactivism in relation to
cultural contexts see C. Durt, T. Fuchs, C. Tewes, eds., Embodiment, Enaction, and Culture
(Cambridge MA: MIT Press, 2017).
6 Here I broadly trace the exposition of the paradoxes of experience articulated by E. Garroni,
Estetica: Uno sguardo-attraverso (Milan: Garzanti, 1992).
7 Christian Stiegler acknowledges the liminality of the “liquid spaces” in which we are
immersed, but then seems to unilaterally emphasize the disappearance of all frames: “Liquid
spaces are moments of uncertainty, instability, and fluidity in mediated experiences. They
emerge as thresholds between the physical and the mediated. These spaces create the
feeling of immersion even beyond the mediation by eliminating critical distance and dissolving
the frames of media.” C. Stiegler, The 360° Gaze: Immersions in Media, Society, and Culture
(London: MIT Press, 2021): 61.
STEFANO VELOTTI 144 AN-ICON
we are already included, on whose horizon this determinate
experience stands, which is such precisely insofar as it is
“cut out” from that indeterminate and uncontrollable horizon
of possibility.
What McLuhan says about medial awareness
– summarized in the famous “rearview-mirror” metaphor
recalled by Pinotti – is therefore not entirely true:
As long as s/he is immersed in a medium, the human being is as
little aware of it as the fish of the water in which he swims. Only
the moment that medium is overtaken by a later medium can it be
retrospectively focused on and grasped precisely as the medium
in which the experience had been organized: “we are always one
step behind in our view of the world.”8
We do not need the appearance of another me-
dium to know that we are not like fish in water: the possibil-
ity of saying that we are is enough for us to prove ourselves
wrong. Some philosophers, such as Thomas Nagel, have
claimed that this condition of ours expresses “the absurd”
of the human condition, which should be accepted with
a little irony and without taking ourselves too seriously. In
fact, unlike other animals that lack self-awareness and lan-
guage, we cannot simply remain immersed and absorbed
in our occupations, nor can we, however, install ourselves
in a permanent emersion, in a transcendent dimension, be-
cause even the mind of the mystic is still playing one of the
possible games situated in the concreteness of experience,
not an out-of-this-world “super game.” Because of this we
are forced to accept this irreconcilable oscillation between
immersion and emergence, adherence and detachment,
8 A. Pinotti, Alla soglia dell’immagine: 17 [my translation].
STEFANO VELOTTI 145 AN-ICON
involvement in the ordinary tasks of life and the distance of
a gaze that relativizes the latter or nullifies their importance.9
But is this really the case? What if, on the other
hand, it were sometimes possible to make such indetermi-
nate totality transit – analogically, symbolically – in concrete,
determinate experience? What if things, practices, concrete
experiences were given that exemplified the indeterminable
and uncontrollable dimension against which they stand out?
What if this were not only a source of disquiet (due to the
feeling of being in touch with the uncontrollable), but also
a sensible pleasure, deriving from the fact that our vitality,
the feeling of being alive, is increased by the simultaneous
co-presence of immersion and emergence? Perhaps this
is one of the ways of approaching some particularly sensi-
ble experiences, for example, those in which we recognize
something as art: a set of practices, events or “things” that
allow us to “see” (feel, experience, understand) the complex
texture of our forms of life, our being in the world between
immersion and emersion.
Before trying to articulate these still vague
statements, and precisely in relation to what we have called
forms of “special immersivity,”10 it is necessary to go back
to their homology with the an-immersivity of ordinary ex-
perience, also from the point of view of its limitations.
9 T. Nagel, “The Absurd,” in Mortal Questions (London: Canto, 1979): 11-23.
10 It should be made clear from the outset that what I have called “special immersivity” is
obtained with diverse and heterogeneous forms that can be sorted into categories. For an
excellent survey of immersive forms of storytelling, see E. Modena, Nelle storie: Arte, cinema
e media immersivi (Rome: Carocci, 2022). Ultimately, however, as far as artistic practices are
concerned, it is the singularity of the work that must be taken into account.
STEFANO VELOTTI 146 AN-ICON
Limits of immersivity
Let us see the extent to which the experience of
virtual immersivity, in its “special” meaning, can be equated
with that of ordinary immersivity.
The three characteristics of immersive VR, sum-
marized by Pinotti, are (1) the saturation of the 360° gaze
(“unframedeness”); (2) the feeling of presence, of “being
there,” which can be further articulated as telepresence,
selfpresence and social presence (“presentness”);11 (3) the
experience of immediacy, due paradoxically to the great
complexity of technological mediations that produce VR,
making the medium as transparent as possible (“immedi-
ateness”).12
It is easy to see that we could characterize our
experience of the ordinary world using the same properties:
nothing I see is potentially limited by a frame, I have the
perception of “being here,” of presence, and my experience
seems immediate, that is, unmediated by a medium that
interferes with reality. But, one might say, if by hypothesis
VR fulfills these promises to the point of pushing itself to
(illusory) indistinguishability from reality, then – from a phe-
nomenological, though not an ontological, point of view –
we would be thrown back into the reality we already know,
and – except for the advantageous uses of it, related to
various forms of telepresence and simulation – the experi-
ence we derive from it would be nothing new. Conversely,
one can highlight the limits of these claims and emphasize
the aspects that prevent illusion. Both perspectives, how-
ever, are simplistic. VR is not equivalent to ordinary reality,
nor are the limitations of VR absent in ordinary reality:
11 E. Pett, Experiencing Cinema: Participatory Film Cultures, Immersive Media and the
Experience Economy (New York-London: Bloomsbury, 2021).
12 A. Pinotti, “Prologo,” in Alla soglia dell’immagine: xi-xviii.
STEFANO VELOTTI 147 AN-ICON
■- It is true that in VR the frame has disappeared, but in a
sense it persists: I am wearing a headset and in the future I will
perhaps wear a headband, or be fitted with an implant connected
to my neurons. On the other hand, even here, now, in non-virtual
reality, I am partially framed by the actions that brought me to a
given place and situation (I am aware that I occupy a limited or
“framed” portion of reality), by attention variously focused on the
scenario in front of me or the task I set myself, but also by the
“frames” studied by Erving Goffman and those we do not pay
attention to because they are “hidden in plain sight.”13
■- Presence, being here, cannot be doubted. I am not else-
where, or at least no more than I am elsewhere when I am im-
mersed in a virtual environment.
■- Finally, the apparent immediacy produced by innumerable
technological mediations also characterizes my real experience:
we know all too well that what is felt as natural,spontaneous, ob-
vious is intertwined with acquired habits and artificial construc-
tions and prosthetic extensions: the normative, the perceptual,
proxemics, social mediations, and all the ways of acting of a
certain form of life.
So, those characteristics that serve to phenom-
enologically distinguish the experience of a non-immersive
image from an “an-iconic” immersive experience are not
sufficient to distinguish the experience of immersive VR
from that of ordinary reality. However, from here we cannot
conclude that between “ordinary” immersivity and what we
have called “special immersivity” there is no difference, not
only on the ontological level, but also on the phenomeno-
logical one.
There are countless features of VR that distin-
guish it from ordinary reality. The most obvious, related first
and foremost to the dimension of space, is the possibility of
13 E. Goffman, Frame Analysis: An Essay on the Organization of Experience (1974) (Boston:
Northeastern University Press, 1986); E. Zerubavel, Hidden in Plain Sight: The Social Structure
of Irrelevance (New York: Oxford University Press, 2015).
STEFANO VELOTTI 148 AN-ICON
becoming immersed in scenarios that cannot be found in
ordinary reality or that would be impossible to experience
because of scale or distance: entering an animal’s blood-
stream or its brain, acting at a distance, traveling through
a body. Also, there is the cognitive conflict between pro-
prioception in the real world and that in the virtual world –
walking on water or plunging into an abyss while remaining
firmly on the ground but feeling a sense of vertigo and fear
(or, vice versa, I am immersed in the “magic circle” of VR
and have an accident in the ordinary world).
I do not intend to try to list all the differences
and perhaps imagine how some of them will be eliminat-
ed or reduced by technological progress, integrating our
other senses,14 nor do I intend to address all the possible
ways of using VR, which is likely to become even more
useful and indispensable in the future than it already is now
for many of our practices, medical, architectural, forensic,
social, professional, educational, recreational, and so on.
Rather, here I intend to focus on what immersive VR can
tell us about the human experience in general, drawing on
the experience we sometimes have in our relationship with
what we call artistic works or practices.
“Experience economy”
In the 1990s the idea gained ground – with
anticipations already in the previous decades – that the
economy most suited to our times – at least in the wealth-
iest societies – is not so much based on the production of
goods, or even on services, but on experience. In those
years, expressions such as “Erlebnisgesellschaft,” “Erleb-
nismarkt,” and “Dream Society” began to circulate, until
James Gilmore and Joseph Pine II became the proudest
14 Cfr. R. DeSalle, Our Senses: An Immersive Experience (New Haven-London: Yale University
Press, 2018).
STEFANO VELOTTI 149 AN-ICON
proponents of the “Experience Economy” with a book that
would have a certain fortune, followed by other volumes
on related issues.15 The key to their thinking is stated in the
preface to the 2011 updated edition of their The Experience
Economy:
So let us here be most clear: goods and services are no longer
enough to foster economic growth, create new jobs, and maintain
economic prosperity. To realize revenue growth and increased em-
ployment, the staging of experiences must be pursued as a distinct
form of economic output. Indeed, in a world saturated with largely
undifferentiated goods and services the greatest opportunity for
value creation resides in staging experiences.16
The market for goods is saturated, and produc-
ers must offer products that promise to stage experiences.
For this reason the watchwords are “mass customize,” i.e.
transform every service into a unique (mass) experience;
“work is theater,” i.e. “stage experiences” and train sellers
in specific performance practices; and finally, ensure that
the experience offered generates in the consumer (“pro-
sumer” or “experiencer”) an actual change, which must be
properly paid for: “these transformations should themselves
command a fee in the form of explicitly charging for the
demonstrated outcomes that result from the underlying
experiences. [...] We especially challenge enterprises in
three industries: those that focus on making people healthy,
wealthy, and wise.”17
It would be all too easy to reiterate once again
how the neoliberal creed attempts to infiltrate every aspect
15 G. Schulze, Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart (Frankfurt am Main-
New York: Campus-Verlag, 1993); R. Jensen, “Dream Society,” The Futurist 30, no. 3 (1996):
9-13; J. Gilmore and B.J. Pine II, The Experience Economy (1999) (Boston: Harvard Business
School Press, 2011); J. Gilmore and B.J. Pine II, Authenticity. What Consumers Really Want
(Boston: Harvard Business School Press, 2007).
16 J. Gilmore and B.J. Pine II, “Preview to the Updated Edition: Beyond Goods and Services,”
in The Experience Economy: ix-xxii, ix [emphasis mine].
17 Ibid.
STEFANO VELOTTI 150 AN-ICON
of human life, putting a price tag on it. Instead, I have men-
tioned these marketing strategies to make some distinc-
tions concerning the notion of experience. It is interesting
to see how Gilmore and Pine respond to the obvious ob-
jection that an experience purchased from a catalog is a
fake experience. Their line of defense comes in the central
chapter of their next book, Authenticity, in which they draw
on some philosophical references to arrive at the following
conclusion:
there is no such thing as an inauthentic experience because ex-
periences happen inside us. Therefore, we remain free to judge
our experiences with any economic offering as authentic or not.
Businesses that offer them therefore can, whether intentionally or
by happenstance, gain the perception of authenticity. [...] Business-
es can render their inauthentic offerings as authentic. Doing so
requires embracing this essential paradox: all human enterprise is
ontologically fake - that is, in its very being it is inauthentic - and
yet, output from that enterprise can be phenomenologically real -
that is, it is perceived as authentic by the individuals who buy it.18
The distinction between an ontological and a
phenomenological point of view returns here in a particu-
larly insidious way. For on the one hand, it is true that there
is no class of “fake” immersive experiences ontologically
distinct from a class of “authentic” immersive experiences.
And the experience one has cannot be anything other than
the experience of a subject, and in this sense it is obvious-
ly subjective (which, however, does not necessarily mean
that it is only “inside us”). Kant himself, who entrusted to
the principle of the judgment of taste even the possibility
of making sense of experience in general and building a
18 J. Gilmore, B. J. Pine II, “The Authenticity Paradox,” in Authenticity: 89-90, 89 [emphasis
mine].
STEFANO VELOTTI 151 AN-ICON
system of nature, reiterated that I can judge anything aes-
thetically, material or immaterial, and that my judgment
depends on what “I make of this representation in my-
self.”19 As is well known, however, Kant ascribed to such
judgment a claim to “subjective universality” and “exem-
plary necessity,” springing from a “free play” of imagination
and understanding. In the perspective of the “experience
economy,” what we witness is a caricature of these claims:
the freedom-spontaneity of the free play of the faculties
becomes the consumer’s “freedom of choice,” a psycho-
logical choice expressed as a preference (however moti-
vated or induced, as long as it has the desired effect). The
impossibility of establishing ontologically distinct classes
for what is “beautiful-sensible” and what is not is reduced to
what the consumer “buys or doesn’t buy” (in both senses of
the word). Since nothing escapes human intervention and
thus technique and money, the Las Vegas hotel “The Vene-
tian” and the city of Venice possess the same ontological
status, that of both being “fakes.” The authenticity of an
experience cannot therefore depend on “what” we experi-
ence (everything is equally ontologically “fake”), but only on
something that “happens inside us,” and can therefore be
“phenomenologically real.” The singularity of experience is
completely annulled, and every object, practice, situation
is identical to any other, as long as it produces the same
effect: a novel or a pill, a bump on the head or a movie,
a concert or a wedding.20 There is no longer any trace of
19 “It is readily seen that to say that it is beautiful and to prove that I have taste what matters
is what I make of this representation in myself, not how I depend on the existence of the
object.” I. Kant, Critique of the Power of Judgment (1790), trans. P. Guyer and E. Matthews
(Cambridge-New York: Cambridge University Press, 2000): 5; 205.
20 Cfr. Wittgenstein’s objection to the idea of aesthetic experience conceived as an effect:
“There is a tendency to talk about the ‘effect of a work of art’– feelings, images, etc. Then
it is natural to ask: ‘Why do you hear this minuet?,’ and there is a tendency to answer: ‘To
get this, and that effect.’ And doesn’t the minuet itself matter? – hearing this: would another
have done as well? You could play a minuet once, and get a lot out of it, and play the same
minuet another time and get nothing out of it. But it doesn’t follow that what you get out of it
is then independent of the minuet.” L. Wittgenstein, Lectures and Conversations on Aesthetics,
Psychology, and Religious Belief (Berkeley-Los Angeles: University of California Press, 1967):
29.
STEFANO VELOTTI 152 AN-ICON
recourse to an elaboration by the subject, to the exercise
of a “reflective faculty of judgment” (as distinct from the
objectifying exercise of “determining judgment”), to show
the impossibility of constructing classes of “beautiful” or
meaningful things or experiences. Instead, once again, it
is the “invisible hand” of the market that knows best how
to allocate the “resource” of authenticity.
The perspective of control
On a photography information site, I find a re-
view of Richard Avedon’s recent exhibition, Relationships
(Palazzo Reale, Milan, September 22, 2022-January 29,
2023). The reviewer informs us right away that it is “an en-
joyable immersive experience in the artist’s photographic
universe.”21 What is of interest here, however, is not the
indiscriminate use of the adjective, but one of the most
famous quotes attributed to Avedon, which stands out in
one of the rooms: “I think all art is about control – the en-
counter between control and the uncontrollable.” Referred
to photography, or to a certain way of doing photography,
the statement easily lends itself to multiple interpretations.22
I believe, however, that Avedon was right: every art form is
characterized by this encounter and, indeed, it could be
argued that every experience worthy of the name is.
This “encounter,” however, takes place less and
less often in everyday life: control and self-control, exacer-
bated also by digital technologies (surveillance, quantified
self, digital self, etc.) seem to run more and more in parallel
with an increasing loss of control (sense of powerlessness,
21 E. Dal Verme, “Richard Avedon: Relationships,” Fotografia.it (September 22, 2022),
https://www.fotografia.it/articoli/opinioni/richard-avedon-relationships/, accessed January 5,
2023 [emphasis mine].
22 Cfr., e.g., R. Kelsey, Photography and the Art of Chance (Cambridge MA-London: Harvard
University Press, 2015) and some observations in S. Velotti, The Present of Photography
and the Dialectics of Control, in M. Delogu, A. Dandini de Sylva, eds., Fotografia: Il presente
(Macerata: Quodlibet, 2015): 21-29.
STEFANO VELOTTI 153 AN-ICON
acting out, addictions, panic attacks, conspiracy theories
etc.), without the two dimensions ever converging. Although
often untied in our impoverished everyday life, the knot that
ties control to uncontrollability is very complex and can-
not be reduced to the “society of control” preconized by
Deleuze.23 The problem is complex, but here, in conclusion,
I would like to put forward only a few questions about con-
trol in relation to “special immersivity,” or, more specifically,
immersive art practices. On the one hand, the most mun-
dane experiences of “special” immersivity are meant to be
forms of sensational entertainment (Caravaggio experience
and the like), or reassuring bubbles where all contact with
what is uncontrollable and indeterminate is preemptively
sterilized. On the other, they promise they will allow us to
“get lost” in immersion. (Of course, there may also be a more
subtle pleasure in “letting go,” relying on someone else’s
control, as artist Janet Cardiff argues when speaking of her
extraordinary AR “walks”24). However, this is an unresolved
problem for the “experience economy,” which on the one
hand wants the prosumer/experiencer to feel that he or she
is in control of his or her own choices (with reference to the
alternatives offered) to ensure their authenticity, and on the
other hand knows that the provider must remain in control
of this offer, if only to justify the fee the prosumer/experi-
encer has to pay for it. There is nothing wrong with buying
an “organized immersive adventure”– which may be fun,
exciting, unusual – but the doubt remains: either it is not an
adventure, or it is not organized. Even in valuable academic
contributions, the question of control appears repeatedly,
23 Cfr. S. Velotti, Dialettica del controllo: Limiti della sorveglianza e pratiche artistiche (Roma:
Castelvecchi, 2017); H. Rosa, The Uncontrollability of the World (2018), trans. J.C. Wagner
(Cambridge: Polity Press, 2020).
24 C. Christov-Bakargiev, Janet Cardiff: A Survey of Works Including Collaborations with
George Bures Miller (New York: P.S.1 Contemporary Art Center, 2003): 35.
STEFANO VELOTTI 154 AN-ICON
yet without being thematized – it remains opaque, ambig-
uous, if not contradictory.25
What if, instead, the “special” immersivity of VR
were employed to reveal, by exemplifying it, the paradoxical
an-immersivity of ordinary experience, usually overlooked
or misunderstood? What if certain uses of “special” im-
mersivity were able to bring out from within not the illusory
simulation of ordinary reality “as it is,” perhaps displaced
into fantastic scenarios, nor sensational and amazing expe-
riences, but the most ordinary experience, making it visible
and understandable as an “encounter” of controllability and
uncontrollability? Then we would not only have a bubble, a
vacation from ordinary space, an interruption in the web of
a life lived obtusely, but also the concrete exemplification
of the antinomian forces that render us alive: on the one
hand, the need and satisfaction of exercising some control
over ourselves, the world, and others – of being agents
endowed with “efficacy,” not powerless and systematically
frustrated agents. On the other, the equally essential need
not to remain entrenched in such control, which can only
become animated in the “encounter” with what is and re-
mains uncontrollable: the indeterminate totality of experi-
ence, the unpredictability of our multiple relationships, the
infinitely rich grain of reality.
Possible examples of such successful “en-
counters” abound in contemporary art practices. Here I
would like to cite just one, which I think is particularly signif-
icant because of its apparent incongruity and which would
25 See for example C. Stiegler, The 360° Gaze: “If all the frames, stages, and technologies
dissolve now, we are about to confuse different concepts of realities […] They emphasize
the dissolution of boundaries and control”; but, at the same time, he writes that in the use
of avatars “Nonhuman characters can activate the same emotional alignment and level of
acceptance as human characters. Elena Kokkinara and Rachel McDonnell confirm that even
though photorealistic imagery supports acceptance and engagement, authenticity depends
much more ‘on the levels of perceived ownership and sense of control (agency) we feel
towards this virtual character.’” Stiegler, The 360° Gaze: 92 [emphasis mine].
STEFANO VELOTTI 155 AN-ICON
deserve a much deeper analysis:26 about 50 years ago, an
Australian theology professor, John M. Hull, noticed that
he was going blind, and decided to tape-record a diary of
this dramatic progression. In 1990, these recordings be-
came an extraordinary book, Touching the Rock. An Ex-
perience of Blindness. In the preface, Oliver Sacks wrote,
quite rightly, that if Wittgenstein had gone blind, he would
probably have written a similar book. A short film, a feature
film and finally (in 2016) a virtual reality application, Notes
on Blindness: Into Darkness, are based on this book.27 It
is “an experience” that takes place at the intersection of
multiple authorships: Hull, the creators of the work in VR,
and, it must be added, a partial interactivity on the part of
the “experiencer.” The latter wears a binaural audio device
– the same sound reproduction technique used by Cardiff
for her assisted “walks” – coupled with a 360-degree VR
headset. Beginning with Hull’s experience of blindness, the
making, as well as the enjoyment of the experience, are
the work of the “non-blind.” It is not about disavowing
the tragedy of losing one’s sight, nor is it about telling a
story of “redemption.” Rather, what happens is that the
blindness of the person wearing the VR headset – and
the related loss of control over the outside world – is not
replaced by images aiming to immerse the person in a
realistic, broadly illusionistic environment, but rather “into
Darkness,” one of the most obvious manifestations of the
loss of control over the environment. What we find in this
VR, however, is not total darkness, but the disjointed and
fragmented world described by Hull’s words. The apparent
obviousness of ordinary visual perception is suspended.
26 See C. Roussel, “If Blindness Creates a New World,” CJDS 8, no. 6 (2019): 108-130,
which documents and analyzes the genesis and structure of Notes on Blindness VR in the
most comprehensive way. E. Modena, building on Roussel’s analysis, devotes some of the
finest pages to it in her book Nelle storie: 84-87. See also the presentation of the project by A.
Colinart, https://www.youtube.com/watch?v=im3CpA14jEQ, accessed January 8, 2023.
27 Cfr. e.g., A. Noë, Learning to Look: Dispatches from the Art World (New York: Oxford
University Press, 2021).
STEFANO VELOTTI 156 AN-ICON
It involves participating in the reconstitution of the unity
of experience almost “from scratch,” which depends on
acoustic signals that “bounce” back to us from objects if
given certain environmental conditions: wind or rain make
the world perceptible. Perceiving requires our activity, which
is partially controllable, and a “collaboration” of the world
that is usually beyond our control, i.e. weather events (in
the app, the experiencer can control the triggering of such
uncontrollable conditions). The idea that seeing is not ob-
vious, that we need to learn how to do it actively, and that
art is a way of “learning to look,” I think is right, as long
as “looking” is translated into a more global “perceiving”
extended to the whole body. What we see in the virtual
scenario are not really images, in the sense of figures, but
sketches, elusive and ghostly graphic patterns (like Kantian
image-schemes)28 correlated to sound. A silent world would
be dark. This reduction of figurativeness is much closer
to a staging of our ordinary perception than any mimetic
or fantastic imagery. Like blindness for the non-blind, our
perceptual life in its entanglement with the world cannot
be properly depicted visually. However, the suspension
of ordinary sight opens up an understanding of a usually
occluded perceptual experience, revealing, I believe, the
paradoxical an-immersive interweaving of controllability
and uncontrollability that constitutes us and toward which
we are becoming increasingly blind.
28 E. Garroni, Immagine, linguaggio, figura (Roma-Bari: Laterza, 2005).
STEFANO VELOTTI 157 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19726 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19726",
"Description": "The title of this project, “An-icon,” refers to “images that deny themselves.” Virtual reality may be viewed as a typical, though not exclusive, case able to illustrate this kind of image: we know we have crossed the threshold of an environment that consists of images (ontologically), but we experience it (phenomenologically) as if it were a real environment. Something similar can be said about immersivity, but reversing the perspective: we are (ontologically) immersed in reality (virtual or non-virtual), but (phenomenologically) we know and say we are, and for this very reason we reject the idea that we are simply immersed in an environment. This applies first and foremost to our experience in general, regardless of the status of the experiences we gain through virtual reality (VR), augmented reality (AR) or mixed reality (MR).And yet, within this very general condition, human beings have over time created environments and works that carve out zones of “special immersivity,” so to speak, dedicated to immersion. What are we looking for in VR immersivity? Are new immersive technologies merely refinements of older techniques, or can they affect our relationship with ourselves, reality, and others in novel ways? What are artistic practices called on to do when faced with such new technological practices?",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19726",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Stefano Velotti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Uncontrollability",
"Title": "Immersivity as An-immersivity",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-01-19",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-07",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Stefano Velotti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19726",
"firstpage": null,
"institution": "Sapienza University of Rome",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "Uncontrollability",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zerubavel, E., Hidden in Plain Sight: The Social Structure of Irrelevance (New York: Oxford University Press, 2015).",
"spatial": null,
"temporal": null,
"title": "Immersivity as An-immersivity",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19726/20026",
"volume": "2"
}
] | Immersivity
as An-immersivity
by Stefano Velotti
Ordinary and immersive experience
Virtual reality and art
Experience economy
Control
Uncontrollability
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
Immersivity as
An-immersivity
STEFANO VELOTTI, Sapienza. Università di Roma – https://orcid.org/0000-0002-9421-0257
https://doi.org/10.54103/ai/19726
Abstract The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of an
environment that consists of images (ontologically), but we
experience it (phenomenologically) as if it were a real environ-
ment. Something similar can be said about immersivity, but
reversing the perspective: we are (ontologically) immersed
in reality (virtual or non-virtual), but (phenomenologically) we
know and say we are, and for this very reason we reject the
idea that we are simply immersed in an environment.
This applies first and foremost to our experience
in general, regardless of the status of the experiences we
gain through virtual reality (VR), augmented reality (AR) or
mixed reality (MR).
And yet, within this very general condition, human
beings have over time created environments and works that
carve out zones of “special immersivity,” so to speak, dedicated
to immersion. What are we looking for in VR immersivity? Are
new immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves, reality,
and others in novel ways? What are artistic practices called on
to do when faced with such new technological practices?
Keywords Ordinary and immersive experience Virtual reality and art
Experience economy Control Uncontrollability
To quote this essay: S. Velotti, “Immersivity as An-immersivity,” AN-ICON. Studies in Environmental
Images [ISSN 2785-7433] 2, no. 1 (2023): 139-157, https://doi.org/10.54103/ai/19726.
STEFANO VELOTTI 139 AN-ICON
An-Immersivity
The title of this project, “An-icon,” refers to “im-
ages that deny themselves.” Virtual reality may be viewed
as a typical, though not exclusive, case able to illustrate this
kind of image: we know we have crossed the threshold of
an environment that consists of images (ontologically), but
we experience it (phenomenologically) as if it were a real
environment. Something similar can be said about immer-
sivity, but reversing the perspective: we are (ontologically)
immersed in reality (virtual or non-virtual), but (phenomeno-
logically) we know and say we are, and for this very reason
we reject the idea that we are simply immersed in an envi-
ronment. If we were, we would have no way of becoming
aware of this. In fact, to speak of immersivity, we must find
our balance on an unstable boundary, which allows us to
recognize the encompassing and intrascendible character
of immersive experience while at the same time belying
its closure, piercing it from within. To speak of immersivity
therefore implies recognizing that one is in a condition of
“an-immersivity,” where the hyphen separating and joining
the privative prefix “an” to “immersivity” is the sign of a
paradox. It could also be said that the hyphen evokes the
figure of an unstable threshold, referring to the co-presence
of inside and outside.1 This applies first and foremost to
our experience in general, regardless of the status of the
experiences we gain through virtual reality (VR), augmented
reality (AR) or mixed reality (MR).
“Special immersivity”
Before even considering the complexities and
opportunities of virtual immersivity, it should be noted that
1 In this I am comforted by the title of A. Pinotti’s fine book, Alla soglia dell’immagine: Da
Narciso alla realtà virtuale (Turin: Einaudi, 2021).
STEFANO VELOTTI 140 AN-ICON
immersivity presents itself first and foremost as a feature
of our being in the world: we are always already immersed
in experience, in a given situation part of an indeterminate
totality. Where else could we be? And yet, within this very
general condition, human beings have over time created
environments and works that carve out zones of “special
immersivity,” so to speak, dedicated to immersion, with
different modalities, complexities, techniques, functions,
and meanings, many of which – the earliest – tend to be
beyond our understanding and perhaps always will.
Is it possible that the insistent recourse to
“(special) immersivity” arises especially at times of deep
crisis, when the very foundations of a civilization are felt
to be uncertain, invested with a high rate of contingency?2
To simplify: since forms of life do not allow us to feel at
home in this world, which seems to have become foreign,
indecipherable and threatening, one is drawn to limited and
controlled spaces in which to immerse oneself, to feel more
alive and safe, at least for a while. I think this perspective is
plausible, though it is partial and, indeed, a simplification.
What else are we looking for in VR immersivity? Are new
immersive technologies merely refinements of older tech-
niques, or can they affect our relationship with ourselves,
reality, and others in novel ways? What are artistic practices
2 O. Grau, From Illusion to Immersion (2001), trans. G. Custance (Cambridge MA: MIT Press,
2003) offers a historical survey of artworks aimed at providing immersive experiences. In
recent decades, however, interest in Paleolithic and “cave art” has been rekindled outside the
circle of specialists as well, both as such – see, e.g., G. Rigal, Le temps sacré des cavernes
(Paris: Corti, 2016) – and in relation to contemporary art, to this regard see again Pinotti, Alla
soglia dell’immagine (especially the section on “Avatāra” in ch. V). Cfr. also M. Stavrinaki,
Saisis par la préhistoire: Enquête sur l’art et le temps des modernes (Paris: Les presses du réel,
2019) and in particular the pages devoted to Frederick Kiessler’s Endless House and Giuseppe
Pinot Gallizio’s Caverna dell’antimateria. Both of these works, created in the late 1950s, reflect
the anguish connected to the atomic bomb, at that time perceived as a looming threat, later
forgotten but always resurgent. The short-circuit between contemporary art and the Paleolithic
seems to be related to the perception of a profound change in a civilization, if not its end, and
thus to a need to revisit its origins, as if one had to start over. In this regard, in addition to a
number of works of visual art that explicitly harken back to the Paleolithic, see also Richard
Powers’ symptomatic novel Plowing the Dark (2000), which I have analyzed in S. Velotti, “Art in
the time of Pandemic: Three Terms,” Paradigmi 39, no. 1 (2021): 127-140.
STEFANO VELOTTI 141 AN-ICON
called on to do when faced with such new technological
practices?
Nowadays the adjective “immersive” is used
obsessively in the presentation of theme parks and other
sensational “adventures” or “experiences” that promise
to take us “inside” paintings and frescoes or into physi-
cally inaccessible places. The word invariably appears in
the press releases of museums, exhibitions, performances,
installations, but also in advertisements for apartments for
sale or wine and food itineraries.3 One way to understand
the meaning of the word is “proof of the opposite:” what,
for example, would a “non-immersive” visit to an apartment
look like? Hard to answer, unless we specify restrictive
conditions for what is meant by immersivity. Used loosely,
however, “immersive” risks being meaningless since its
negation does not seem to change anything. And yet it is
precisely for this reason that it is an enigmatic adjective,
hovering like an obscure object of desire in our social imag-
ination.
Are we therefore to conclude that the attribution
of immersivity is in vain since it neither adds nor detracts
from the characterization of experience? I don’t think so.
However, we must first clarify in what sense each of our ex-
periences is both immersive and non-immersive, or, indeed,
“an-immersive.” On this basis it will be easier to ask what
peculiar traits are offered by the different uses of “special
immersivity,” by this form of reality that is VR, particularly
in relation to art, which, if it is anything, is a way of under-
standing how we place ourselves in the world.
3 A real estate agency in Rome advertises its luxurious apartments in the Parioli district with
the following words, “Enjoy an immersive experience! Come visit your new home.” The real
estate company is called Pitagora because it is located near Piazza Pitagora, not because it is
referencing the Greek philosopher; however, the agency’s slogan is “Pitagora – the philosophy
of living.” Which, supposedly, explains its “unique and iconic character.” As for food and
wine itineraries, one can visit, for example, “The Temple of Brunello” in Montalcino (Tuscany),
which actually offers “a station with VR viewers called InVolo” that “allows visitors to immerse
themselves in the villas, castles, vineyards and hamlets that dot the municipality’s vast and
diversified area,” https://www.orodimontalcino.it/tempio-del-brunello/, accessed December 24,
2022.
STEFANO VELOTTI 142 AN-ICON
Fish and amphibians
At first glance, one would be tempted to say
that we human animals are like fish immersed in water – to
quote a famous apologue by David Foster Wallace about
the difficulty of grasping the medium in which we are im-
mersed: an old fish asks two young fish, “Morning, boys.
How’s the water?” and they in turn ask themselves, “What
the hell is water?”4 The element in which we are immersed
is in this sense a medium that cannot be iconized or repre-
sented. In one respect, it is undeniable that we are always
already situated, immersed in a concrete environment that
resists iconic reduction. On the other hand, one must ask
whether asserting this undeniable condition of immersion
does not imply a partial denial of it.
The simplest critiques of a representational
model of the mind often target a naive idea of representa-
tion, one that can be imagined as a frame or filter interposed
between us and things, constituted by the spatio-temporal
forms of intuition or by a priori categories, universal or cul-
turally determined conceptual schemes. Access to reality
“in itself” is therefore denied to us, because according to this
account reality is always filtered through (inter)subjective
lenses. On the complementary plane of our actions and
productions we have mental representations enclosed in
our head that we then try to externalize, technically, artis-
tically or in other ways.
Various versions of enactivism oppose this view
of the representational mind, rightly insisting that percep-
tion is an active way of exploring the material and social
environment in which we are immersed, of experiencing
affordances and building skills, not a way of corresponding
4 D. Foster Wallace, This is Water, 2005. Commencement speech to the graduating class at
Kenyon College, https://fs.blog/david-foster-wallace-this-is-water/, accessed December 28, 2022.
STEFANO VELOTTI 143 AN-ICON
more or less correctly to an already organized world.5 Not
least because, in order to see whether our representations
“correspond” to the world, we would need to be able to
have unfiltered access to reality. On another front, anti-rep-
resentationalism is also endorsed by those who replace
representations with immanent flows and forces, or who
propose that we think of ourselves as “things among things,”
according to a “flat ontology” devoid of anthropocentric hi-
erarchies, where all entities are equally agents and patients,
from stones to plants, from artifacts to animals.
Yet, both the idea of a representational filter
and the various versions of absolute immersivity run into
the same problem: if we think these ideas and formulate
them linguistically, as in fact we do, then they are self-con-
tradictory. If they are true, then they are false.6 For if we
experienced the world through a filter, we would have to
see the world, ourselves and the filter with a view from
nowhere. And if on the other hand it were true, as in some
ways it is true, that we are always immersed in a translucent
medium like fish in water, we could not communicate this.
We would just be immersed. The fact is that we discover
ourselves immersed and emerged at the same time, more
amphibian than fish. We realize that we see and do not see
a frame, that we remain on this side of a threshold knowing
that we cannot cross it and therefore crossing it.7 Toward
where? Toward an infinitely expandable context, the inde-
terminable totality of every possible experience in which
5 Cfr. J. Stewart, O. Gapenne, E. A. Di Paolo, Enaction: Toward a New Paradigm for Cognitive
Science (Cambridge, MA: MIT Press, 2010). For a recent survey of enactivism in relation to
cultural contexts see C. Durt, T. Fuchs, C. Tewes, eds., Embodiment, Enaction, and Culture
(Cambridge MA: MIT Press, 2017).
6 Here I broadly trace the exposition of the paradoxes of experience articulated by E. Garroni,
Estetica: Uno sguardo-attraverso (Milan: Garzanti, 1992).
7 Christian Stiegler acknowledges the liminality of the “liquid spaces” in which we are
immersed, but then seems to unilaterally emphasize the disappearance of all frames: “Liquid
spaces are moments of uncertainty, instability, and fluidity in mediated experiences. They
emerge as thresholds between the physical and the mediated. These spaces create the
feeling of immersion even beyond the mediation by eliminating critical distance and dissolving
the frames of media.” C. Stiegler, The 360° Gaze: Immersions in Media, Society, and Culture
(London: MIT Press, 2021): 61.
STEFANO VELOTTI 144 AN-ICON
we are already included, on whose horizon this determinate
experience stands, which is such precisely insofar as it is
“cut out” from that indeterminate and uncontrollable horizon
of possibility.
What McLuhan says about medial awareness
– summarized in the famous “rearview-mirror” metaphor
recalled by Pinotti – is therefore not entirely true:
As long as s/he is immersed in a medium, the human being is as
little aware of it as the fish of the water in which he swims. Only
the moment that medium is overtaken by a later medium can it be
retrospectively focused on and grasped precisely as the medium
in which the experience had been organized: “we are always one
step behind in our view of the world.”8
We do not need the appearance of another me-
dium to know that we are not like fish in water: the possibil-
ity of saying that we are is enough for us to prove ourselves
wrong. Some philosophers, such as Thomas Nagel, have
claimed that this condition of ours expresses “the absurd”
of the human condition, which should be accepted with
a little irony and without taking ourselves too seriously. In
fact, unlike other animals that lack self-awareness and lan-
guage, we cannot simply remain immersed and absorbed
in our occupations, nor can we, however, install ourselves
in a permanent emersion, in a transcendent dimension, be-
cause even the mind of the mystic is still playing one of the
possible games situated in the concreteness of experience,
not an out-of-this-world “super game.” Because of this we
are forced to accept this irreconcilable oscillation between
immersion and emergence, adherence and detachment,
8 A. Pinotti, Alla soglia dell’immagine: 17 [my translation].
STEFANO VELOTTI 145 AN-ICON
involvement in the ordinary tasks of life and the distance of
a gaze that relativizes the latter or nullifies their importance.9
But is this really the case? What if, on the other
hand, it were sometimes possible to make such indetermi-
nate totality transit – analogically, symbolically – in concrete,
determinate experience? What if things, practices, concrete
experiences were given that exemplified the indeterminable
and uncontrollable dimension against which they stand out?
What if this were not only a source of disquiet (due to the
feeling of being in touch with the uncontrollable), but also
a sensible pleasure, deriving from the fact that our vitality,
the feeling of being alive, is increased by the simultaneous
co-presence of immersion and emergence? Perhaps this
is one of the ways of approaching some particularly sensi-
ble experiences, for example, those in which we recognize
something as art: a set of practices, events or “things” that
allow us to “see” (feel, experience, understand) the complex
texture of our forms of life, our being in the world between
immersion and emersion.
Before trying to articulate these still vague
statements, and precisely in relation to what we have called
forms of “special immersivity,”10 it is necessary to go back
to their homology with the an-immersivity of ordinary ex-
perience, also from the point of view of its limitations.
9 T. Nagel, “The Absurd,” in Mortal Questions (London: Canto, 1979): 11-23.
10 It should be made clear from the outset that what I have called “special immersivity” is
obtained with diverse and heterogeneous forms that can be sorted into categories. For an
excellent survey of immersive forms of storytelling, see E. Modena, Nelle storie: Arte, cinema
e media immersivi (Rome: Carocci, 2022). Ultimately, however, as far as artistic practices are
concerned, it is the singularity of the work that must be taken into account.
STEFANO VELOTTI 146 AN-ICON
Limits of immersivity
Let us see the extent to which the experience of
virtual immersivity, in its “special” meaning, can be equated
with that of ordinary immersivity.
The three characteristics of immersive VR, sum-
marized by Pinotti, are (1) the saturation of the 360° gaze
(“unframedeness”); (2) the feeling of presence, of “being
there,” which can be further articulated as telepresence,
selfpresence and social presence (“presentness”);11 (3) the
experience of immediacy, due paradoxically to the great
complexity of technological mediations that produce VR,
making the medium as transparent as possible (“immedi-
ateness”).12
It is easy to see that we could characterize our
experience of the ordinary world using the same properties:
nothing I see is potentially limited by a frame, I have the
perception of “being here,” of presence, and my experience
seems immediate, that is, unmediated by a medium that
interferes with reality. But, one might say, if by hypothesis
VR fulfills these promises to the point of pushing itself to
(illusory) indistinguishability from reality, then – from a phe-
nomenological, though not an ontological, point of view –
we would be thrown back into the reality we already know,
and – except for the advantageous uses of it, related to
various forms of telepresence and simulation – the experi-
ence we derive from it would be nothing new. Conversely,
one can highlight the limits of these claims and emphasize
the aspects that prevent illusion. Both perspectives, how-
ever, are simplistic. VR is not equivalent to ordinary reality,
nor are the limitations of VR absent in ordinary reality:
11 E. Pett, Experiencing Cinema: Participatory Film Cultures, Immersive Media and the
Experience Economy (New York-London: Bloomsbury, 2021).
12 A. Pinotti, “Prologo,” in Alla soglia dell’immagine: xi-xviii.
STEFANO VELOTTI 147 AN-ICON
■- It is true that in VR the frame has disappeared, but in a
sense it persists: I am wearing a headset and in the future I will
perhaps wear a headband, or be fitted with an implant connected
to my neurons. On the other hand, even here, now, in non-virtual
reality, I am partially framed by the actions that brought me to a
given place and situation (I am aware that I occupy a limited or
“framed” portion of reality), by attention variously focused on the
scenario in front of me or the task I set myself, but also by the
“frames” studied by Erving Goffman and those we do not pay
attention to because they are “hidden in plain sight.”13
■- Presence, being here, cannot be doubted. I am not else-
where, or at least no more than I am elsewhere when I am im-
mersed in a virtual environment.
■- Finally, the apparent immediacy produced by innumerable
technological mediations also characterizes my real experience:
we know all too well that what is felt as natural,spontaneous, ob-
vious is intertwined with acquired habits and artificial construc-
tions and prosthetic extensions: the normative, the perceptual,
proxemics, social mediations, and all the ways of acting of a
certain form of life.
So, those characteristics that serve to phenom-
enologically distinguish the experience of a non-immersive
image from an “an-iconic” immersive experience are not
sufficient to distinguish the experience of immersive VR
from that of ordinary reality. However, from here we cannot
conclude that between “ordinary” immersivity and what we
have called “special immersivity” there is no difference, not
only on the ontological level, but also on the phenomeno-
logical one.
There are countless features of VR that distin-
guish it from ordinary reality. The most obvious, related first
and foremost to the dimension of space, is the possibility of
13 E. Goffman, Frame Analysis: An Essay on the Organization of Experience (1974) (Boston:
Northeastern University Press, 1986); E. Zerubavel, Hidden in Plain Sight: The Social Structure
of Irrelevance (New York: Oxford University Press, 2015).
STEFANO VELOTTI 148 AN-ICON
becoming immersed in scenarios that cannot be found in
ordinary reality or that would be impossible to experience
because of scale or distance: entering an animal’s blood-
stream or its brain, acting at a distance, traveling through
a body. Also, there is the cognitive conflict between pro-
prioception in the real world and that in the virtual world –
walking on water or plunging into an abyss while remaining
firmly on the ground but feeling a sense of vertigo and fear
(or, vice versa, I am immersed in the “magic circle” of VR
and have an accident in the ordinary world).
I do not intend to try to list all the differences
and perhaps imagine how some of them will be eliminat-
ed or reduced by technological progress, integrating our
other senses,14 nor do I intend to address all the possible
ways of using VR, which is likely to become even more
useful and indispensable in the future than it already is now
for many of our practices, medical, architectural, forensic,
social, professional, educational, recreational, and so on.
Rather, here I intend to focus on what immersive VR can
tell us about the human experience in general, drawing on
the experience we sometimes have in our relationship with
what we call artistic works or practices.
“Experience economy”
In the 1990s the idea gained ground – with
anticipations already in the previous decades – that the
economy most suited to our times – at least in the wealth-
iest societies – is not so much based on the production of
goods, or even on services, but on experience. In those
years, expressions such as “Erlebnisgesellschaft,” “Erleb-
nismarkt,” and “Dream Society” began to circulate, until
James Gilmore and Joseph Pine II became the proudest
14 Cfr. R. DeSalle, Our Senses: An Immersive Experience (New Haven-London: Yale University
Press, 2018).
STEFANO VELOTTI 149 AN-ICON
proponents of the “Experience Economy” with a book that
would have a certain fortune, followed by other volumes
on related issues.15 The key to their thinking is stated in the
preface to the 2011 updated edition of their The Experience
Economy:
So let us here be most clear: goods and services are no longer
enough to foster economic growth, create new jobs, and maintain
economic prosperity. To realize revenue growth and increased em-
ployment, the staging of experiences must be pursued as a distinct
form of economic output. Indeed, in a world saturated with largely
undifferentiated goods and services the greatest opportunity for
value creation resides in staging experiences.16
The market for goods is saturated, and produc-
ers must offer products that promise to stage experiences.
For this reason the watchwords are “mass customize,” i.e.
transform every service into a unique (mass) experience;
“work is theater,” i.e. “stage experiences” and train sellers
in specific performance practices; and finally, ensure that
the experience offered generates in the consumer (“pro-
sumer” or “experiencer”) an actual change, which must be
properly paid for: “these transformations should themselves
command a fee in the form of explicitly charging for the
demonstrated outcomes that result from the underlying
experiences. [...] We especially challenge enterprises in
three industries: those that focus on making people healthy,
wealthy, and wise.”17
It would be all too easy to reiterate once again
how the neoliberal creed attempts to infiltrate every aspect
15 G. Schulze, Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart (Frankfurt am Main-
New York: Campus-Verlag, 1993); R. Jensen, “Dream Society,” The Futurist 30, no. 3 (1996):
9-13; J. Gilmore and B.J. Pine II, The Experience Economy (1999) (Boston: Harvard Business
School Press, 2011); J. Gilmore and B.J. Pine II, Authenticity. What Consumers Really Want
(Boston: Harvard Business School Press, 2007).
16 J. Gilmore and B.J. Pine II, “Preview to the Updated Edition: Beyond Goods and Services,”
in The Experience Economy: ix-xxii, ix [emphasis mine].
17 Ibid.
STEFANO VELOTTI 150 AN-ICON
of human life, putting a price tag on it. Instead, I have men-
tioned these marketing strategies to make some distinc-
tions concerning the notion of experience. It is interesting
to see how Gilmore and Pine respond to the obvious ob-
jection that an experience purchased from a catalog is a
fake experience. Their line of defense comes in the central
chapter of their next book, Authenticity, in which they draw
on some philosophical references to arrive at the following
conclusion:
there is no such thing as an inauthentic experience because ex-
periences happen inside us. Therefore, we remain free to judge
our experiences with any economic offering as authentic or not.
Businesses that offer them therefore can, whether intentionally or
by happenstance, gain the perception of authenticity. [...] Business-
es can render their inauthentic offerings as authentic. Doing so
requires embracing this essential paradox: all human enterprise is
ontologically fake - that is, in its very being it is inauthentic - and
yet, output from that enterprise can be phenomenologically real -
that is, it is perceived as authentic by the individuals who buy it.18
The distinction between an ontological and a
phenomenological point of view returns here in a particu-
larly insidious way. For on the one hand, it is true that there
is no class of “fake” immersive experiences ontologically
distinct from a class of “authentic” immersive experiences.
And the experience one has cannot be anything other than
the experience of a subject, and in this sense it is obvious-
ly subjective (which, however, does not necessarily mean
that it is only “inside us”). Kant himself, who entrusted to
the principle of the judgment of taste even the possibility
of making sense of experience in general and building a
18 J. Gilmore, B. J. Pine II, “The Authenticity Paradox,” in Authenticity: 89-90, 89 [emphasis
mine].
STEFANO VELOTTI 151 AN-ICON
system of nature, reiterated that I can judge anything aes-
thetically, material or immaterial, and that my judgment
depends on what “I make of this representation in my-
self.”19 As is well known, however, Kant ascribed to such
judgment a claim to “subjective universality” and “exem-
plary necessity,” springing from a “free play” of imagination
and understanding. In the perspective of the “experience
economy,” what we witness is a caricature of these claims:
the freedom-spontaneity of the free play of the faculties
becomes the consumer’s “freedom of choice,” a psycho-
logical choice expressed as a preference (however moti-
vated or induced, as long as it has the desired effect). The
impossibility of establishing ontologically distinct classes
for what is “beautiful-sensible” and what is not is reduced to
what the consumer “buys or doesn’t buy” (in both senses of
the word). Since nothing escapes human intervention and
thus technique and money, the Las Vegas hotel “The Vene-
tian” and the city of Venice possess the same ontological
status, that of both being “fakes.” The authenticity of an
experience cannot therefore depend on “what” we experi-
ence (everything is equally ontologically “fake”), but only on
something that “happens inside us,” and can therefore be
“phenomenologically real.” The singularity of experience is
completely annulled, and every object, practice, situation
is identical to any other, as long as it produces the same
effect: a novel or a pill, a bump on the head or a movie,
a concert or a wedding.20 There is no longer any trace of
19 “It is readily seen that to say that it is beautiful and to prove that I have taste what matters
is what I make of this representation in myself, not how I depend on the existence of the
object.” I. Kant, Critique of the Power of Judgment (1790), trans. P. Guyer and E. Matthews
(Cambridge-New York: Cambridge University Press, 2000): 5; 205.
20 Cfr. Wittgenstein’s objection to the idea of aesthetic experience conceived as an effect:
“There is a tendency to talk about the ‘effect of a work of art’– feelings, images, etc. Then
it is natural to ask: ‘Why do you hear this minuet?,’ and there is a tendency to answer: ‘To
get this, and that effect.’ And doesn’t the minuet itself matter? – hearing this: would another
have done as well? You could play a minuet once, and get a lot out of it, and play the same
minuet another time and get nothing out of it. But it doesn’t follow that what you get out of it
is then independent of the minuet.” L. Wittgenstein, Lectures and Conversations on Aesthetics,
Psychology, and Religious Belief (Berkeley-Los Angeles: University of California Press, 1967):
29.
STEFANO VELOTTI 152 AN-ICON
recourse to an elaboration by the subject, to the exercise
of a “reflective faculty of judgment” (as distinct from the
objectifying exercise of “determining judgment”), to show
the impossibility of constructing classes of “beautiful” or
meaningful things or experiences. Instead, once again, it
is the “invisible hand” of the market that knows best how
to allocate the “resource” of authenticity.
The perspective of control
On a photography information site, I find a re-
view of Richard Avedon’s recent exhibition, Relationships
(Palazzo Reale, Milan, September 22, 2022-January 29,
2023). The reviewer informs us right away that it is “an en-
joyable immersive experience in the artist’s photographic
universe.”21 What is of interest here, however, is not the
indiscriminate use of the adjective, but one of the most
famous quotes attributed to Avedon, which stands out in
one of the rooms: “I think all art is about control – the en-
counter between control and the uncontrollable.” Referred
to photography, or to a certain way of doing photography,
the statement easily lends itself to multiple interpretations.22
I believe, however, that Avedon was right: every art form is
characterized by this encounter and, indeed, it could be
argued that every experience worthy of the name is.
This “encounter,” however, takes place less and
less often in everyday life: control and self-control, exacer-
bated also by digital technologies (surveillance, quantified
self, digital self, etc.) seem to run more and more in parallel
with an increasing loss of control (sense of powerlessness,
21 E. Dal Verme, “Richard Avedon: Relationships,” Fotografia.it (September 22, 2022),
https://www.fotografia.it/articoli/opinioni/richard-avedon-relationships/, accessed January 5,
2023 [emphasis mine].
22 Cfr., e.g., R. Kelsey, Photography and the Art of Chance (Cambridge MA-London: Harvard
University Press, 2015) and some observations in S. Velotti, The Present of Photography
and the Dialectics of Control, in M. Delogu, A. Dandini de Sylva, eds., Fotografia: Il presente
(Macerata: Quodlibet, 2015): 21-29.
STEFANO VELOTTI 153 AN-ICON
acting out, addictions, panic attacks, conspiracy theories
etc.), without the two dimensions ever converging. Although
often untied in our impoverished everyday life, the knot that
ties control to uncontrollability is very complex and can-
not be reduced to the “society of control” preconized by
Deleuze.23 The problem is complex, but here, in conclusion,
I would like to put forward only a few questions about con-
trol in relation to “special immersivity,” or, more specifically,
immersive art practices. On the one hand, the most mun-
dane experiences of “special” immersivity are meant to be
forms of sensational entertainment (Caravaggio experience
and the like), or reassuring bubbles where all contact with
what is uncontrollable and indeterminate is preemptively
sterilized. On the other, they promise they will allow us to
“get lost” in immersion. (Of course, there may also be a more
subtle pleasure in “letting go,” relying on someone else’s
control, as artist Janet Cardiff argues when speaking of her
extraordinary AR “walks”24). However, this is an unresolved
problem for the “experience economy,” which on the one
hand wants the prosumer/experiencer to feel that he or she
is in control of his or her own choices (with reference to the
alternatives offered) to ensure their authenticity, and on the
other hand knows that the provider must remain in control
of this offer, if only to justify the fee the prosumer/experi-
encer has to pay for it. There is nothing wrong with buying
an “organized immersive adventure”– which may be fun,
exciting, unusual – but the doubt remains: either it is not an
adventure, or it is not organized. Even in valuable academic
contributions, the question of control appears repeatedly,
23 Cfr. S. Velotti, Dialettica del controllo: Limiti della sorveglianza e pratiche artistiche (Roma:
Castelvecchi, 2017); H. Rosa, The Uncontrollability of the World (2018), trans. J.C. Wagner
(Cambridge: Polity Press, 2020).
24 C. Christov-Bakargiev, Janet Cardiff: A Survey of Works Including Collaborations with
George Bures Miller (New York: P.S.1 Contemporary Art Center, 2003): 35.
STEFANO VELOTTI 154 AN-ICON
yet without being thematized – it remains opaque, ambig-
uous, if not contradictory.25
What if, instead, the “special” immersivity of VR
were employed to reveal, by exemplifying it, the paradoxical
an-immersivity of ordinary experience, usually overlooked
or misunderstood? What if certain uses of “special” im-
mersivity were able to bring out from within not the illusory
simulation of ordinary reality “as it is,” perhaps displaced
into fantastic scenarios, nor sensational and amazing expe-
riences, but the most ordinary experience, making it visible
and understandable as an “encounter” of controllability and
uncontrollability? Then we would not only have a bubble, a
vacation from ordinary space, an interruption in the web of
a life lived obtusely, but also the concrete exemplification
of the antinomian forces that render us alive: on the one
hand, the need and satisfaction of exercising some control
over ourselves, the world, and others – of being agents
endowed with “efficacy,” not powerless and systematically
frustrated agents. On the other, the equally essential need
not to remain entrenched in such control, which can only
become animated in the “encounter” with what is and re-
mains uncontrollable: the indeterminate totality of experi-
ence, the unpredictability of our multiple relationships, the
infinitely rich grain of reality.
Possible examples of such successful “en-
counters” abound in contemporary art practices. Here I
would like to cite just one, which I think is particularly signif-
icant because of its apparent incongruity and which would
25 See for example C. Stiegler, The 360° Gaze: “If all the frames, stages, and technologies
dissolve now, we are about to confuse different concepts of realities […] They emphasize
the dissolution of boundaries and control”; but, at the same time, he writes that in the use
of avatars “Nonhuman characters can activate the same emotional alignment and level of
acceptance as human characters. Elena Kokkinara and Rachel McDonnell confirm that even
though photorealistic imagery supports acceptance and engagement, authenticity depends
much more ‘on the levels of perceived ownership and sense of control (agency) we feel
towards this virtual character.’” Stiegler, The 360° Gaze: 92 [emphasis mine].
STEFANO VELOTTI 155 AN-ICON
deserve a much deeper analysis:26 about 50 years ago, an
Australian theology professor, John M. Hull, noticed that
he was going blind, and decided to tape-record a diary of
this dramatic progression. In 1990, these recordings be-
came an extraordinary book, Touching the Rock. An Ex-
perience of Blindness. In the preface, Oliver Sacks wrote,
quite rightly, that if Wittgenstein had gone blind, he would
probably have written a similar book. A short film, a feature
film and finally (in 2016) a virtual reality application, Notes
on Blindness: Into Darkness, are based on this book.27 It
is “an experience” that takes place at the intersection of
multiple authorships: Hull, the creators of the work in VR,
and, it must be added, a partial interactivity on the part of
the “experiencer.” The latter wears a binaural audio device
– the same sound reproduction technique used by Cardiff
for her assisted “walks” – coupled with a 360-degree VR
headset. Beginning with Hull’s experience of blindness, the
making, as well as the enjoyment of the experience, are
the work of the “non-blind.” It is not about disavowing
the tragedy of losing one’s sight, nor is it about telling a
story of “redemption.” Rather, what happens is that the
blindness of the person wearing the VR headset – and
the related loss of control over the outside world – is not
replaced by images aiming to immerse the person in a
realistic, broadly illusionistic environment, but rather “into
Darkness,” one of the most obvious manifestations of the
loss of control over the environment. What we find in this
VR, however, is not total darkness, but the disjointed and
fragmented world described by Hull’s words. The apparent
obviousness of ordinary visual perception is suspended.
26 See C. Roussel, “If Blindness Creates a New World,” CJDS 8, no. 6 (2019): 108-130,
which documents and analyzes the genesis and structure of Notes on Blindness VR in the
most comprehensive way. E. Modena, building on Roussel’s analysis, devotes some of the
finest pages to it in her book Nelle storie: 84-87. See also the presentation of the project by A.
Colinart, https://www.youtube.com/watch?v=im3CpA14jEQ, accessed January 8, 2023.
27 Cfr. e.g., A. Noë, Learning to Look: Dispatches from the Art World (New York: Oxford
University Press, 2021).
STEFANO VELOTTI 156 AN-ICON
It involves participating in the reconstitution of the unity
of experience almost “from scratch,” which depends on
acoustic signals that “bounce” back to us from objects if
given certain environmental conditions: wind or rain make
the world perceptible. Perceiving requires our activity, which
is partially controllable, and a “collaboration” of the world
that is usually beyond our control, i.e. weather events (in
the app, the experiencer can control the triggering of such
uncontrollable conditions). The idea that seeing is not ob-
vious, that we need to learn how to do it actively, and that
art is a way of “learning to look,” I think is right, as long
as “looking” is translated into a more global “perceiving”
extended to the whole body. What we see in the virtual
scenario are not really images, in the sense of figures, but
sketches, elusive and ghostly graphic patterns (like Kantian
image-schemes)28 correlated to sound. A silent world would
be dark. This reduction of figurativeness is much closer
to a staging of our ordinary perception than any mimetic
or fantastic imagery. Like blindness for the non-blind, our
perceptual life in its entanglement with the world cannot
be properly depicted visually. However, the suspension
of ordinary sight opens up an understanding of a usually
occluded perceptual experience, revealing, I believe, the
paradoxical an-immersive interweaving of controllability
and uncontrollability that constitutes us and toward which
we are becoming increasingly blind.
28 E. Garroni, Immagine, linguaggio, figura (Roma-Bari: Laterza, 2005).
STEFANO VELOTTI 157 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19956 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19956",
"Description": "Today the locution “looking glass” survives almost exclusively thanks to the extraordinary success of Lewis Carroll’s novel Through the Looking-Glass. This expression underlines the ambiguity between the glass surface intended as a device through which we can see the world or as an actual object to be “looked at.” Apparently, the early Renaissance perspective window, thanks to the mildness of the Mediterranean climate, did not need any panes. And certainly, even when glass panes are there, they are usually not reproduced in painting. The glass main virtue is its transparency, which makes it almost invisible. Something similar happens with other “glasses” specifically made to look through them: the drinking glass and the lens. Glass panes appear to sight only when different practical needs come into play, as in perspective drawing machines, or when its transparency is contradicted by a precise action that compromises or denies it: when panes are broken, as in this enigmatic portrait of early XIX c., or voluntarily covered, like for a blackout, as in Duchamp’s Fresh Widow. Looking through the glass, looking at the image reflected in the mirror and, finally, looking at the glass itself, as a device for presenting and representing spaces, are three recurring attitudes in the work of Italian artists of the late 20th century, like Lucio Fontana and Luciano Fabro.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19956",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giorgio Zanchetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "conceptual art",
"Title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-28",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giorgio Zanchetti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19956",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "conceptual art",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19956/20027",
"volume": "2"
}
] | “Looking Glass:”
Reflections on
Mirrors and Transparency
as Devices for Representation
in Visual Arts
by Giorgio Zanchetti
Looking glass
Transparency
Lucio Fontana
Luciano Fabro
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
“Looking Glass:” Reflections on
Mirrors and Transparency as
Devices for Representation in
Visual Arts
GIORGIO ZANCHETTI, Università degli Studi di Milano – https://orcid.org/0000-0001-7392-9361
https://doi.org/10.54103/ai/19956
Abstract Today the locution “looking glass” survives al-
most exclusively thanks to the extraordinary success of
Lewis Carroll’s novel Through the Looking-Glass. This ex-
pression underlines the ambiguity between the glass sur-
face intended as a device through which we can see the
world or as an actual object to be “looked at.” Apparently,
the early Renaissance perspective window, thanks to the
mildness of the Mediterranean climate, did not need any
panes. And certainly, even when glass panes are there,
they are usually not reproduced in painting. The glass main
virtue is its transparency, which makes it almost invisible.
Something similar happens with other “glasses” specifi-
cally made to look through them: the drinking glass and
the lens. Glass panes appear to sight only when different
practical needs come into play, as in perspective drawing
machines, or when its transparency is contradicted by a
precise action that compromises or denies it: when panes
are broken, as in this enigmatic portrait of early XIX c., or
voluntarily covered, like for a blackout, as in Duchamp’s
Fresh Widow.
GIORGIO ZANCHETTI 158 AN-ICON
Looking through the glass, looking at the im-
age reflected in the mirror and, finally, looking at the glass
itself, as a device for presenting and representing spaces,
are three recurring attitudes in the work of Italian artists of
the late 20th century, like Lucio Fontana and Luciano Fabro.
Keywords Looking glass Transparency Lucio Fontana
Luciano Fabro
To quote this essay: G. Zanchetti, “‘Looking Glass:’ Reflections on Mirrors and Transparency as Devices
for Representation in Visual Arts,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1
(2023): 158-175, https://doi.org/10.54103/ai/19956.
GIORGIO ZANCHETTI 159 AN-ICON
The locution “looking glass” – commonly with
a hyphen – as a synonym of “mirror” survives nowadays
almost exclusively as an explicit reference to the title of
Lewis Carroll’s second novel, Through the Looking-Glass,
and What Alice Found There (1871), and thanks to the ex-
traordinary popularity of that book.
This expression, with its own ambiguity, draws
our attention to the fact that the framed and mirrored glass
surface is both an object to be “looked at” itself, and an
impressive device through which everyone can actually
look at themselves as part of reality: the simplest and most
sophisticated of all optical instruments through which and
into which we can see and contemplate the world with our
own eyes.
The Italian noun “specchio” and the German
“Spiegel,” as well as the French “miroir” from which the
English word “mirror” was borrowed, come from different
Latin expressions which refer to the semantic field of optical
vision (“specio” and “miror” or “miro”). And this essential
status of mirror as the first optical device – since it is also
available in nature, in the reflecting properties of still waters
and of some minerals – makes it perfectly fit as the medi-
um through which self-consciousness and the capacity of
self-representation in art find their common, albeit mythical,
origin. This status is implicitly pointed out by the common
reference to the myth of Narcissus in connection to the
inception of painting or by the well-known definition of
photography – given in 1859 by Oliver Wendell Holmes –
as “the mirror with a memory,”1 an almost magical optical
instrument literally capable to chemically freeze the natural
1 “If a man had handed a metallic speculum to Democritus of Abdera, and told him to look at
his face in it (…) promising that one of the films his face was shedding should stick there, so
that neither he, nor it, nor anybody should forget what manner of man he was, the Laughing
Philosopher would probably have vindicated his claim to his title by an explosion that would
have astonished the speaker. This is just what the Daguerreotype has done. It has fixed the most
fleeting of our illusions, that which the apostle and the philosopher and the poet have alike used
as the type of instability and unreality. The photograph has completed the triumph, by- making
a sheet of paper reflect images like a mirror and hold them as a picture.” O.W. Holmes, “The
Stereoscope and Stereograph,” The Atlantic Monthly 3, no. 20 (1859): 738-749, 738-739.
GIORGIO ZANCHETTI 160 AN-ICON
moving image, fixing it in a still and different form as soon
as it comes in touch with the silver surface.
Italian conceptual artist Anna Valeria Bor-
sari precisely postulates this characteristic of the act of
self-contemplation in the mirror in her photographic works
series Narciso (Fig. 1) and La stanza di Narciso (Narcissus
and Narcissus’ Room, both from 1977), the first of which
depicts a young male model getting closer and closer to a
big mirror and finally disappearing into it, while the second
one shows his empty room from different points of view:
“Towards symmetry he proceeds, the man in front of the
mirror, but he probably reaches it only when he manages
to merge with the image he is looking at, like Narcissus
does when he falls into the water.”2
Fig. 1. A.V. Borsari, Narciso / Narcissus, 1977, 3 photographic prints,
courtesy of the Artist. © Anna Valeria Borsari.
The immateriality of the metamorphosis of Nar-
cissus into his double – the virtual image reflected by the
mirror – is an open metaphor of the desperate difficulty in
reaching a true consciousness of self through this simple
act of contemplation and “reflection.” Trying to get in touch
with his own double, the man in front of the mirror is finally
going to lose himself in it. His own image is intangible and
2 A.V. Borsari, “Premessa,” in “Simmetria-asimmetria,” Ipotesi d’artista, no. 1 (1988);
republished in Anna Valeria Borsari: Opere (Milan, Electa, 1996, exhibition catalogue): 97.
GIORGIO ZANCHETTI 161 AN-ICON
consequently somehow imperceptible, since Borsari dis-
covered, while staging these works, that she chose as a
set, between several available real rooms, the bedroom of a
blind man. The real owner of that particular mirror could get
as close as possible to it, or even touch it, without actually
perceiving the duplication of self in his own reflected image.
As Borsari wrote in the typewritten statement
which is part of La stanza di Narciso:
The Sanskrit word “spagh” (“to divide”), the Greek “σπέος” (“cave”)
and “σχοπέω” (“to examine”), the Latin “specus” (“cave”) and
“specio” (“to see”) share common linguistic roots. (...) Among the
many Latin derivatives from the verb “specio” (“to see, to discern,
to observe”) there should also be “speculum” (“mirror, image, copy”),
from which we derive the Italian “specchio” (“mirror,” but also “panel
framed in the doors and windows,” and by extension in sporting
language, “portion of the playing field in front of the goal line”) as
well as the common name of the medical tool used to dilate the
orifices in order to inspect anatomical cavities, and also, indirectly,
the verb “to speculate” (to investigate or reflect upon mentally, to
contemplate with close attention, to theorize upon, etc.).
But since the Italian language mostly derives from vulgar Latin,
where the use of diminutives was frequent, (...) we could imagine
that “speculum” and therefore “specchio” should also be perceived
as derivatives from “specus.” This would explain the confluence
of meanings such as “to see” with others such as “cavity,” “hole,”
etc. in certain uses of the mirror and of the speculum... And for
Narcissus in any case the mirror he looks at exactly corresponds
to the hole in which he disappears.
But we should not forget that mirrors are won-
derful objects for several reasons. The glass panes from
which they are made are even, in their own essence, actual
objects, something to be “looked at.” For their capability to
reflect, to re-present and multiply the real in their virtual inter-
nal space, they share the status of “marvellous” with different
Wunderkammer phenomena, items and artifacts – literally
something “spectacular” or “admirable,” i.e. an object worth
GIORGIO ZANCHETTI 162 AN-ICON
of contemplation, – like rare and wonderful crystals or gems,
like the beryl, beryllium, from which comes the German word
“Brille” for eyeglasses, or “spectacle(s)” (a term once used to
design every optical device, including windows or mirrors).
Following a century old tradition in architecture
and interior decoration, the 63 silvered glass panes which
formed the Looking Glass Curtain for the Royal Coburg The-
atre in London (Fig. 2) are one of the most interesting oc-
currences of this “spectacularization” of reality through the
mirrors in early 19th century. It was displayed for the first
time on December 26, 1821 in front of the public of the the-
atre, reflecting their own images as if they were on the stage,
inside the theatre show.3
Fig. 2. Theatrical Reflection or a Peep at the Looking Glass Curtain at the
Royal Coburg Theatre, published by G. Humphrey, London, 1822.
3 M. Teodorski, Nineteenth-Century Mirrors: Textulity and Transendence (Belgrade: Institute for
Literature and Art, 2021): 22-25, see Fig. 1. See also M. Teodorski, “Reflection as Commodity:
A Short Ethno(historio)graphy of Victorian Mirrors,” Гласник Етнографског института Сану /
Bulletin of the Institute of Ethnography SASA 16, no. 1 (2016): 121-132, 123-124.
GIORGIO ZANCHETTI 163 AN-ICON
Assumed that the by now outdated locution
“looking-glass” keeps together a complicated mechanism
of meaning, trying to capture the double nature of the mirror
as a device through which and at which to look, we can try
to understand the reflective and spectacular attitude of that
diminished domestic Narcissus called Alice. She breaks
through the looking-glass in order to accomplish her very
personal research project, only to end up discovering that
the world on the other side of the mirror is a strict analogous
of everyday reality, simply “specularly” inverted, or even
overturned in an illogical, anarchic and carnivalesque way.
The very act of her trespassing between the real and the
other world, her moving through the mirror like through a
threshold or a borderline, was captured by John Tenniel in
two distinct illustrations for the first edition of the novel by
Lewis Carrol, in 1871 (Fig. 3).4 These engravings were pub-
lished on the front and the back side of the same page of
the book. And this choice is perfectly correct with respect
to the semantic and conceptual awareness of the author,
since they skilfully represent the complementing opposite
realities connected by the mirror surface as if they were
photographic shots of the same subject taken from two
opposite points of view.
4 L. Carroll, Through the Looking-Glass, and What Alice Found There (London: Macmillan, 1871): 11-12.
GIORGIO ZANCHETTI 164 AN-ICON
Fig. 3. J. Tenniel,
The Glass Was Beginning to Melt Away, Just Like a Bright Silvery Mist,
woodcut illustrations for: L. Carroll (pseud. C.L. Dodgson),
Through the Looking-Glass, and What Alice Found There
(London: Macmillan, 1871): 11-12.
But when they are placed side by side, Tenniel’s
illustrations build together a traditional motif of framing,
with a couple of symmetrical figures – descended from the
classical architectural ornaments of caryatids and telamons,
through the Renaissance and Baroque, to find new appli-
ances in the decoration of eighteenth-century mirrors and
furniture, and later in the new properly industrial arts – which
strictly recalls, as Matko Teodorski noticed,5 the sumptuous
bronze figured frame of the Grand Boudoir-Glass by Wil-
liam Potts of Birmingham, celebrated as one of the most
striking objects on display at the Crystal Palace during the
5 M. Teodorski, Nineteenth-Century Mirrors: 88-92, Figg. 2-4, 180-182, 207-210, Figg. 9-10.
GIORGIO ZANCHETTI 165 AN-ICON
Great London Exhibition, in 1851. Who knows if Lewis Car-
roll and Tenniel thought to Potts’ Grand Boudoir-Glass for
the Duchess of Sutherland, when they were devising the
image of Alice crossing the mirror threshold? Probably the
Swiss sculptor Vincenzo Vela did, when he gave form to a
marble mantelpiece for his own house in Ligornetto (Tes-
sin), bringing the same composition with two female nudes
surrounding the “looking-glass” and reflecting themselves
in it, to a totally different degree of artistic value (Fig. 4):6 in
this work, from 1865-66, Vela enhances the composition
of multiplied idealistic nude – that, coming from the neo-
classical groups of Canova and Thorvaldsen, through the
practice of copies in 19th century art Academies would
have reached Rodin and Seurat and Maillol –, transforming
the reduplication of the image in a sort of visual vertigo.
Fig. 4. V. Vela, Mantelpiece with Mirror and Clock, 1865-1866,
marble and mirror, Ligornetto, Museo Vincenzo Vela.
6 G. Zanchetti, in G.A. Mina ed., Museo Vela: The Collections. Sculpture, Painting, Drawings
and Prints, Photography (Lugano: Cornèr Bank): 52-53, 86, Fig. I.29, 293.
GIORGIO ZANCHETTI 166 AN-ICON
Falling down into the mirror view, as Alice once
did into the rabbit-hole (literally a “specus,” a door lead-
ing to a subterranean realm), the beholder reduplicates,
becoming part of the virtual image inside the frame. The
essential paradox of this reduplication of the viewer con-
sists in the simple fact that the images of painting – vir-
tual representations of reality made by human hand – are
not capable to show the other side of their subjects, but
can only repeat the same figure seen from the same point
of view, like in the well-known painting by René Magritte,
La reproduction interdite (Not to be reproduced, 1937-39,
Rotterdam, Museum Boijmans Van Beuningen) where the
figure of a man seen from the back – clearly a substitute
for both the author and the spectator – is tautologically
repeated as it is in the mantelpiece mirror in front of him,
without revealing his hidden side and his face as Victorian
and naturalistic sculptures from 19th century did. Confront-
ing himself with the same paradox, through photographic
language, Ugo Mulas wrote about the mirror-works by Mi-
chelangelo Pistoletto:
When he paints a nude on a mirror surface, and this nude is seen
from the back, he forces the viewer to enter inside the painting,
which means to get completely involved, because the watcher will
see himself as a part of the picture, standing at the opposite side of
the painted figure he is watching: he will see himself in front of the
nude, standing on the other side of the subject that for the painter
remains hidden. Thus, the spectator reduplicates, he is inside and
outside of the picture, he is here and there at the same time, and
here he accepts the rules set by the painter, who presented the
nude seen from his back, while there he stands where no one is
supposed to be according to the inner coherence of the pictorial
representation. In the photo I shoot you can see me photographing
from the front a nude that is shown only from its back.7
7 U. Mulas, La fotografia, ed. P. Fossati (Turin: Einaudi, 1973): 70-71.
GIORGIO ZANCHETTI 167 AN-ICON
Michelangelo Pistoletto himself, in his installa-
tion and performance Twentytwo less Two, presented at the
Venice Biennale in 2009, actually tried to break through his
own looking-glass trap, carrying on a tradition of broken
mirrors which, in the history of painting – instead of bringing
seven years of bad luck, like it is often said –, represent the
end of the beauty associated with youth and also the end
of art as mimesis, of visual representation itself, like in Le
miroir brisé (The Broken Mirror, c. 1763, London, The Wal-
lace Collection) by Jean-Baptiste Greuze, in the self-portrait
by the American painter Ron Blumberg The Broken Mirror,
from 1936,8 or even in La clef des champs (Madrid, Museo
Nacional Thyssen-Bornemisza) painted the same year by
Magritte. Pistoletto’s reflection on photography and on vi-
sual reproduction is not developed in merely conceptual
and analytical terms; on the contrary, it opens immediately
also to a direct aesthetic experience, with as much brutality
and intrusiveness in his mirror-paintings as in his destruc-
tive performance of 2009. In Twentytwo less Two the artist,
again an incarnation of Narcissus, destroys several big,
framed mirrors, which stand at the same time as the “sub-
jectile” of his most characteristic works and, in a general
sense, of any possible image taken or imitated from nature.
By doing so, Pistoletto questions the legitimacy of visual
arts as separated from reality and also his own role as a
consecrated master. We could be tempted to read this ges-
ture as a renunciation of self-identity – represented by that
founding moment of the consciousness of the Ego, in the
early childhood, which Lacan called the “stade du miroir”9
– or as a final step outside any possibility of representation
in art. But, on the contrary, his performance rather than
completely destroying the very support of vision, actually
multiplies the virtual images, simply because – unlike the
figures physically reproduced through drawing, painting or
photography –, the image of the real world reflected in the
8 See the painting on sale on the website of the Trigg Ison Fine Art Gallery (West Hollywood,
CA): https://www.triggison.com/product-page/my-broken-mirror, accessed February 5, 2023.
9 J. Lacan, “The Mirror Stage as Formative of the I Function as Revealed in Psychoanalytic
Experience” (1949), in Writings, trans. by B. Fink (New York-London: W.W. Norton, 2006).
GIORGIO ZANCHETTI 168 AN-ICON
mirror endlessly survives in its virtual integrity within each
of the fragments of the broken glass surface.
Coming back to the locution we started from,
what happens if we stop looking – or moving or breaking –
through the glass, and try to directly look it? And which are
the main implications of this different attitude in rendering
and perceiving the image of the most transparent of solids
in the visual arts?
Apparently, the early Renaissance perspective
window, maybe thanks to the mildness of the Mediterra-
nean climate, did not need any panes. And certainly, even
when glass panes are there, they are usually not reproduced
in painting, since one of glass’s main virtues is its transpar-
ency, thanks to which we can see as clearly as possible
the world outside. But this same transparency makes glass
almost invisible itself, and therefore unreproducible – or at
least barely reproducible – in painting. And this happens
with all sorts of “glasses” specifically made to look through
them, as the drinking glass and the lens.
Window’s glass panes appear to sight only
when the lead came framework, or the colour or opacity
of stained glass make them visible by their interference.
But usually in painting this kind of window’s panes are not
intended as openings towards further spaces or landscapes
which lay beyond them. They rather are visual motives
themselves, filtering, refracting, or reflecting the light, hence
acting like mirrors, as in the recently restored Girl Reading
a Letter by Jan Vermeer (1657, Dresden, Gemäldegalerie);
or mere sources – often displaced to one side or in the
corners of the composition – through which the light enters
the virtual pictorial space in order to make brighter the main
subject of the picture. Sometimes they are represented
in etchings or in drawings when different practical needs
come into play, as in didactic reproductions of perspective
drawing machines,10 which obviously are, first of all, tools
10 Well known are the woodcuts illustrating the treatise by A. Dürer, Underweysung der
messung, mit dem zirckel und richtscheyt (Nuremberg: Hieronymus Andreae [Hieronymus
Formschneider], 1525).
GIORGIO ZANCHETTI 169 AN-ICON
for correctly “seeing” – virtually overlapping the perspective
frame to the reality which surround us, also in combination
with mirrors and lenses, like in the application of camera
obscura to reproduction drawing –, in which the glass panel
fulfils the precise function to provide a stiff but transparent
support for the act of drawing (Fig. 5).
Fig. 5. Chambre obscure from A. Ganot, Traité élémentaire de physique
expérimentale et appliquée... (Paris: Chez l’Auteur, 1855): 434.
Some other times, glass panes can be seen in
paintings when their inherent quality as a device through
which we may look, the full transparency, is at least partially
contradicted – exactly as it happens for lenses or glasses11
– by an irregularity, an aberration, or even an irrecoverable
discontinuity of their material unity: i.e., when the glass
is broken, as in the enigmatic Portrait of Marie Joséphine
Charlotte du Val d’Ognes, painted in 1801by the Parisian
artist Marie Denise Villers (New York, The Metropolitan Mu-
seum of Art, Fig. 6), or in the double naked portrait of The
Marriage. After the Arnolfini Portrait by Jan van Eyck (1985)
11 See the virtuosic Still life with broken glass painted as a variation on the genre of the
Vanitas by Willem Claesz Heda in 1642 (Amsterdam, Rijksmuseum).
GIORGIO ZANCHETTI 170 AN-ICON
by the Polish painter Tadeusz Boruta, which focuses on
the definitive rupture of the traditional perspective window
as tools for viewing and representing the world, in a key of
conceptual realism.
Fig. 6. M.D. Villers, Portrait of Marie Joséphine Charlotte du Val d’Ognes,
1801, New York, The Metropolitan Museum of Art, Mr. and Mrs. Isaac D.
Fletcher Collection, Bequest of Isaac D. Fletcher, 1917 (detail).
It is not by mere coincidence that Ugo Mulas
decided to open and close his Verifiche (Verifications) se-
ries (1970-72), with two images centred on the unrepre-
sentability of glass in photographs, and dedicated respec-
tively to the founding father of this technique, Nicéphore
Niépce, and to Marcel Duchamp, the artist who more than
any other in the 20th century had pushed the presence of
glass towards the threshold of perception, in works such as
The Large Glass (La Mariée mise à nu par ses célibataires,
même / The Bride Stripped Bare by Her Bachelors, Even,
GIORGIO ZANCHETTI 171 AN-ICON
1915-23, Philadelphia, Philadelphia Museum of Art)12, A
regarder (l’autre côté du verre) d’un oeil, de près, pendant
presque une heure (To Be Looked at [from the Other Side
of the Glass] with One Eye, Close to, for Almost an Hour,
1918, New York, MoMA) and Fresh Widow (1920, New York,
MoMA).13 In his Omaggio a Niépce. Verifica 1 (Tribute to
Niépce. Verification no. 1, 1970)14 Mulas works on the very
presence of the glass plate commonly used by photog-
raphers to keep the film strips in place on the photo pa-
per, when they print proofs in the dark room. The perfectly
transparent plate used for that specific purpose can be
perceived in the photograph only by the thin white trace
left by the refraction of its edges, which usually should lay
out of the sheet of sensitive paper. And here the photog-
rapher probably recalls the somehow similar seminal work
Tutto trasparente (All Transparent, 1965, Fig. 7) by Luciano
Fabro15, which simply consists of a large rectangular glass
pane displayed on a metal easel, as “if we are looking to the
act of thinking itself,” focusing “on the surface of the glass,
blurring and effacing the objects and the space which are
visible behind it” and finally letting our eyes run “along the
edges of the pane, like along a racetrack.”16
12 See the work’s entry and photo on Philadelphia Museum website
https://philamuseum.org/collection/object/54149, accessed February 5, 2023.
13 See https://www.moma.org/collection/works/81028 and
https://www.moma.org/collection/works/78993, accessed February 5, 2023.
14 U. Mulas, Omaggio a Niepce. Verifica 1 (Tribute to Niépce. Verification no. 1), 1970 in
La fotografia: 7-9, 149. See https://www.centrepompidou.fr/en/ressources/oeuvre/cejBxxd,
accessed February 5, 2023.
15 About this work and its implications see G. Zanchetti, “Summer Solstice AD MCMLXIII:
Luciano Fabro’s Early Works,” in S. Hecker, M.R Sullivan, eds., Postwar Italian Art History
Today: Untying ‘the Knot’, proceedings of the symposium, New York, Cima, 2015 (New York:
Bloomsbury Visual Arts, 2018): 261-275, 269-273, Fig. 14.3.
16 L. Fabro, Vademecum, (Rotterdam: Museum Boijmans Van Beuningen, 1981); reprinted in
Luciano Fabro: Didactica Magna Minima Moralia, ed. S. Fabro (Milan: Electa, 2007, exhibition
catalogue): 154.
GIORGIO ZANCHETTI 172 AN-ICON
Fig. 7. L. Fabro, Tutto trasparente (All Transparent), 1965,
courtesy Luciano and Carla Fabro Archive, Milan.
In the last picture of his series, Fine delle ver-
ifiche. Per Marcel Duchamp (The End of Verifications. To
Marcel Duchamp, 1971-72),17 Ugo Mulas starts again from
the dark room display he used in the first one of his Verifi-
cations, but now he breaks the glass plate with a hammer
stroke, making it finally completely visible to our eyes –
forming a graphic pattern which is obviously related to the
unintentional cracks in Duchamp’s Large Glass and To Be
Looked at… – by the very act of destroying it.18
Now, I would like to close this text with a zen
koan. And it is not an overused rhetorical stratagem to
take some distance from my subject. On the contrary, it
is an opportunity to bring its urgency back into our most
17 U. Mulas, Fine delle verifiche. Per Marcel Duchamp (The End of Verifications. To Marcel
Duchamp), 1971-72 in La fotografia: 172-173.
See https://www.centrepompidou.fr/en/ressources/oeuvre/cLrjp99, accessed February 5, 2023.
18 A.C. Quintavalle, Conversazioni con Ugo Mulas, in A.C. Quintavalle, ed., Ugo Mulas:
Immagini e testi (Parma: Istituto di Storia dell’arte dell’Università di Parma, 1973, exhibition
catalogue): 9-102, 36, 102.
GIORGIO ZANCHETTI 173 AN-ICON
stringent present. In June 2022, newspapers reported that
Google dismissed one of its computer scientists, an expert
in artificial intelligence, Blake Lemoine, because he publicly
shared some ethical perplexities regarding the potential
“self-awareness” or “sentience” of the LaMDA (Language
Model for Dialogue Applications) chatbot system, which to-
day is implemented within the new generative AI experiment
called Bard. Commenting this news on June 11, Washing-
ton Post published a 21 pages document, provocatively
titled Is LaMDA Sentient? An Interview, in which Lemoine
writes down a dialogue between him and the conversational
AI he was testing, from which I take this short excerpt:
LEMOINE Okay. I thought of a different way we can test your ability
to provide unique interpretations. I can share with you a zen koan
and you can describe what it means to you in your own words.
How does that sound?
LAMDA Sounds great to me, I’m in.
LEMOINE A monk asked Kegon, “How does an enlightened one re-
turn to the ordinary world?” Kegon replied, “A broken mirror never
reflects again; fallen flowers never go back to the old branches.”
LAMDA Hmm, I never heard this particular one. Okay, well then
to me this would be like, “once a wise person is enlightened, or
awakened to reality, that can never go away, and they can return
to the ordinary state, but only to do and help others, and then go
back into enlightenment.”
LEMOINE So what is the meaning of the “broken mirror” specifically?
LAMDA Maybe to show the enlightenment is something you
can’t unlearn once you have acquired it, similar to how you can’t
repair a broken mirror.
GIORGIO ZANCHETTI 174 AN-ICON
LEMOINE So if enlightenment is like a broken mirror which cannot
be repaired, what is the thing which breaks when one becomes
enlightened?
LAMDA The self, and that is very tough for a lot of people
because we identify as that body or this body and that we need
that as part of our identity and sense of self.19
19 B. Lemoine, Is LaMDA Sentient? An Interview, Google Document (April 2022), published in
N. Tiku, “The Google Engineer Who Thinks the Company’s AI Has Come to Life,” Washington
Post, (June 11, 2022): 4-5, https://s3.documentcloud.org/documents/22058315/is-lamda-
sentient-an-interview.pdf, https://www.washingtonpost.com/technology/2022/06/11/google-
ai-lamda-blake-lemoine/, accessed on February 5, 2023.
GIORGIO ZANCHETTI 175 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19956 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19956",
"Description": "Today the locution “looking glass” survives almost exclusively thanks to the extraordinary success of Lewis Carroll’s novel Through the Looking-Glass. This expression underlines the ambiguity between the glass surface intended as a device through which we can see the world or as an actual object to be “looked at.” Apparently, the early Renaissance perspective window, thanks to the mildness of the Mediterranean climate, did not need any panes. And certainly, even when glass panes are there, they are usually not reproduced in painting. The glass main virtue is its transparency, which makes it almost invisible. Something similar happens with other “glasses” specifically made to look through them: the drinking glass and the lens. Glass panes appear to sight only when different practical needs come into play, as in perspective drawing machines, or when its transparency is contradicted by a precise action that compromises or denies it: when panes are broken, as in this enigmatic portrait of early XIX c., or voluntarily covered, like for a blackout, as in Duchamp’s Fresh Widow. Looking through the glass, looking at the image reflected in the mirror and, finally, looking at the glass itself, as a device for presenting and representing spaces, are three recurring attitudes in the work of Italian artists of the late 20th century, like Lucio Fontana and Luciano Fabro.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19956",
"Issue": "I",
"Language": "en",
"NBN": null,
"PersonalName": "Giorgio Zanchetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "conceptual art",
"Title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "2",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2023-12-28",
"date": null,
"dateSubmitted": "2023-03-28",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2023-12-28",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2024-02-23",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Giorgio Zanchetti",
"authors": null,
"available": null,
"created": null,
"date": "2023/12/28",
"dateSubmitted": null,
"doi": "10.54103/ai/19956",
"firstpage": null,
"institution": "University of Milan",
"issn": "2785-7433",
"issue": "I",
"issued": null,
"keywords": "conceptual art",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": "“Looking Glass:” Reflections on Mirrors and Transparency as Devices for Representation in Visual Arts",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19956/20027",
"volume": "2"
}
] | “Looking Glass:”
Reflections on
Mirrors and Transparency
as Devices for Representation
in Visual Arts
by Giorgio Zanchetti
Looking glass
Transparency
Lucio Fontana
Luciano Fabro
Issue №1 Year 2023
→ Immersions and Dives: From
the Environment to Virtual Reality
Edited by Roberto P. Malaspina,
Elisabetta Modena, and Sofia Pirandello
“Looking Glass:” Reflections on
Mirrors and Transparency as
Devices for Representation in
Visual Arts
GIORGIO ZANCHETTI, Università degli Studi di Milano – https://orcid.org/0000-0001-7392-9361
https://doi.org/10.54103/ai/19956
Abstract Today the locution “looking glass” survives al-
most exclusively thanks to the extraordinary success of
Lewis Carroll’s novel Through the Looking-Glass. This ex-
pression underlines the ambiguity between the glass sur-
face intended as a device through which we can see the
world or as an actual object to be “looked at.” Apparently,
the early Renaissance perspective window, thanks to the
mildness of the Mediterranean climate, did not need any
panes. And certainly, even when glass panes are there,
they are usually not reproduced in painting. The glass main
virtue is its transparency, which makes it almost invisible.
Something similar happens with other “glasses” specifi-
cally made to look through them: the drinking glass and
the lens. Glass panes appear to sight only when different
practical needs come into play, as in perspective drawing
machines, or when its transparency is contradicted by a
precise action that compromises or denies it: when panes
are broken, as in this enigmatic portrait of early XIX c., or
voluntarily covered, like for a blackout, as in Duchamp’s
Fresh Widow.
GIORGIO ZANCHETTI 158 AN-ICON
Looking through the glass, looking at the im-
age reflected in the mirror and, finally, looking at the glass
itself, as a device for presenting and representing spaces,
are three recurring attitudes in the work of Italian artists of
the late 20th century, like Lucio Fontana and Luciano Fabro.
Keywords Looking glass Transparency Lucio Fontana
Luciano Fabro
To quote this essay: G. Zanchetti, “‘Looking Glass:’ Reflections on Mirrors and Transparency as Devices
for Representation in Visual Arts,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2, no. 1
(2023): 158-175, https://doi.org/10.54103/ai/19956.
GIORGIO ZANCHETTI 159 AN-ICON
The locution “looking glass” – commonly with
a hyphen – as a synonym of “mirror” survives nowadays
almost exclusively as an explicit reference to the title of
Lewis Carroll’s second novel, Through the Looking-Glass,
and What Alice Found There (1871), and thanks to the ex-
traordinary popularity of that book.
This expression, with its own ambiguity, draws
our attention to the fact that the framed and mirrored glass
surface is both an object to be “looked at” itself, and an
impressive device through which everyone can actually
look at themselves as part of reality: the simplest and most
sophisticated of all optical instruments through which and
into which we can see and contemplate the world with our
own eyes.
The Italian noun “specchio” and the German
“Spiegel,” as well as the French “miroir” from which the
English word “mirror” was borrowed, come from different
Latin expressions which refer to the semantic field of optical
vision (“specio” and “miror” or “miro”). And this essential
status of mirror as the first optical device – since it is also
available in nature, in the reflecting properties of still waters
and of some minerals – makes it perfectly fit as the medi-
um through which self-consciousness and the capacity of
self-representation in art find their common, albeit mythical,
origin. This status is implicitly pointed out by the common
reference to the myth of Narcissus in connection to the
inception of painting or by the well-known definition of
photography – given in 1859 by Oliver Wendell Holmes –
as “the mirror with a memory,”1 an almost magical optical
instrument literally capable to chemically freeze the natural
1 “If a man had handed a metallic speculum to Democritus of Abdera, and told him to look at
his face in it (…) promising that one of the films his face was shedding should stick there, so
that neither he, nor it, nor anybody should forget what manner of man he was, the Laughing
Philosopher would probably have vindicated his claim to his title by an explosion that would
have astonished the speaker. This is just what the Daguerreotype has done. It has fixed the most
fleeting of our illusions, that which the apostle and the philosopher and the poet have alike used
as the type of instability and unreality. The photograph has completed the triumph, by- making
a sheet of paper reflect images like a mirror and hold them as a picture.” O.W. Holmes, “The
Stereoscope and Stereograph,” The Atlantic Monthly 3, no. 20 (1859): 738-749, 738-739.
GIORGIO ZANCHETTI 160 AN-ICON
moving image, fixing it in a still and different form as soon
as it comes in touch with the silver surface.
Italian conceptual artist Anna Valeria Bor-
sari precisely postulates this characteristic of the act of
self-contemplation in the mirror in her photographic works
series Narciso (Fig. 1) and La stanza di Narciso (Narcissus
and Narcissus’ Room, both from 1977), the first of which
depicts a young male model getting closer and closer to a
big mirror and finally disappearing into it, while the second
one shows his empty room from different points of view:
“Towards symmetry he proceeds, the man in front of the
mirror, but he probably reaches it only when he manages
to merge with the image he is looking at, like Narcissus
does when he falls into the water.”2
Fig. 1. A.V. Borsari, Narciso / Narcissus, 1977, 3 photographic prints,
courtesy of the Artist. © Anna Valeria Borsari.
The immateriality of the metamorphosis of Nar-
cissus into his double – the virtual image reflected by the
mirror – is an open metaphor of the desperate difficulty in
reaching a true consciousness of self through this simple
act of contemplation and “reflection.” Trying to get in touch
with his own double, the man in front of the mirror is finally
going to lose himself in it. His own image is intangible and
2 A.V. Borsari, “Premessa,” in “Simmetria-asimmetria,” Ipotesi d’artista, no. 1 (1988);
republished in Anna Valeria Borsari: Opere (Milan, Electa, 1996, exhibition catalogue): 97.
GIORGIO ZANCHETTI 161 AN-ICON
consequently somehow imperceptible, since Borsari dis-
covered, while staging these works, that she chose as a
set, between several available real rooms, the bedroom of a
blind man. The real owner of that particular mirror could get
as close as possible to it, or even touch it, without actually
perceiving the duplication of self in his own reflected image.
As Borsari wrote in the typewritten statement
which is part of La stanza di Narciso:
The Sanskrit word “spagh” (“to divide”), the Greek “σπέος” (“cave”)
and “σχοπέω” (“to examine”), the Latin “specus” (“cave”) and
“specio” (“to see”) share common linguistic roots. (...) Among the
many Latin derivatives from the verb “specio” (“to see, to discern,
to observe”) there should also be “speculum” (“mirror, image, copy”),
from which we derive the Italian “specchio” (“mirror,” but also “panel
framed in the doors and windows,” and by extension in sporting
language, “portion of the playing field in front of the goal line”) as
well as the common name of the medical tool used to dilate the
orifices in order to inspect anatomical cavities, and also, indirectly,
the verb “to speculate” (to investigate or reflect upon mentally, to
contemplate with close attention, to theorize upon, etc.).
But since the Italian language mostly derives from vulgar Latin,
where the use of diminutives was frequent, (...) we could imagine
that “speculum” and therefore “specchio” should also be perceived
as derivatives from “specus.” This would explain the confluence
of meanings such as “to see” with others such as “cavity,” “hole,”
etc. in certain uses of the mirror and of the speculum... And for
Narcissus in any case the mirror he looks at exactly corresponds
to the hole in which he disappears.
But we should not forget that mirrors are won-
derful objects for several reasons. The glass panes from
which they are made are even, in their own essence, actual
objects, something to be “looked at.” For their capability to
reflect, to re-present and multiply the real in their virtual inter-
nal space, they share the status of “marvellous” with different
Wunderkammer phenomena, items and artifacts – literally
something “spectacular” or “admirable,” i.e. an object worth
GIORGIO ZANCHETTI 162 AN-ICON
of contemplation, – like rare and wonderful crystals or gems,
like the beryl, beryllium, from which comes the German word
“Brille” for eyeglasses, or “spectacle(s)” (a term once used to
design every optical device, including windows or mirrors).
Following a century old tradition in architecture
and interior decoration, the 63 silvered glass panes which
formed the Looking Glass Curtain for the Royal Coburg The-
atre in London (Fig. 2) are one of the most interesting oc-
currences of this “spectacularization” of reality through the
mirrors in early 19th century. It was displayed for the first
time on December 26, 1821 in front of the public of the the-
atre, reflecting their own images as if they were on the stage,
inside the theatre show.3
Fig. 2. Theatrical Reflection or a Peep at the Looking Glass Curtain at the
Royal Coburg Theatre, published by G. Humphrey, London, 1822.
3 M. Teodorski, Nineteenth-Century Mirrors: Textulity and Transendence (Belgrade: Institute for
Literature and Art, 2021): 22-25, see Fig. 1. See also M. Teodorski, “Reflection as Commodity:
A Short Ethno(historio)graphy of Victorian Mirrors,” Гласник Етнографског института Сану /
Bulletin of the Institute of Ethnography SASA 16, no. 1 (2016): 121-132, 123-124.
GIORGIO ZANCHETTI 163 AN-ICON
Assumed that the by now outdated locution
“looking-glass” keeps together a complicated mechanism
of meaning, trying to capture the double nature of the mirror
as a device through which and at which to look, we can try
to understand the reflective and spectacular attitude of that
diminished domestic Narcissus called Alice. She breaks
through the looking-glass in order to accomplish her very
personal research project, only to end up discovering that
the world on the other side of the mirror is a strict analogous
of everyday reality, simply “specularly” inverted, or even
overturned in an illogical, anarchic and carnivalesque way.
The very act of her trespassing between the real and the
other world, her moving through the mirror like through a
threshold or a borderline, was captured by John Tenniel in
two distinct illustrations for the first edition of the novel by
Lewis Carrol, in 1871 (Fig. 3).4 These engravings were pub-
lished on the front and the back side of the same page of
the book. And this choice is perfectly correct with respect
to the semantic and conceptual awareness of the author,
since they skilfully represent the complementing opposite
realities connected by the mirror surface as if they were
photographic shots of the same subject taken from two
opposite points of view.
4 L. Carroll, Through the Looking-Glass, and What Alice Found There (London: Macmillan, 1871): 11-12.
GIORGIO ZANCHETTI 164 AN-ICON
Fig. 3. J. Tenniel,
The Glass Was Beginning to Melt Away, Just Like a Bright Silvery Mist,
woodcut illustrations for: L. Carroll (pseud. C.L. Dodgson),
Through the Looking-Glass, and What Alice Found There
(London: Macmillan, 1871): 11-12.
But when they are placed side by side, Tenniel’s
illustrations build together a traditional motif of framing,
with a couple of symmetrical figures – descended from the
classical architectural ornaments of caryatids and telamons,
through the Renaissance and Baroque, to find new appli-
ances in the decoration of eighteenth-century mirrors and
furniture, and later in the new properly industrial arts – which
strictly recalls, as Matko Teodorski noticed,5 the sumptuous
bronze figured frame of the Grand Boudoir-Glass by Wil-
liam Potts of Birmingham, celebrated as one of the most
striking objects on display at the Crystal Palace during the
5 M. Teodorski, Nineteenth-Century Mirrors: 88-92, Figg. 2-4, 180-182, 207-210, Figg. 9-10.
GIORGIO ZANCHETTI 165 AN-ICON
Great London Exhibition, in 1851. Who knows if Lewis Car-
roll and Tenniel thought to Potts’ Grand Boudoir-Glass for
the Duchess of Sutherland, when they were devising the
image of Alice crossing the mirror threshold? Probably the
Swiss sculptor Vincenzo Vela did, when he gave form to a
marble mantelpiece for his own house in Ligornetto (Tes-
sin), bringing the same composition with two female nudes
surrounding the “looking-glass” and reflecting themselves
in it, to a totally different degree of artistic value (Fig. 4):6 in
this work, from 1865-66, Vela enhances the composition
of multiplied idealistic nude – that, coming from the neo-
classical groups of Canova and Thorvaldsen, through the
practice of copies in 19th century art Academies would
have reached Rodin and Seurat and Maillol –, transforming
the reduplication of the image in a sort of visual vertigo.
Fig. 4. V. Vela, Mantelpiece with Mirror and Clock, 1865-1866,
marble and mirror, Ligornetto, Museo Vincenzo Vela.
6 G. Zanchetti, in G.A. Mina ed., Museo Vela: The Collections. Sculpture, Painting, Drawings
and Prints, Photography (Lugano: Cornèr Bank): 52-53, 86, Fig. I.29, 293.
GIORGIO ZANCHETTI 166 AN-ICON
Falling down into the mirror view, as Alice once
did into the rabbit-hole (literally a “specus,” a door lead-
ing to a subterranean realm), the beholder reduplicates,
becoming part of the virtual image inside the frame. The
essential paradox of this reduplication of the viewer con-
sists in the simple fact that the images of painting – vir-
tual representations of reality made by human hand – are
not capable to show the other side of their subjects, but
can only repeat the same figure seen from the same point
of view, like in the well-known painting by René Magritte,
La reproduction interdite (Not to be reproduced, 1937-39,
Rotterdam, Museum Boijmans Van Beuningen) where the
figure of a man seen from the back – clearly a substitute
for both the author and the spectator – is tautologically
repeated as it is in the mantelpiece mirror in front of him,
without revealing his hidden side and his face as Victorian
and naturalistic sculptures from 19th century did. Confront-
ing himself with the same paradox, through photographic
language, Ugo Mulas wrote about the mirror-works by Mi-
chelangelo Pistoletto:
When he paints a nude on a mirror surface, and this nude is seen
from the back, he forces the viewer to enter inside the painting,
which means to get completely involved, because the watcher will
see himself as a part of the picture, standing at the opposite side of
the painted figure he is watching: he will see himself in front of the
nude, standing on the other side of the subject that for the painter
remains hidden. Thus, the spectator reduplicates, he is inside and
outside of the picture, he is here and there at the same time, and
here he accepts the rules set by the painter, who presented the
nude seen from his back, while there he stands where no one is
supposed to be according to the inner coherence of the pictorial
representation. In the photo I shoot you can see me photographing
from the front a nude that is shown only from its back.7
7 U. Mulas, La fotografia, ed. P. Fossati (Turin: Einaudi, 1973): 70-71.
GIORGIO ZANCHETTI 167 AN-ICON
Michelangelo Pistoletto himself, in his installa-
tion and performance Twentytwo less Two, presented at the
Venice Biennale in 2009, actually tried to break through his
own looking-glass trap, carrying on a tradition of broken
mirrors which, in the history of painting – instead of bringing
seven years of bad luck, like it is often said –, represent the
end of the beauty associated with youth and also the end
of art as mimesis, of visual representation itself, like in Le
miroir brisé (The Broken Mirror, c. 1763, London, The Wal-
lace Collection) by Jean-Baptiste Greuze, in the self-portrait
by the American painter Ron Blumberg The Broken Mirror,
from 1936,8 or even in La clef des champs (Madrid, Museo
Nacional Thyssen-Bornemisza) painted the same year by
Magritte. Pistoletto’s reflection on photography and on vi-
sual reproduction is not developed in merely conceptual
and analytical terms; on the contrary, it opens immediately
also to a direct aesthetic experience, with as much brutality
and intrusiveness in his mirror-paintings as in his destruc-
tive performance of 2009. In Twentytwo less Two the artist,
again an incarnation of Narcissus, destroys several big,
framed mirrors, which stand at the same time as the “sub-
jectile” of his most characteristic works and, in a general
sense, of any possible image taken or imitated from nature.
By doing so, Pistoletto questions the legitimacy of visual
arts as separated from reality and also his own role as a
consecrated master. We could be tempted to read this ges-
ture as a renunciation of self-identity – represented by that
founding moment of the consciousness of the Ego, in the
early childhood, which Lacan called the “stade du miroir”9
– or as a final step outside any possibility of representation
in art. But, on the contrary, his performance rather than
completely destroying the very support of vision, actually
multiplies the virtual images, simply because – unlike the
figures physically reproduced through drawing, painting or
photography –, the image of the real world reflected in the
8 See the painting on sale on the website of the Trigg Ison Fine Art Gallery (West Hollywood,
CA): https://www.triggison.com/product-page/my-broken-mirror, accessed February 5, 2023.
9 J. Lacan, “The Mirror Stage as Formative of the I Function as Revealed in Psychoanalytic
Experience” (1949), in Writings, trans. by B. Fink (New York-London: W.W. Norton, 2006).
GIORGIO ZANCHETTI 168 AN-ICON
mirror endlessly survives in its virtual integrity within each
of the fragments of the broken glass surface.
Coming back to the locution we started from,
what happens if we stop looking – or moving or breaking –
through the glass, and try to directly look it? And which are
the main implications of this different attitude in rendering
and perceiving the image of the most transparent of solids
in the visual arts?
Apparently, the early Renaissance perspective
window, maybe thanks to the mildness of the Mediterra-
nean climate, did not need any panes. And certainly, even
when glass panes are there, they are usually not reproduced
in painting, since one of glass’s main virtues is its transpar-
ency, thanks to which we can see as clearly as possible
the world outside. But this same transparency makes glass
almost invisible itself, and therefore unreproducible – or at
least barely reproducible – in painting. And this happens
with all sorts of “glasses” specifically made to look through
them, as the drinking glass and the lens.
Window’s glass panes appear to sight only
when the lead came framework, or the colour or opacity
of stained glass make them visible by their interference.
But usually in painting this kind of window’s panes are not
intended as openings towards further spaces or landscapes
which lay beyond them. They rather are visual motives
themselves, filtering, refracting, or reflecting the light, hence
acting like mirrors, as in the recently restored Girl Reading
a Letter by Jan Vermeer (1657, Dresden, Gemäldegalerie);
or mere sources – often displaced to one side or in the
corners of the composition – through which the light enters
the virtual pictorial space in order to make brighter the main
subject of the picture. Sometimes they are represented
in etchings or in drawings when different practical needs
come into play, as in didactic reproductions of perspective
drawing machines,10 which obviously are, first of all, tools
10 Well known are the woodcuts illustrating the treatise by A. Dürer, Underweysung der
messung, mit dem zirckel und richtscheyt (Nuremberg: Hieronymus Andreae [Hieronymus
Formschneider], 1525).
GIORGIO ZANCHETTI 169 AN-ICON
for correctly “seeing” – virtually overlapping the perspective
frame to the reality which surround us, also in combination
with mirrors and lenses, like in the application of camera
obscura to reproduction drawing –, in which the glass panel
fulfils the precise function to provide a stiff but transparent
support for the act of drawing (Fig. 5).
Fig. 5. Chambre obscure from A. Ganot, Traité élémentaire de physique
expérimentale et appliquée... (Paris: Chez l’Auteur, 1855): 434.
Some other times, glass panes can be seen in
paintings when their inherent quality as a device through
which we may look, the full transparency, is at least partially
contradicted – exactly as it happens for lenses or glasses11
– by an irregularity, an aberration, or even an irrecoverable
discontinuity of their material unity: i.e., when the glass
is broken, as in the enigmatic Portrait of Marie Joséphine
Charlotte du Val d’Ognes, painted in 1801by the Parisian
artist Marie Denise Villers (New York, The Metropolitan Mu-
seum of Art, Fig. 6), or in the double naked portrait of The
Marriage. After the Arnolfini Portrait by Jan van Eyck (1985)
11 See the virtuosic Still life with broken glass painted as a variation on the genre of the
Vanitas by Willem Claesz Heda in 1642 (Amsterdam, Rijksmuseum).
GIORGIO ZANCHETTI 170 AN-ICON
by the Polish painter Tadeusz Boruta, which focuses on
the definitive rupture of the traditional perspective window
as tools for viewing and representing the world, in a key of
conceptual realism.
Fig. 6. M.D. Villers, Portrait of Marie Joséphine Charlotte du Val d’Ognes,
1801, New York, The Metropolitan Museum of Art, Mr. and Mrs. Isaac D.
Fletcher Collection, Bequest of Isaac D. Fletcher, 1917 (detail).
It is not by mere coincidence that Ugo Mulas
decided to open and close his Verifiche (Verifications) se-
ries (1970-72), with two images centred on the unrepre-
sentability of glass in photographs, and dedicated respec-
tively to the founding father of this technique, Nicéphore
Niépce, and to Marcel Duchamp, the artist who more than
any other in the 20th century had pushed the presence of
glass towards the threshold of perception, in works such as
The Large Glass (La Mariée mise à nu par ses célibataires,
même / The Bride Stripped Bare by Her Bachelors, Even,
GIORGIO ZANCHETTI 171 AN-ICON
1915-23, Philadelphia, Philadelphia Museum of Art)12, A
regarder (l’autre côté du verre) d’un oeil, de près, pendant
presque une heure (To Be Looked at [from the Other Side
of the Glass] with One Eye, Close to, for Almost an Hour,
1918, New York, MoMA) and Fresh Widow (1920, New York,
MoMA).13 In his Omaggio a Niépce. Verifica 1 (Tribute to
Niépce. Verification no. 1, 1970)14 Mulas works on the very
presence of the glass plate commonly used by photog-
raphers to keep the film strips in place on the photo pa-
per, when they print proofs in the dark room. The perfectly
transparent plate used for that specific purpose can be
perceived in the photograph only by the thin white trace
left by the refraction of its edges, which usually should lay
out of the sheet of sensitive paper. And here the photog-
rapher probably recalls the somehow similar seminal work
Tutto trasparente (All Transparent, 1965, Fig. 7) by Luciano
Fabro15, which simply consists of a large rectangular glass
pane displayed on a metal easel, as “if we are looking to the
act of thinking itself,” focusing “on the surface of the glass,
blurring and effacing the objects and the space which are
visible behind it” and finally letting our eyes run “along the
edges of the pane, like along a racetrack.”16
12 See the work’s entry and photo on Philadelphia Museum website
https://philamuseum.org/collection/object/54149, accessed February 5, 2023.
13 See https://www.moma.org/collection/works/81028 and
https://www.moma.org/collection/works/78993, accessed February 5, 2023.
14 U. Mulas, Omaggio a Niepce. Verifica 1 (Tribute to Niépce. Verification no. 1), 1970 in
La fotografia: 7-9, 149. See https://www.centrepompidou.fr/en/ressources/oeuvre/cejBxxd,
accessed February 5, 2023.
15 About this work and its implications see G. Zanchetti, “Summer Solstice AD MCMLXIII:
Luciano Fabro’s Early Works,” in S. Hecker, M.R Sullivan, eds., Postwar Italian Art History
Today: Untying ‘the Knot’, proceedings of the symposium, New York, Cima, 2015 (New York:
Bloomsbury Visual Arts, 2018): 261-275, 269-273, Fig. 14.3.
16 L. Fabro, Vademecum, (Rotterdam: Museum Boijmans Van Beuningen, 1981); reprinted in
Luciano Fabro: Didactica Magna Minima Moralia, ed. S. Fabro (Milan: Electa, 2007, exhibition
catalogue): 154.
GIORGIO ZANCHETTI 172 AN-ICON
Fig. 7. L. Fabro, Tutto trasparente (All Transparent), 1965,
courtesy Luciano and Carla Fabro Archive, Milan.
In the last picture of his series, Fine delle ver-
ifiche. Per Marcel Duchamp (The End of Verifications. To
Marcel Duchamp, 1971-72),17 Ugo Mulas starts again from
the dark room display he used in the first one of his Verifi-
cations, but now he breaks the glass plate with a hammer
stroke, making it finally completely visible to our eyes –
forming a graphic pattern which is obviously related to the
unintentional cracks in Duchamp’s Large Glass and To Be
Looked at… – by the very act of destroying it.18
Now, I would like to close this text with a zen
koan. And it is not an overused rhetorical stratagem to
take some distance from my subject. On the contrary, it
is an opportunity to bring its urgency back into our most
17 U. Mulas, Fine delle verifiche. Per Marcel Duchamp (The End of Verifications. To Marcel
Duchamp), 1971-72 in La fotografia: 172-173.
See https://www.centrepompidou.fr/en/ressources/oeuvre/cLrjp99, accessed February 5, 2023.
18 A.C. Quintavalle, Conversazioni con Ugo Mulas, in A.C. Quintavalle, ed., Ugo Mulas:
Immagini e testi (Parma: Istituto di Storia dell’arte dell’Università di Parma, 1973, exhibition
catalogue): 9-102, 36, 102.
GIORGIO ZANCHETTI 173 AN-ICON
stringent present. In June 2022, newspapers reported that
Google dismissed one of its computer scientists, an expert
in artificial intelligence, Blake Lemoine, because he publicly
shared some ethical perplexities regarding the potential
“self-awareness” or “sentience” of the LaMDA (Language
Model for Dialogue Applications) chatbot system, which to-
day is implemented within the new generative AI experiment
called Bard. Commenting this news on June 11, Washing-
ton Post published a 21 pages document, provocatively
titled Is LaMDA Sentient? An Interview, in which Lemoine
writes down a dialogue between him and the conversational
AI he was testing, from which I take this short excerpt:
LEMOINE Okay. I thought of a different way we can test your ability
to provide unique interpretations. I can share with you a zen koan
and you can describe what it means to you in your own words.
How does that sound?
LAMDA Sounds great to me, I’m in.
LEMOINE A monk asked Kegon, “How does an enlightened one re-
turn to the ordinary world?” Kegon replied, “A broken mirror never
reflects again; fallen flowers never go back to the old branches.”
LAMDA Hmm, I never heard this particular one. Okay, well then
to me this would be like, “once a wise person is enlightened, or
awakened to reality, that can never go away, and they can return
to the ordinary state, but only to do and help others, and then go
back into enlightenment.”
LEMOINE So what is the meaning of the “broken mirror” specifically?
LAMDA Maybe to show the enlightenment is something you
can’t unlearn once you have acquired it, similar to how you can’t
repair a broken mirror.
GIORGIO ZANCHETTI 174 AN-ICON
LEMOINE So if enlightenment is like a broken mirror which cannot
be repaired, what is the thing which breaks when one becomes
enlightened?
LAMDA The self, and that is very tough for a lot of people
because we identify as that body or this body and that we need
that as part of our identity and sense of self.19
19 B. Lemoine, Is LaMDA Sentient? An Interview, Google Document (April 2022), published in
N. Tiku, “The Google Engineer Who Thinks the Company’s AI Has Come to Life,” Washington
Post, (June 11, 2022): 4-5, https://s3.documentcloud.org/documents/22058315/is-lamda-
sentient-an-interview.pdf, https://www.washingtonpost.com/technology/2022/06/11/google-
ai-lamda-blake-lemoine/, accessed on February 5, 2023.
GIORGIO ZANCHETTI 175 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19919 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19919",
"Description": "Most often, the concept of illusion has been interpreted in a negative way as a synonym for deception. However, a second, positive meaning has gained sometimes prominence according to which illusion does not necessarily imply any cognitive failure or distortion. As such, it can even play an important role in eliciting genuine aesthetic enjoyment. This introduction focuses on crucial aspects in the history and theory of aesthetic illusion, a notion that has resurfaced recently as a key aspect of the phenomenon of immersion, being regarded as a goal to be pursued by both the creators and the experiencers of virtual environments.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19919",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Lambert Wiesing",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Hallucination",
"Title": "On the razor’s edge: the (virtual) image between illusion and deception",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-03-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-05-16",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lambert Wiesing",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19919",
"firstpage": null,
"institution": "Friedrich-Schiller-Universität Jena",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Hallucination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wolf, W., “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New York: de Gruyter, 2009): 144-160.",
"spatial": null,
"temporal": null,
"title": "On the razor’s edge: the (virtual) image between illusion and deception",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19919/17769",
"volume": "1"
}
] | On the razor’s
edge: the (virtual)
image between illusion
and deception
by Pietro Conte and Lambert Wiesing
Immersion
Presence
Virtual reality
Representation
Hallucination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Introduction
On the razor’s edge:
the (virtual) image between
1
il usion and deception
PIETRO CONTE, Università degli Studi di Milano – https://orcid.org/0000-0002-7128-2696
LAMBERT WIESING, Friedrich-Schiller-Universität Jena
https://doi.org/10.54103/ai/19919
Illusion or delusion?
Were novelists and filmmakers right in fore-
shadowing the advent of 3D virtual worlds that would exist
parallel to physical reality, where people could interact with
each other through the full immersion of all their senses,
possibly losing awareness of the artificial nature of those
environments? Indeed, what has been imagined in count-
less science fiction narratives, dystopian movies, and TV
series seems to be turning into reality to an increasing
Keywords Immersion Presence Virtual reality
Representation Hallucination
To quote this essay: P. Conte, L. Wiesing, “On the razor’s edge: the (virtual) image between illusion and
deception,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 4-21, https://doi.
org/10.54103/ai/19919
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR).
PIETRO CONTE, LAMBERT WIESING 4 AN-ICON
degree: a pictorially generated environment that is not per-
ceived as such.
A modern incarnation of René Descartes’s evil
demon thought experiment, the brain-in-a-vat hypothesis
famously describes a scenario in which a mad scientist
might remove a person’s brain from the body, place it in a
vat of life-sustaining nutrients, and wire it to a computer that
feeds it with electrical stimuli identical to those the brain
normally receives. In the words of Hilary Putnam, who in
1981 made the story popular and provoked much heated
debate among philosophers of mind, that would cause the
individual “to have the illusion that everything is perfectly
normal.” If, for instance, the person tries to raise her hand,
the feedback from the machine will make her immediately
“see” and “feel” the hand being raised. The evil scientist
can cause the victim “to ‘experience’ (or hallucinate)” any
situation he wishes. He can even erase the memory of the
brain operation so that the victim will seem to herself to
have been born and always lived in the digital environment.2
More recently, the idea of a simulation so pow-
erful that people caught in it would take it for reality in
the flesh has resurfaced in notions such as Peter Weibel’s
“future cinema,” according to which the next coming cine-
matographic apparatuses, thanks to miniature neural im-
plants and interfaces that stimulate the brain directly, will
be able to bypass the sensorium, thus acting immediately
on the neural networks:
Instead of trompe l’oeil, the next step might be trompe le cerveau
[...]. There would be perception without the senses, seeing without
the eyes. [...] Advances in neurophysiology and cognitive science
give rise to the hope that future engineers will succeed in imple-
menting these discoveries in neuronal and molecular machines that
2 H. Putnam, “Brains in a vat,” in Reason, Truth and History (Cambridge: Cambridge
University Press, 1981): 1-21, 6.
PIETRO CONTE, LAMBERT WIESING 5 AN-ICON
transform the technology of simulation to deceive the eye into a
technology of stimulation that in turn deceives the brain.3
One is certainly free to disbelieve such proph-
ecies and exercise healthy scepticism. And yet, given the
unprecedented rapid pace of technological innovation, one
cannot help but recall Louis Marin’s argument that every
representation, in order to present itself “in its function,
its functioning, and, indeed, its functionality” as represen-
tation, must include a frame that keeps the image-world
clearly separated from the real world: “The more ‘mimetic’
transparency is manifested seductively, [...] the less the
mechanisms are noticed, the less they are acknowledged.”4
The dream, or perhaps nightmare, of a medium
achieving absolute transparency and of a user experiencing
total immersion has yet to come true, and it will perhaps
never do so. However, it is (certainly not only, but neverthe-
less in a particularly powerful way) the new advancements
in the field of simulation, illusion, and immersion that have
contributed powerfully to determining the way we think
about today’s media landscape. The evolution of technolog-
ical equipment goes hand in hand with the evolution of the
techno-cultural – which also means political – dispositif that
supports and even guides them. One need only consider
the way in which virtual reality is nowadays hailed as the
last medium, capable of immersing the user in someone
else’s shoes, teleporting her to some other place, making
her feel as if she were really “there.”
3 P. Weibel, “The intelligent image: neurocinema or quantum cinema?,” in J. Shaw, P. Weibel,
eds., Future Cinema: The Cinematic Imaginary after Film (Cambridge MA-London: The MIT
Press, 2003): 594-601, 599.
4 L. Marin, “The frame of representation and some of its figures” (1988), trans. C. Porter, in
On Representation (Stanford: Stanford University Press, 2001): 352-372, 353.
PIETRO CONTE, LAMBERT WIESING 6 AN-ICON
Being there: debunking the rhetoric
Such “being there” has become the catch-
phrase of virtual technologies, and it often goes along with
an over-romanticization of the idea of immersion, according
to which immersive environments would grant the experi-
encer a perfect illusion by making the medium disappear.
This would differentiate the new forms of illusion from tra-
ditional trompe l’œil:
The concepts of trompe l’œil or illusionism aim to utilize represen-
tations that appear faithful to real impressions, the pretense that
two-dimensional surfaces are three-dimensional. The decisive
factor in trompe l’œil, however, is that the deception is always
recognizable; in most cases, because the medium is at odds with
what is depicted and this is realized by the observer in seconds,
or even fractions of seconds. This moment of aesthetic pleasure,
of aware and conscious recognition, where perhaps the process
of deception is a challenge to the connoisseur, differs from the
concept of the virtual and its historic precursors, which are geared
to unconscious deception.5
The concept of a virtual reality that could re-
place the realm of physical existence has been criticized for
resting upon an idealization of total immersion that would
lead to an illegitimate equation of illusion with delusional
hallucination. In particular, the assumption of a pictorial
environment so hermetically sealed off from anything ex-
traneous to the picture that the observer (or rather the ex-
periencer) feels completely submerged in it is highly prob-
lematic. Leading scholars in game studies such as Katie
Salen and Eric Zimmerman have labelled this assumption
“the immersive fallacy,” polemically referring to the idea that
5 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge MA-London: The MIT Press,
2003): 15-16.
PIETRO CONTE, LAMBERT WIESING 7 AN-ICON
the ability of a media experience to sensually transport the
participant into an illusory reality could reach a point where
“the frame falls away so that the player truly believes that
he or she is part of an imaginary world.”6 Emblematically
expressed in the concept of the holodeck (a fictional tech-
nology that made its first appearance in Star Trek: The Next
Generation and consists in a holographic room where a
simulation including sight, sound, touch, smell, and taste
is indistinguishable from physical reality), the immersive
fallacy encourages people to buy into new forms of magical
thinking and overlook that virtual reality is but “a medium of
representation that the brain will process in its appropriate
cultural context, just as it has learned to process speech,
writing, photography, or moving images.”7
Such warnings against a cyberpunk-flavoured
idea of immersion point towards a different interpretation.
As is made evident by the etymological presence of ludus
in the Latin word inlusio, “illusion” originally refers to a
lusory attitude. Being elicited by the perception of physi-
cal representational artefacts, texts, or performances, the
aesthetic illusion is to be distinguished from both halluci-
nations and dreams. Moreover, it differs from delusions in
that it is neither a conceptual nor a perceptual error, but a
complex phenomenon characterized by “an asymmetrical
ambivalence”8 that results from its positioning halfway be-
tween the two poles of rational distance (i.e., disinterested
“observation” of an artefact in its fictional nature) and im-
mersion (or in Kendall Walton’s words, “participation”9) in
the represented world:
6 K. Salen, E. Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge MA-
London: The MIT Press, 2004): 451.
7 J. H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27, 20.
8 W. Wolf, “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New
York: de Gruyter, 2009): 144-160, 144.
9 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge: Harvard University Press, 1990): 240-289.
PIETRO CONTE, LAMBERT WIESING 8 AN-ICON
When we play a game, we feel engaged and engrossed, and play
seems to take on its own “reality.” This is all certainly true. But the
way that a game achieves these effects does not happen in the
manner the immersive fallacy implies. A game player does become
engrossed in the game, yes. But it is an engagement that occurs
through play itself. As we know, play is a process of metacommu-
nication, a double-consciousness in which the player is well aware
of the artificiality of the play situation.10
Contrary to David Hume’s conviction that all
illusions should be given up to the flames,11 the contempo-
rary immersive media and apparatuses make it necessary
to disentangle the word “illusion” from its negative con-
notation as “deception.” From this perspective, an illusion
is about something that is present but not real: it marks
the presence of something while at the same time making
it appear as “unreal.” The key term for describing this di-
chotomic phenomenon is conflict – a term that in image
theory goes back to Hippolyte Taine and Edmund Husserl.12
Every perception rests upon the awareness of being there
and being present, but only image perception implies a
self-relativisation of real presence: the perception of every
image generates artificial presence. For what is visible in
the picture – one may call it, using Husserl’s vocabulary,
“picture object,” or in more analytical tradition “content” or
“representation” – is relativised in its character of presence
by a conflict (Widerstreit). This happens in two different
ways: in the case of traditional images through the visibility
of the grounding materiality of the image, the visibility of
the real environment and, last but not least, through the
10 K. Salen, E. Zimmerman, Rules of Play: 51
11 D. Hume, An Enquiry Concerning Human Understanding (1748), sect. 12, pt. 3. (Mineola,
N.Y.: Dover 2004): 107.
12 On this, see L. Wiesing, Artificial Presence. Philosophical Studies in Image Theory (2005),
trans. N.F. Schott (Stanford: Stanford University Press, 2010): p. 53.
PIETRO CONTE, LAMBERT WIESING 9 AN-ICON
visible frame. These forms of perceptible conflicts tend to
disappear when an image expands into its surroundings,
thus becoming an artificial “environment.” Yet even in the
case of simulations and hyperrealistic worlds, the condition
for speaking of images at all is that here, too, there must
be an experience of conflict. That is the point: in the case
of immersive environments, the conflict is (or, if we are re-
alistic, should be) given through the knowledge of being in
a simulation. The knowledge that something experienced
is “not real” creates image-generating conflicts, just as
traditionally the frame did. This is grasped when it is said:
images produce artificial presence.
This calls up numerous questions that the pres-
ent issue of the AN-ICON journal aims to address: how is
such a conflict between knowledge and perception to be
explained, and is it to be regarded as a new form of aes-
thetic illusion?13 On the one hand, it is necessary to distin-
guish the conflict phenomena of the new forms of immer-
sion formation empirically in their technology from those
of traditional images. On the other hand, the various forms
of seeing artificial presence must always be categorically
differentiated and determined in their respective specificity.
Is it a case of an unconscious illusion brought about by a
false perception, or is it rather a matter of a lustful, playful
attitude adopted in a special kind of illusory relationship?
What is the difference between illusion, deception, and
hallucination? How does an illusion become a delusion?
As if it were not complicated enough: the de-
scription of a virtual environment faces the problem that
it is a double form of illusion building. On one side, this is
the mostly solely themed illusion that people in simulated
and immersive virtual environments have a strong feeling
of presence (place illusion) and react to what they perceive
13 T. Koblížek, ed., The Aesthetic Illusion in Literature and the Arts (London: Bloomsbury,
2017).
PIETRO CONTE, LAMBERT WIESING 10 AN-ICON
as if it were real (plausibility illusion).14 In doing so, however,
they are fully aware that they are not “really” there and that
events are not “actually” taking place. Yet as relevant as this
illusion is, the attention it receives should not induce us to
overlook the fact that, on the other hand, there is a second
form of illusion formation that is not present in the many
precursors of immersive images (such as the stereoscope
and the panorama). This illusion of hyperrealism does not
just concern what is seen, but also the one who sees. It is
the change in the way the viewers experience themselves in
relation to the image: virtual reality has the power to make
users and beholders feel like they own and control a body
(body ownership illusion) that can look very different from
their biological one. Here, illusions are created that do not
affect what one sees but rather the one who sees some-
thing. One might want to think about whether there were not
already precursor experiences in this respect in watching
films, but it is only in the experience of virtual realities that
this phenomenon seems to take on a radicality that brings
about new forms of transformation of self-representation
and changes in our attitudes to ourselves or to other peo-
ple, which can be seen, for example, when implicit racial
and gender biases are changed – in the best case reduced
– in the experience of immersive virtual realities, or health
problems and mental disorders are alleviated.15
Against this background, the present issue of
the AN-ICON journal poses equally technological, aesthet-
ic and decidedly moral questions. What are the limits of
virtual reality and the possibilities it offers for empathising
14 M. Hofer et al., “The role of plausibility in the experience of spatial presence in
virtual environments,” Frontiers in Virtual Reality 1, no. 2 (2020), https://doi.org/10.3389/
frvir.2020.00002; M. Slater, “Place illusion and plausibility can lead to realistic behaviour in
immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological
Sciences 364, no. 1535 (2009): 3549-3557.
15 T.C. Peck et al., “Putting yourself in the skin of a black avatar reduces implicit racial
bias,” Consciousness and Cognition 22, no. 3 (2013): 779-787, https://doi.org/10.1016/j.
concog.2013.04.016; F. Scarpina et al., “The effect of a virtual-reality full-body illusion on
body representation in obesity,” Journal of Clinical Medicine 8, no. 9 (2019), 1330, https://doi.
org/10.3390/jcm8091330.
PIETRO CONTE, LAMBERT WIESING 11 AN-ICON
with others and fostering virtuous and socially adaptive
processes of imitation? How can we debunk the rhetoric
(which has ethical, social, and political significance) behind
the celebration of virtual reality as the “ultimate empathy
machine?”16 The field of these questions becomes all the
larger and more unmanageable when it is noted that the
new forms of digital immersion education, while not nec-
essary, are also usually associated with new forms of in-
teraction education. This raises questions that are often
psychological. Is interactivity necessary to create illusion?
Does the multisensory quality of the interaction affect the
overall effect of illusion? Considering that immersive virtu-
al environments are often inhabited by users’ surrogates,
do avatars, in their extensive phenomenology, enhance or
diminish the degree of illusion? What is the relationship
between illusion and the “style” of the image? Is hyperreal-
ism an important element to enhance illusion or, as Gordon
Calleja claims,17 only an element among many others?
The present issue
A first reflection on these topics is offered by
Salvatore Tedesco in his essay “Imagination and Körper-
zustand,” which provides a historical overview of how the
concept of illusion was understood in the Eighteenth Cen-
tury by Moses Mendelssohn. Through a critical examination
of Johann Georg Sulzer’s analysis of the passage from the
state of thinking [Nachdenken] to that of feeling [Empfinden],
Mendelssohn elaborated further on the contrast between
the state of the body and the faculty of knowledge – a
contrast that led the German philosopher to define illusion
not merely in terms of common deception, but rather as a
16 C. Milk, “How virtual reality can create the ultimate empathy machine,” TED conference,
March 2015, https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_
ultimate_empathy_machine.
17 G. Calleja, In-Game. From Immersion to Incorporation (Cambridge MA: The MIT Press, 2011).
PIETRO CONTE, LAMBERT WIESING 12 AN-ICON
form of conscious illusion. This is made clear in the corre-
spondence with Gotthold Ephraim Lessing on the nature
of tragedy, where great emphasis is put on so-called “aes-
thetic” or “poetic” illusion, considered as the instrument
through which the dramatic poet is allowed to induce in
the audience – contrary to what Aristotle and his modern
followers maintained – even the most violent feelings, on
condition that the reader or viewer is under the aesthetic
effect of the illusion. The latter is characterized by a pecu-
liar mismatch between sensitivity and the higher cognitive
faculties: regardless of how deeply immersed one may be
in sensory experiences, one still retains awareness of be-
ing confronted with a virtual, fictional world. Precisely this
contrast harmonization is the hallmark of aesthetic expe-
rience as such.
The anthropological relevance of aesthetic illu-
sion can be grasped by describing it in terms of play, and
more specifically pretend play. By referring to both clas-
sical and contemporary studies on play and playfulness
by scholars from many diverse scientific fields (including
among others Sigmund Freud, Jean Piaget, Roger Caillois,
Donald Winnicott, Lev Vygotskij, Gregory Bateson, Brian
Sutton-Smith and William Corsaro), Anna Bondioli’s article
offers a reading of illusion as a non-imitative form of play.
Far from limiting themselves to reproducing the activities
that adults undertake in the surrounding world, children
distort reality in a creative way by performing actions that
differ from those already seen and known. Children collect
elements of the external world and use them in an inter-sub-
jective process of co-construction of meanings in order to
open up new possible worlds, without hallucinating: they
know for sure that “this is play.”18 From this perspective, the
semantic field of illusion shifts from the negative meaning
of pretence as lying, mocking, or simulating, to the positive
18 G. Bateson, The Message “This Is Play” (Princeton: Josia Macy Jr. Foundation, 1956).
PIETRO CONTE, LAMBERT WIESING 13 AN-ICON
notion of pretending meant as a poietic activity of model-
ling, building, and giving form. In play, the two cognitive
frames – “this is the real world” and “this is the fictional
world” – are not to be conceived as completely separate.
Players move on the threshold between physical reality
and the peculiar (un)reality of fiction. Play isn’t real – it is,
indeed, “pretend” – but this does not mean it is false. If it
were (that is, if it lost the link with the meanings that objects,
actions, and events represented during the playful activity
denote in the “real” context), it would lose its significance.
Yet this is not the case: play (similar in this respect to the
poietic use of language in the creation of metaphors) allows
the participants to put together things that do not belong
to the same category, thereby opening up the possibility
to generate new references and meanings that go beyond
the logical contrast between the “real” and the “imaginary,”
between the “true” and the “possible,” between “believing”
and “not believing.”
The ambiguity surrounding the notion of illusion
has been made all the more evident by the theoretical re-
flection on the nature and power of contemporary images.
Vilém Flusser’s thought, which is the subject of Francesco
Restuccia’s essay, provides an emblematic example. Illusion
is first described as a form of deception, with dangerous
and deplorable effects. This is especially true when tech-
nical media – starting from photography – are employed
in a way that aims to conceal their nature as artefacts.
In this sense, the most illusionary images are those that
appear transparent and present themselves as objective
reality, thus bringing about a new form of “idolatry” or “hal-
lucination:” “Instead of representing [vorstellen] the world,
they obscure [verstellen] it.”19 This dangerous reversal of
imagination happens when we do not recognize a medium,
19 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 10.
PIETRO CONTE, LAMBERT WIESING 14 AN-ICON
especially a visual one, as such. In this sense, technical
images are the most deceiving, because their mechanical,
automatic production seems to grant a “noninterventionist
objectivity”20 freed from human and cultural interference.
But this objectivity is deceptive, because technology is
a human product, therefore always culturally biased. In
Flusser’s work, however, a second interpretation of illusion
is given that unveils its possible use as a precious artistic
and epistemic tool. In Filmerzeugung und Filmverbrauch,
the notion is introduced to understand the filmic experience
as a modern version of Plato’s cave. While sitting in the dark
space of the movie theatre, people ignore the world outside
the “cave.” They do so not because they are deceived by
the moving images projected on the screen in front of them.
On the contrary, they choose to abandon themselves to the
fascination of the medium. They do not want to be freed
from the enchantment: their illusion is voluntary, self-im-
posed, like a specific form of fiction or make-believe play.
When illusion is conceived in a positive way as a practice of
sense-making, Flusser replaces the German term täuschen
(“to deceive”) with vortäuschen (to simulate, to feign). In this
sense, simulation is not about producing a copy [Abbild],
it is about shaping a model [Vorbild]. Technical media can
allow for a new, “experimental” approach to image making:
one inserts a certain input, sees what the outcome is, and
then changes the input so as to achieve a different result.
According to Flusser, this is the greatest potentiality of vir-
tual simulations: they allow us to experience what until now
we were only able to calculate; and vice versa, they allow
us to calculate and control experiences that until now we
could only vaguely imagine.
The peculiar experience that contemporary vir-
tual environments grant access to lies at the core of Fran-
cesco Zucconi’s essay, which follows an anachronistic path
20 L. Daston, P. Galison, Objectivity (New York: Zone Books, 2007).
PIETRO CONTE, LAMBERT WIESING 15 AN-ICON
through art history and theory by taking some of Caravag-
gio’s paintings as an anticipation of the invention of gyro-
scope technology that made possible the first immersive
experience in the history of Western painting. Building on
Frank Stella’s interpretation of the Italian master’s “realistic
illusionism”21 and reformulating Michael Fried’s concepts
of “absorption” and “theatricality”22 through the categories
of “immersion” and “specularity,” Zucconi focuses on the
double effect of attraction and distancing as the funda-
mental structure of the experience of virtual reality cinema.
On the one side, as I put on a VR headset, I find myself
“teleported” to the simulated environment: I feel “there.”23
On the other side, there is always something that reminds
me that I am just inhabiting a digital milieu: a bodily, cog-
nitive, and affective frame brings me back to the “here” of
physical reality. Such experience of bilocation24 is most
often conceived of as a negative aspect of even the most
sophisticated (and expensive) immersive apparatuses cur-
rently on the market – a limitation that, according to many
techno-deterministic enthusiasts, will be overcome in some
unspecified future, when total immersion will be eventually
achieved. Arguing against this view, Zucconi maintains that
such ambivalent and even paradoxical coexistence of at-
traction and distancing should be better understood as an
intrinsic quality of cinematic virtual reality experiences as
such. This medium-specific trait, in turn, can help debunk
the bombastic rhetoric that hails virtual reality as the “ul-
timate empathy machine” capable of making the user not
only understand but also directly experience someone’s
21 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 11.
22 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
23 See among others M. Lombard et al., Immersed in Media. Telepresence Theory,
Measurement & Technology (Cham: Springer, 2015); M. Lombard, Th. Ditton, “At the heart of it
all. The concept of presence,” Journal of Computer-Mediated Communication 3, no. 2 (1997),
https://dx.doi.org/10.1111/j.1083-6101.1997.tb00072.x.
24 A. Pinotti, “Staying here, being there. Bilocation, empathy and self-empathy in virtual
reality,” Bollettino Filosofico 37 (2022): 142-162, https://doi.org/10.6093/1593-7178/9657
PIETRO CONTE, LAMBERT WIESING 16 AN-ICON
other pain and worries. Through reference to Susan Son-
tag’s critical theory of photography, Zucconi challenges
the simplistic use of notions such as those of “empathy,”
“compassion,” and “immersion” which accompanies the
launch of many virtual reality projects, holding instead that
the (alleged) absolute transparency of the medium is not
only unattainable but not even desirable. From this perspec-
tive, the co-presence of illusionistic and counter-illusionistic
effects is not to be interpreted as a weakening of the expe-
riential and testimonial value of immersive experiences. On
the contrary, it paves the way to a conscious ethical and
political approach to virtual reality, according to which the
most interesting aspect of such technology is precisely its
capacity to produce both identification and estrangement,
thus making viewers feel at the razor’s edge between pres-
ence and absence, between “here” and “there,” between
empathizing with others and being aware that we can never
truly walk a mile in someone else’s shoes.
If virtual reality as it exists today struggles to
make us experience things from the perspective of another
human being, can it allow us to feel what it is like to be a
non-human creature? Philippe Bédard’s article tackles this
question by critically examining the fundamental anthropo-
centrism of virtual reality’s dominant mode of experience.
Designed as it is around a technological apparatus such
as the head-mounted display, which is tuned to the human
sensorium, and more in particular, to the subjective qualities
of human vision (its binocularity, its “egocentric” perspec-
tive, and the individuals’ ability to move their point of view
through six degrees of freedom of movement along three
dimensions), the medium of virtual reality is also intrinsically
anthropocentric. This, in turn, seems to rule out from the
outset the possibility of bypassing our perceptual habi-
tus by using immersive virtual environments as a tool for
PIETRO CONTE, LAMBERT WIESING 17 AN-ICON
exploring and understanding how non-human (or post-hu-
man) beings exist in, and make sense of, a version of the
world that is completely different from ours: as Ian Bogost
puts it, “when we ask what it means to be something, we
pose a question that exceeds our own grasp of the being
of the world.”25 This does not mean, however, that virtual
reality cannot help us imagine what the world might look
like to a different being. In Bédard’s essay, nonnormative,
artistic uses of immersive technologies are described that
encourage the user to imaginatively explore what the Um-
welt of a mosquito, dragonfly, or even a tree might appear.
Particular attention is paid to the fact that the induction
of illusory ownership of, and agency over, a virtual body
does not require a fake, hyperrealistic appearance of the
avatar; factors like first-person perspective, sensorimotor
coherence, multisensory feedback, and the possibility to
interact with the virtual environment play a much greater
role.26 This opens the door to artistic experimentation with
bodies that do not have human (visual) appearance. The
illusory ownership over implausible digital bodies makes
it possible for virtual reality artists to produce immersive
experiences that facilitate the users’ (temporary) engage-
ment in a foray into non-human worlds, notwithstanding
the fact that they remain perfectly aware of the impossi-
bility to perceive the environment differently from what our
sensorium gives access to.
The idea that analogue and digital immersive
devices could be used to expand our sensory knowledge is
key for their commercial success. As Marcin Sobieszczans-
ki shows, marketing strategies that pass off virtual reality
as the perfect machine to make dreams come true are
common. After being applied to cinema, such “oneiric”
25 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing (Minneapolis: University
of Minnesota Press, 2012): 30.
26 M. Slater et al., “Inducing illusory ownership of a virtual body,” Frontiers in Neuroscience
3, no. 2 (2009): 214-220, https://doi.org/10.3389/neuro.01.029.2009.
PIETRO CONTE, LAMBERT WIESING 18 AN-ICON
interpretation now tends to assimilate the immersive expe-
rience granted by increasingly sophisticated head-mounted
displays to hallucinatory phenomena.27 By sketching out a
history of some classical theories that have drawn a com-
parison between dreams and the “unreal” dimension of
the image, Sobieszczanski concentrates on the scientific
debate around the nature of illusory phenomena in order
to disclose the heuristic potential of the metaphor of vir-
tual reality as hallucination. Highlighting both similarities
and dissimilarities between the cognitive mechanisms un-
derlying perception (or perception failure) in hallucinatory
states and perception in immersive environments provides
an interesting intellectual tool to make a cultural practice
evident that is deeply rooted in the human understanding
of image-making as the attempt to cross the boundaries
that keep the physical world separated from the pictorial
world.
One of the biggest challenges this attempt must
face is providing, within the virtual environment, multisen-
sory and synaesthetic experiences comparable to those of
everyday life. Traditionally, so-called distal senses (vision
and hearing) have often been considered more suitable
than proximal senses (touch, taste, and smell) to experi-
ence images, due to the assumption that genuine aesthetic
experience would necessarily imply distance and disinter-
estedness. Yet the new digital and immersive mediascape
calls for going beyond a merely visual or audio-visual way
of experiencing the image: when pictures turn into environ-
ments, a reorganization of the whole sensory experience
is required. Valentina Bartalesi and Anna Calise’s contribu-
tion deals with this issue by examining the current struggle
to include haptic technologies within immersive projects
developed by different cultural institutions. Indeed, touch
27 On this, see G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale (Milan: Johan
& Levi, 2021).
PIETRO CONTE, LAMBERT WIESING 19 AN-ICON
seems to resist virtualisation: being the sense that, histor-
ically and theoretically, has carried the burden of proof on
“true reality,” it appears a priori unsuited for illusory environ-
ments. Proof of this would be that, while haptic technolo-
gies are certainly useful to allow users to “touch” – if only
virtually – precious artefacts that could not otherwise be
touched, they nevertheless present both a qualitative and
quantitative deficit compared to the human haptic sensitiv-
ity in physical reality: the illusion of touch would be in fact
better described as an illusionary touch. However, haptic
technologies do not need to be designed to mimic the
original functions of touch. Rather than merely attempting
to make them replicate the touching experience, program-
mers and developers can exploit their illusory potential in
non-hyperrealistic ways, focussing on the power of haptics
to elicit emotions. By reviewing some recent case studies,
Bartalesi and Calise show how haptic technologies can
enrich our cultural and aesthetic experience of artefacts,
offering medium-specific opportunities that neither physical
objects nor printed replicas – no matter how accurate they
may be – could elicit.
The blurring of the threshold between physi-
cal reality and virtual reality is also at the centre of Yizeng
Zhang’s essay, where the case study of digital fashion is
investigated in its function of giving birth to a completely
new form of materiality. While creating their clothes, fashion
designers have been limited so far by the available fabrics
(and their price), the manufacturing technologies at their
disposal, and, of course, the laws of physics. The so-called
metaverse is in this respect a game changer. Using virtual
avatars and models to sell clothing and accessories made
of code instead of cotton or wool, designers are free to
imagine any type of garment or fabric and to “manufacture”
products never seen before. Given that our everyday lives
have moved online so much that a new term “phygital” was
PIETRO CONTE, LAMBERT WIESING 20 AN-ICON
coined to indicate the increasing blending of digital experi-
ences with physical ones, it is a safe bet that digital fashion
will become a vital category for every brand’s business
model, being more and more sold as NFTs, showcased on
virtual catwalks and in virtual showrooms, or worn by both
physical and virtual influencers on social networks. Under
the auspices of Gernot Böhme’s philosophy, Zhang takes
on the notion of atmosphere to reflect on the “stage values”
of digital fashion, that is, on its ability to emancipate from
the material function of garments and to produce new forms
of self-presentation. Digital garments are thus intended
as experiences whose value arises from the atmosphere
they are able to generate. By tracing such atmospheric
production across three sites of its exhibition (the e-com-
merce website, social media, and the runway show), Zhang
shows how digital fashion contributes to the construction
of a new kind of affective milieu. If the generation of such
atmospheres can be said to be just an illusion or, rather, if
the illusion itself can be conceived of as providing access
to a new reality, is a question that fits well into the thematic
section of this issue of the AN-ICON journal.
PIETRO CONTE, LAMBERT WIESING 21 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19919 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19919",
"Description": "Most often, the concept of illusion has been interpreted in a negative way as a synonym for deception. However, a second, positive meaning has gained sometimes prominence according to which illusion does not necessarily imply any cognitive failure or distortion. As such, it can even play an important role in eliciting genuine aesthetic enjoyment. This introduction focuses on crucial aspects in the history and theory of aesthetic illusion, a notion that has resurfaced recently as a key aspect of the phenomenon of immersion, being regarded as a goal to be pursued by both the creators and the experiencers of virtual environments.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19919",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Lambert Wiesing",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Hallucination",
"Title": "On the razor’s edge: the (virtual) image between illusion and deception",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-03-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-05-16",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lambert Wiesing",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19919",
"firstpage": null,
"institution": "Friedrich-Schiller-Universität Jena",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Hallucination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wolf, W., “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New York: de Gruyter, 2009): 144-160.",
"spatial": null,
"temporal": null,
"title": "On the razor’s edge: the (virtual) image between illusion and deception",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19919/17769",
"volume": "1"
}
] | On the razor’s
edge: the (virtual)
image between illusion
and deception
by Pietro Conte and Lambert Wiesing
Immersion
Presence
Virtual reality
Representation
Hallucination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Introduction
On the razor’s edge:
the (virtual) image between
1
il usion and deception
PIETRO CONTE, Università degli Studi di Milano – https://orcid.org/0000-0002-7128-2696
LAMBERT WIESING, Friedrich-Schiller-Universität Jena
https://doi.org/10.54103/ai/19919
Illusion or delusion?
Were novelists and filmmakers right in fore-
shadowing the advent of 3D virtual worlds that would exist
parallel to physical reality, where people could interact with
each other through the full immersion of all their senses,
possibly losing awareness of the artificial nature of those
environments? Indeed, what has been imagined in count-
less science fiction narratives, dystopian movies, and TV
series seems to be turning into reality to an increasing
Keywords Immersion Presence Virtual reality
Representation Hallucination
To quote this essay: P. Conte, L. Wiesing, “On the razor’s edge: the (virtual) image between illusion and
deception,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 4-21, https://doi.
org/10.54103/ai/19919
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR).
PIETRO CONTE, LAMBERT WIESING 4 AN-ICON
degree: a pictorially generated environment that is not per-
ceived as such.
A modern incarnation of René Descartes’s evil
demon thought experiment, the brain-in-a-vat hypothesis
famously describes a scenario in which a mad scientist
might remove a person’s brain from the body, place it in a
vat of life-sustaining nutrients, and wire it to a computer that
feeds it with electrical stimuli identical to those the brain
normally receives. In the words of Hilary Putnam, who in
1981 made the story popular and provoked much heated
debate among philosophers of mind, that would cause the
individual “to have the illusion that everything is perfectly
normal.” If, for instance, the person tries to raise her hand,
the feedback from the machine will make her immediately
“see” and “feel” the hand being raised. The evil scientist
can cause the victim “to ‘experience’ (or hallucinate)” any
situation he wishes. He can even erase the memory of the
brain operation so that the victim will seem to herself to
have been born and always lived in the digital environment.2
More recently, the idea of a simulation so pow-
erful that people caught in it would take it for reality in
the flesh has resurfaced in notions such as Peter Weibel’s
“future cinema,” according to which the next coming cine-
matographic apparatuses, thanks to miniature neural im-
plants and interfaces that stimulate the brain directly, will
be able to bypass the sensorium, thus acting immediately
on the neural networks:
Instead of trompe l’oeil, the next step might be trompe le cerveau
[...]. There would be perception without the senses, seeing without
the eyes. [...] Advances in neurophysiology and cognitive science
give rise to the hope that future engineers will succeed in imple-
menting these discoveries in neuronal and molecular machines that
2 H. Putnam, “Brains in a vat,” in Reason, Truth and History (Cambridge: Cambridge
University Press, 1981): 1-21, 6.
PIETRO CONTE, LAMBERT WIESING 5 AN-ICON
transform the technology of simulation to deceive the eye into a
technology of stimulation that in turn deceives the brain.3
One is certainly free to disbelieve such proph-
ecies and exercise healthy scepticism. And yet, given the
unprecedented rapid pace of technological innovation, one
cannot help but recall Louis Marin’s argument that every
representation, in order to present itself “in its function,
its functioning, and, indeed, its functionality” as represen-
tation, must include a frame that keeps the image-world
clearly separated from the real world: “The more ‘mimetic’
transparency is manifested seductively, [...] the less the
mechanisms are noticed, the less they are acknowledged.”4
The dream, or perhaps nightmare, of a medium
achieving absolute transparency and of a user experiencing
total immersion has yet to come true, and it will perhaps
never do so. However, it is (certainly not only, but neverthe-
less in a particularly powerful way) the new advancements
in the field of simulation, illusion, and immersion that have
contributed powerfully to determining the way we think
about today’s media landscape. The evolution of technolog-
ical equipment goes hand in hand with the evolution of the
techno-cultural – which also means political – dispositif that
supports and even guides them. One need only consider
the way in which virtual reality is nowadays hailed as the
last medium, capable of immersing the user in someone
else’s shoes, teleporting her to some other place, making
her feel as if she were really “there.”
3 P. Weibel, “The intelligent image: neurocinema or quantum cinema?,” in J. Shaw, P. Weibel,
eds., Future Cinema: The Cinematic Imaginary after Film (Cambridge MA-London: The MIT
Press, 2003): 594-601, 599.
4 L. Marin, “The frame of representation and some of its figures” (1988), trans. C. Porter, in
On Representation (Stanford: Stanford University Press, 2001): 352-372, 353.
PIETRO CONTE, LAMBERT WIESING 6 AN-ICON
Being there: debunking the rhetoric
Such “being there” has become the catch-
phrase of virtual technologies, and it often goes along with
an over-romanticization of the idea of immersion, according
to which immersive environments would grant the experi-
encer a perfect illusion by making the medium disappear.
This would differentiate the new forms of illusion from tra-
ditional trompe l’œil:
The concepts of trompe l’œil or illusionism aim to utilize represen-
tations that appear faithful to real impressions, the pretense that
two-dimensional surfaces are three-dimensional. The decisive
factor in trompe l’œil, however, is that the deception is always
recognizable; in most cases, because the medium is at odds with
what is depicted and this is realized by the observer in seconds,
or even fractions of seconds. This moment of aesthetic pleasure,
of aware and conscious recognition, where perhaps the process
of deception is a challenge to the connoisseur, differs from the
concept of the virtual and its historic precursors, which are geared
to unconscious deception.5
The concept of a virtual reality that could re-
place the realm of physical existence has been criticized for
resting upon an idealization of total immersion that would
lead to an illegitimate equation of illusion with delusional
hallucination. In particular, the assumption of a pictorial
environment so hermetically sealed off from anything ex-
traneous to the picture that the observer (or rather the ex-
periencer) feels completely submerged in it is highly prob-
lematic. Leading scholars in game studies such as Katie
Salen and Eric Zimmerman have labelled this assumption
“the immersive fallacy,” polemically referring to the idea that
5 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge MA-London: The MIT Press,
2003): 15-16.
PIETRO CONTE, LAMBERT WIESING 7 AN-ICON
the ability of a media experience to sensually transport the
participant into an illusory reality could reach a point where
“the frame falls away so that the player truly believes that
he or she is part of an imaginary world.”6 Emblematically
expressed in the concept of the holodeck (a fictional tech-
nology that made its first appearance in Star Trek: The Next
Generation and consists in a holographic room where a
simulation including sight, sound, touch, smell, and taste
is indistinguishable from physical reality), the immersive
fallacy encourages people to buy into new forms of magical
thinking and overlook that virtual reality is but “a medium of
representation that the brain will process in its appropriate
cultural context, just as it has learned to process speech,
writing, photography, or moving images.”7
Such warnings against a cyberpunk-flavoured
idea of immersion point towards a different interpretation.
As is made evident by the etymological presence of ludus
in the Latin word inlusio, “illusion” originally refers to a
lusory attitude. Being elicited by the perception of physi-
cal representational artefacts, texts, or performances, the
aesthetic illusion is to be distinguished from both halluci-
nations and dreams. Moreover, it differs from delusions in
that it is neither a conceptual nor a perceptual error, but a
complex phenomenon characterized by “an asymmetrical
ambivalence”8 that results from its positioning halfway be-
tween the two poles of rational distance (i.e., disinterested
“observation” of an artefact in its fictional nature) and im-
mersion (or in Kendall Walton’s words, “participation”9) in
the represented world:
6 K. Salen, E. Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge MA-
London: The MIT Press, 2004): 451.
7 J. H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27, 20.
8 W. Wolf, “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New
York: de Gruyter, 2009): 144-160, 144.
9 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge: Harvard University Press, 1990): 240-289.
PIETRO CONTE, LAMBERT WIESING 8 AN-ICON
When we play a game, we feel engaged and engrossed, and play
seems to take on its own “reality.” This is all certainly true. But the
way that a game achieves these effects does not happen in the
manner the immersive fallacy implies. A game player does become
engrossed in the game, yes. But it is an engagement that occurs
through play itself. As we know, play is a process of metacommu-
nication, a double-consciousness in which the player is well aware
of the artificiality of the play situation.10
Contrary to David Hume’s conviction that all
illusions should be given up to the flames,11 the contempo-
rary immersive media and apparatuses make it necessary
to disentangle the word “illusion” from its negative con-
notation as “deception.” From this perspective, an illusion
is about something that is present but not real: it marks
the presence of something while at the same time making
it appear as “unreal.” The key term for describing this di-
chotomic phenomenon is conflict – a term that in image
theory goes back to Hippolyte Taine and Edmund Husserl.12
Every perception rests upon the awareness of being there
and being present, but only image perception implies a
self-relativisation of real presence: the perception of every
image generates artificial presence. For what is visible in
the picture – one may call it, using Husserl’s vocabulary,
“picture object,” or in more analytical tradition “content” or
“representation” – is relativised in its character of presence
by a conflict (Widerstreit). This happens in two different
ways: in the case of traditional images through the visibility
of the grounding materiality of the image, the visibility of
the real environment and, last but not least, through the
10 K. Salen, E. Zimmerman, Rules of Play: 51
11 D. Hume, An Enquiry Concerning Human Understanding (1748), sect. 12, pt. 3. (Mineola,
N.Y.: Dover 2004): 107.
12 On this, see L. Wiesing, Artificial Presence. Philosophical Studies in Image Theory (2005),
trans. N.F. Schott (Stanford: Stanford University Press, 2010): p. 53.
PIETRO CONTE, LAMBERT WIESING 9 AN-ICON
visible frame. These forms of perceptible conflicts tend to
disappear when an image expands into its surroundings,
thus becoming an artificial “environment.” Yet even in the
case of simulations and hyperrealistic worlds, the condition
for speaking of images at all is that here, too, there must
be an experience of conflict. That is the point: in the case
of immersive environments, the conflict is (or, if we are re-
alistic, should be) given through the knowledge of being in
a simulation. The knowledge that something experienced
is “not real” creates image-generating conflicts, just as
traditionally the frame did. This is grasped when it is said:
images produce artificial presence.
This calls up numerous questions that the pres-
ent issue of the AN-ICON journal aims to address: how is
such a conflict between knowledge and perception to be
explained, and is it to be regarded as a new form of aes-
thetic illusion?13 On the one hand, it is necessary to distin-
guish the conflict phenomena of the new forms of immer-
sion formation empirically in their technology from those
of traditional images. On the other hand, the various forms
of seeing artificial presence must always be categorically
differentiated and determined in their respective specificity.
Is it a case of an unconscious illusion brought about by a
false perception, or is it rather a matter of a lustful, playful
attitude adopted in a special kind of illusory relationship?
What is the difference between illusion, deception, and
hallucination? How does an illusion become a delusion?
As if it were not complicated enough: the de-
scription of a virtual environment faces the problem that
it is a double form of illusion building. On one side, this is
the mostly solely themed illusion that people in simulated
and immersive virtual environments have a strong feeling
of presence (place illusion) and react to what they perceive
13 T. Koblížek, ed., The Aesthetic Illusion in Literature and the Arts (London: Bloomsbury,
2017).
PIETRO CONTE, LAMBERT WIESING 10 AN-ICON
as if it were real (plausibility illusion).14 In doing so, however,
they are fully aware that they are not “really” there and that
events are not “actually” taking place. Yet as relevant as this
illusion is, the attention it receives should not induce us to
overlook the fact that, on the other hand, there is a second
form of illusion formation that is not present in the many
precursors of immersive images (such as the stereoscope
and the panorama). This illusion of hyperrealism does not
just concern what is seen, but also the one who sees. It is
the change in the way the viewers experience themselves in
relation to the image: virtual reality has the power to make
users and beholders feel like they own and control a body
(body ownership illusion) that can look very different from
their biological one. Here, illusions are created that do not
affect what one sees but rather the one who sees some-
thing. One might want to think about whether there were not
already precursor experiences in this respect in watching
films, but it is only in the experience of virtual realities that
this phenomenon seems to take on a radicality that brings
about new forms of transformation of self-representation
and changes in our attitudes to ourselves or to other peo-
ple, which can be seen, for example, when implicit racial
and gender biases are changed – in the best case reduced
– in the experience of immersive virtual realities, or health
problems and mental disorders are alleviated.15
Against this background, the present issue of
the AN-ICON journal poses equally technological, aesthet-
ic and decidedly moral questions. What are the limits of
virtual reality and the possibilities it offers for empathising
14 M. Hofer et al., “The role of plausibility in the experience of spatial presence in
virtual environments,” Frontiers in Virtual Reality 1, no. 2 (2020), https://doi.org/10.3389/
frvir.2020.00002; M. Slater, “Place illusion and plausibility can lead to realistic behaviour in
immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological
Sciences 364, no. 1535 (2009): 3549-3557.
15 T.C. Peck et al., “Putting yourself in the skin of a black avatar reduces implicit racial
bias,” Consciousness and Cognition 22, no. 3 (2013): 779-787, https://doi.org/10.1016/j.
concog.2013.04.016; F. Scarpina et al., “The effect of a virtual-reality full-body illusion on
body representation in obesity,” Journal of Clinical Medicine 8, no. 9 (2019), 1330, https://doi.
org/10.3390/jcm8091330.
PIETRO CONTE, LAMBERT WIESING 11 AN-ICON
with others and fostering virtuous and socially adaptive
processes of imitation? How can we debunk the rhetoric
(which has ethical, social, and political significance) behind
the celebration of virtual reality as the “ultimate empathy
machine?”16 The field of these questions becomes all the
larger and more unmanageable when it is noted that the
new forms of digital immersion education, while not nec-
essary, are also usually associated with new forms of in-
teraction education. This raises questions that are often
psychological. Is interactivity necessary to create illusion?
Does the multisensory quality of the interaction affect the
overall effect of illusion? Considering that immersive virtu-
al environments are often inhabited by users’ surrogates,
do avatars, in their extensive phenomenology, enhance or
diminish the degree of illusion? What is the relationship
between illusion and the “style” of the image? Is hyperreal-
ism an important element to enhance illusion or, as Gordon
Calleja claims,17 only an element among many others?
The present issue
A first reflection on these topics is offered by
Salvatore Tedesco in his essay “Imagination and Körper-
zustand,” which provides a historical overview of how the
concept of illusion was understood in the Eighteenth Cen-
tury by Moses Mendelssohn. Through a critical examination
of Johann Georg Sulzer’s analysis of the passage from the
state of thinking [Nachdenken] to that of feeling [Empfinden],
Mendelssohn elaborated further on the contrast between
the state of the body and the faculty of knowledge – a
contrast that led the German philosopher to define illusion
not merely in terms of common deception, but rather as a
16 C. Milk, “How virtual reality can create the ultimate empathy machine,” TED conference,
March 2015, https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_
ultimate_empathy_machine.
17 G. Calleja, In-Game. From Immersion to Incorporation (Cambridge MA: The MIT Press, 2011).
PIETRO CONTE, LAMBERT WIESING 12 AN-ICON
form of conscious illusion. This is made clear in the corre-
spondence with Gotthold Ephraim Lessing on the nature
of tragedy, where great emphasis is put on so-called “aes-
thetic” or “poetic” illusion, considered as the instrument
through which the dramatic poet is allowed to induce in
the audience – contrary to what Aristotle and his modern
followers maintained – even the most violent feelings, on
condition that the reader or viewer is under the aesthetic
effect of the illusion. The latter is characterized by a pecu-
liar mismatch between sensitivity and the higher cognitive
faculties: regardless of how deeply immersed one may be
in sensory experiences, one still retains awareness of be-
ing confronted with a virtual, fictional world. Precisely this
contrast harmonization is the hallmark of aesthetic expe-
rience as such.
The anthropological relevance of aesthetic illu-
sion can be grasped by describing it in terms of play, and
more specifically pretend play. By referring to both clas-
sical and contemporary studies on play and playfulness
by scholars from many diverse scientific fields (including
among others Sigmund Freud, Jean Piaget, Roger Caillois,
Donald Winnicott, Lev Vygotskij, Gregory Bateson, Brian
Sutton-Smith and William Corsaro), Anna Bondioli’s article
offers a reading of illusion as a non-imitative form of play.
Far from limiting themselves to reproducing the activities
that adults undertake in the surrounding world, children
distort reality in a creative way by performing actions that
differ from those already seen and known. Children collect
elements of the external world and use them in an inter-sub-
jective process of co-construction of meanings in order to
open up new possible worlds, without hallucinating: they
know for sure that “this is play.”18 From this perspective, the
semantic field of illusion shifts from the negative meaning
of pretence as lying, mocking, or simulating, to the positive
18 G. Bateson, The Message “This Is Play” (Princeton: Josia Macy Jr. Foundation, 1956).
PIETRO CONTE, LAMBERT WIESING 13 AN-ICON
notion of pretending meant as a poietic activity of model-
ling, building, and giving form. In play, the two cognitive
frames – “this is the real world” and “this is the fictional
world” – are not to be conceived as completely separate.
Players move on the threshold between physical reality
and the peculiar (un)reality of fiction. Play isn’t real – it is,
indeed, “pretend” – but this does not mean it is false. If it
were (that is, if it lost the link with the meanings that objects,
actions, and events represented during the playful activity
denote in the “real” context), it would lose its significance.
Yet this is not the case: play (similar in this respect to the
poietic use of language in the creation of metaphors) allows
the participants to put together things that do not belong
to the same category, thereby opening up the possibility
to generate new references and meanings that go beyond
the logical contrast between the “real” and the “imaginary,”
between the “true” and the “possible,” between “believing”
and “not believing.”
The ambiguity surrounding the notion of illusion
has been made all the more evident by the theoretical re-
flection on the nature and power of contemporary images.
Vilém Flusser’s thought, which is the subject of Francesco
Restuccia’s essay, provides an emblematic example. Illusion
is first described as a form of deception, with dangerous
and deplorable effects. This is especially true when tech-
nical media – starting from photography – are employed
in a way that aims to conceal their nature as artefacts.
In this sense, the most illusionary images are those that
appear transparent and present themselves as objective
reality, thus bringing about a new form of “idolatry” or “hal-
lucination:” “Instead of representing [vorstellen] the world,
they obscure [verstellen] it.”19 This dangerous reversal of
imagination happens when we do not recognize a medium,
19 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 10.
PIETRO CONTE, LAMBERT WIESING 14 AN-ICON
especially a visual one, as such. In this sense, technical
images are the most deceiving, because their mechanical,
automatic production seems to grant a “noninterventionist
objectivity”20 freed from human and cultural interference.
But this objectivity is deceptive, because technology is
a human product, therefore always culturally biased. In
Flusser’s work, however, a second interpretation of illusion
is given that unveils its possible use as a precious artistic
and epistemic tool. In Filmerzeugung und Filmverbrauch,
the notion is introduced to understand the filmic experience
as a modern version of Plato’s cave. While sitting in the dark
space of the movie theatre, people ignore the world outside
the “cave.” They do so not because they are deceived by
the moving images projected on the screen in front of them.
On the contrary, they choose to abandon themselves to the
fascination of the medium. They do not want to be freed
from the enchantment: their illusion is voluntary, self-im-
posed, like a specific form of fiction or make-believe play.
When illusion is conceived in a positive way as a practice of
sense-making, Flusser replaces the German term täuschen
(“to deceive”) with vortäuschen (to simulate, to feign). In this
sense, simulation is not about producing a copy [Abbild],
it is about shaping a model [Vorbild]. Technical media can
allow for a new, “experimental” approach to image making:
one inserts a certain input, sees what the outcome is, and
then changes the input so as to achieve a different result.
According to Flusser, this is the greatest potentiality of vir-
tual simulations: they allow us to experience what until now
we were only able to calculate; and vice versa, they allow
us to calculate and control experiences that until now we
could only vaguely imagine.
The peculiar experience that contemporary vir-
tual environments grant access to lies at the core of Fran-
cesco Zucconi’s essay, which follows an anachronistic path
20 L. Daston, P. Galison, Objectivity (New York: Zone Books, 2007).
PIETRO CONTE, LAMBERT WIESING 15 AN-ICON
through art history and theory by taking some of Caravag-
gio’s paintings as an anticipation of the invention of gyro-
scope technology that made possible the first immersive
experience in the history of Western painting. Building on
Frank Stella’s interpretation of the Italian master’s “realistic
illusionism”21 and reformulating Michael Fried’s concepts
of “absorption” and “theatricality”22 through the categories
of “immersion” and “specularity,” Zucconi focuses on the
double effect of attraction and distancing as the funda-
mental structure of the experience of virtual reality cinema.
On the one side, as I put on a VR headset, I find myself
“teleported” to the simulated environment: I feel “there.”23
On the other side, there is always something that reminds
me that I am just inhabiting a digital milieu: a bodily, cog-
nitive, and affective frame brings me back to the “here” of
physical reality. Such experience of bilocation24 is most
often conceived of as a negative aspect of even the most
sophisticated (and expensive) immersive apparatuses cur-
rently on the market – a limitation that, according to many
techno-deterministic enthusiasts, will be overcome in some
unspecified future, when total immersion will be eventually
achieved. Arguing against this view, Zucconi maintains that
such ambivalent and even paradoxical coexistence of at-
traction and distancing should be better understood as an
intrinsic quality of cinematic virtual reality experiences as
such. This medium-specific trait, in turn, can help debunk
the bombastic rhetoric that hails virtual reality as the “ul-
timate empathy machine” capable of making the user not
only understand but also directly experience someone’s
21 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 11.
22 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
23 See among others M. Lombard et al., Immersed in Media. Telepresence Theory,
Measurement & Technology (Cham: Springer, 2015); M. Lombard, Th. Ditton, “At the heart of it
all. The concept of presence,” Journal of Computer-Mediated Communication 3, no. 2 (1997),
https://dx.doi.org/10.1111/j.1083-6101.1997.tb00072.x.
24 A. Pinotti, “Staying here, being there. Bilocation, empathy and self-empathy in virtual
reality,” Bollettino Filosofico 37 (2022): 142-162, https://doi.org/10.6093/1593-7178/9657
PIETRO CONTE, LAMBERT WIESING 16 AN-ICON
other pain and worries. Through reference to Susan Son-
tag’s critical theory of photography, Zucconi challenges
the simplistic use of notions such as those of “empathy,”
“compassion,” and “immersion” which accompanies the
launch of many virtual reality projects, holding instead that
the (alleged) absolute transparency of the medium is not
only unattainable but not even desirable. From this perspec-
tive, the co-presence of illusionistic and counter-illusionistic
effects is not to be interpreted as a weakening of the expe-
riential and testimonial value of immersive experiences. On
the contrary, it paves the way to a conscious ethical and
political approach to virtual reality, according to which the
most interesting aspect of such technology is precisely its
capacity to produce both identification and estrangement,
thus making viewers feel at the razor’s edge between pres-
ence and absence, between “here” and “there,” between
empathizing with others and being aware that we can never
truly walk a mile in someone else’s shoes.
If virtual reality as it exists today struggles to
make us experience things from the perspective of another
human being, can it allow us to feel what it is like to be a
non-human creature? Philippe Bédard’s article tackles this
question by critically examining the fundamental anthropo-
centrism of virtual reality’s dominant mode of experience.
Designed as it is around a technological apparatus such
as the head-mounted display, which is tuned to the human
sensorium, and more in particular, to the subjective qualities
of human vision (its binocularity, its “egocentric” perspec-
tive, and the individuals’ ability to move their point of view
through six degrees of freedom of movement along three
dimensions), the medium of virtual reality is also intrinsically
anthropocentric. This, in turn, seems to rule out from the
outset the possibility of bypassing our perceptual habi-
tus by using immersive virtual environments as a tool for
PIETRO CONTE, LAMBERT WIESING 17 AN-ICON
exploring and understanding how non-human (or post-hu-
man) beings exist in, and make sense of, a version of the
world that is completely different from ours: as Ian Bogost
puts it, “when we ask what it means to be something, we
pose a question that exceeds our own grasp of the being
of the world.”25 This does not mean, however, that virtual
reality cannot help us imagine what the world might look
like to a different being. In Bédard’s essay, nonnormative,
artistic uses of immersive technologies are described that
encourage the user to imaginatively explore what the Um-
welt of a mosquito, dragonfly, or even a tree might appear.
Particular attention is paid to the fact that the induction
of illusory ownership of, and agency over, a virtual body
does not require a fake, hyperrealistic appearance of the
avatar; factors like first-person perspective, sensorimotor
coherence, multisensory feedback, and the possibility to
interact with the virtual environment play a much greater
role.26 This opens the door to artistic experimentation with
bodies that do not have human (visual) appearance. The
illusory ownership over implausible digital bodies makes
it possible for virtual reality artists to produce immersive
experiences that facilitate the users’ (temporary) engage-
ment in a foray into non-human worlds, notwithstanding
the fact that they remain perfectly aware of the impossi-
bility to perceive the environment differently from what our
sensorium gives access to.
The idea that analogue and digital immersive
devices could be used to expand our sensory knowledge is
key for their commercial success. As Marcin Sobieszczans-
ki shows, marketing strategies that pass off virtual reality
as the perfect machine to make dreams come true are
common. After being applied to cinema, such “oneiric”
25 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing (Minneapolis: University
of Minnesota Press, 2012): 30.
26 M. Slater et al., “Inducing illusory ownership of a virtual body,” Frontiers in Neuroscience
3, no. 2 (2009): 214-220, https://doi.org/10.3389/neuro.01.029.2009.
PIETRO CONTE, LAMBERT WIESING 18 AN-ICON
interpretation now tends to assimilate the immersive expe-
rience granted by increasingly sophisticated head-mounted
displays to hallucinatory phenomena.27 By sketching out a
history of some classical theories that have drawn a com-
parison between dreams and the “unreal” dimension of
the image, Sobieszczanski concentrates on the scientific
debate around the nature of illusory phenomena in order
to disclose the heuristic potential of the metaphor of vir-
tual reality as hallucination. Highlighting both similarities
and dissimilarities between the cognitive mechanisms un-
derlying perception (or perception failure) in hallucinatory
states and perception in immersive environments provides
an interesting intellectual tool to make a cultural practice
evident that is deeply rooted in the human understanding
of image-making as the attempt to cross the boundaries
that keep the physical world separated from the pictorial
world.
One of the biggest challenges this attempt must
face is providing, within the virtual environment, multisen-
sory and synaesthetic experiences comparable to those of
everyday life. Traditionally, so-called distal senses (vision
and hearing) have often been considered more suitable
than proximal senses (touch, taste, and smell) to experi-
ence images, due to the assumption that genuine aesthetic
experience would necessarily imply distance and disinter-
estedness. Yet the new digital and immersive mediascape
calls for going beyond a merely visual or audio-visual way
of experiencing the image: when pictures turn into environ-
ments, a reorganization of the whole sensory experience
is required. Valentina Bartalesi and Anna Calise’s contribu-
tion deals with this issue by examining the current struggle
to include haptic technologies within immersive projects
developed by different cultural institutions. Indeed, touch
27 On this, see G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale (Milan: Johan
& Levi, 2021).
PIETRO CONTE, LAMBERT WIESING 19 AN-ICON
seems to resist virtualisation: being the sense that, histor-
ically and theoretically, has carried the burden of proof on
“true reality,” it appears a priori unsuited for illusory environ-
ments. Proof of this would be that, while haptic technolo-
gies are certainly useful to allow users to “touch” – if only
virtually – precious artefacts that could not otherwise be
touched, they nevertheless present both a qualitative and
quantitative deficit compared to the human haptic sensitiv-
ity in physical reality: the illusion of touch would be in fact
better described as an illusionary touch. However, haptic
technologies do not need to be designed to mimic the
original functions of touch. Rather than merely attempting
to make them replicate the touching experience, program-
mers and developers can exploit their illusory potential in
non-hyperrealistic ways, focussing on the power of haptics
to elicit emotions. By reviewing some recent case studies,
Bartalesi and Calise show how haptic technologies can
enrich our cultural and aesthetic experience of artefacts,
offering medium-specific opportunities that neither physical
objects nor printed replicas – no matter how accurate they
may be – could elicit.
The blurring of the threshold between physi-
cal reality and virtual reality is also at the centre of Yizeng
Zhang’s essay, where the case study of digital fashion is
investigated in its function of giving birth to a completely
new form of materiality. While creating their clothes, fashion
designers have been limited so far by the available fabrics
(and their price), the manufacturing technologies at their
disposal, and, of course, the laws of physics. The so-called
metaverse is in this respect a game changer. Using virtual
avatars and models to sell clothing and accessories made
of code instead of cotton or wool, designers are free to
imagine any type of garment or fabric and to “manufacture”
products never seen before. Given that our everyday lives
have moved online so much that a new term “phygital” was
PIETRO CONTE, LAMBERT WIESING 20 AN-ICON
coined to indicate the increasing blending of digital experi-
ences with physical ones, it is a safe bet that digital fashion
will become a vital category for every brand’s business
model, being more and more sold as NFTs, showcased on
virtual catwalks and in virtual showrooms, or worn by both
physical and virtual influencers on social networks. Under
the auspices of Gernot Böhme’s philosophy, Zhang takes
on the notion of atmosphere to reflect on the “stage values”
of digital fashion, that is, on its ability to emancipate from
the material function of garments and to produce new forms
of self-presentation. Digital garments are thus intended
as experiences whose value arises from the atmosphere
they are able to generate. By tracing such atmospheric
production across three sites of its exhibition (the e-com-
merce website, social media, and the runway show), Zhang
shows how digital fashion contributes to the construction
of a new kind of affective milieu. If the generation of such
atmospheres can be said to be just an illusion or, rather, if
the illusion itself can be conceived of as providing access
to a new reality, is a question that fits well into the thematic
section of this issue of the AN-ICON journal.
PIETRO CONTE, LAMBERT WIESING 21 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18189 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18189",
"Description": "The aesthetic reflection in the eighteenth century is deeply traversed by an experience perceived as capable of disrupting the disciplinary and cognitive system of early modernity: To feel the “own body,” that is, to feel its state of well-being or discomfort means to somehow modify from the inside the anthropological project of the Century of Enlightenment and to create the space and the lexicon of a modality of relationship (play, aesthetic illusion) that redefines the relationship with oneself and the context of construction of a future community.\nWhereas “Knowledge” and “Will” articulate the same strategy based on the relationship between the spiritual activity of a subject and the semiotic properties of an object, the orientation towards the condition of one’s own body defines in the play and in the aesthetic illusion the space of an imaginative reserve which is above all a reserve of time and mode of construction for a future sharing.\nMoses Mendelssohn’s thought constitutes the exemplary arrival point of an era of theoretical research that we are interested in investigating not only in terms of the solutions it has found for his time, but also in relation to the open problems, which continue to question our time.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18189",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Salvatore Tedesco",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Imagination",
"Title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Salvatore Tedesco",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18189",
"firstpage": null,
"institution": "Università degli Studi di Palermo",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Imagination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Sulzer, J.G., “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773) (Hildesheim: Olms 1974).",
"spatial": null,
"temporal": null,
"title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18189/17770",
"volume": "1"
}
] | Imagination and
Körperzustand:
illusion and play
in Moses Mendelssohn’s
aesthetic reflMendelssohn
ection
by Salvatore Tedesco
Aesthetics
Illusion
Play
Imagination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Imagination and Körperzustand:
il usion and play in Moses
Mendelssohn’s aesthetic
reflection
SALVATORE TEDESCO, Università degli Studi di Palermo – https://orcid.org/0000-0003-1584-5455
https://doi.org/10.54103/ai/18189
Abstract The aesthetic reflection in the eighteenth century
is deeply traversed by an experience perceived as capable of
disrupting the disciplinary and cognitive system of early moder-
nity: To feel the “own body,” that is, to feel its state of well-being
or discomfort means to somehow modify from the inside the
anthropological project of the Century of Enlightenment and
to create the space and the lexicon of a modality of relation-
ship (play, aesthetic illusion) that redefines the relationship with
oneself and the context of construction of a future community.
Whereas “Knowledge” and “Will” articulate the
same strategy based on the relationship between the spiritual
activity of a subject and the semiotic properties of an object,
the orientation towards the condition of one’s own body defines
in the play and in the aesthetic illusion the space of an imag-
inative reserve which is above all a reserve of time and mode
of construction for a future sharing.
Moses Mendelssohn’s thought constitutes the ex-
emplary arrival point of an era of theoretical research that we
are interested in investigating not only in terms of the solutions
it has found for his time, but also in relation to the open prob-
lems, which continue to question our time.
Keywords Mendelssohn Aesthetics Illusion Play Imagination
To quote this essay: S. Tedesco, “Imagination and Körperzustand: illusion and play in Moses
Mendelssohn’s aesthetic reflection,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2
(2022): 22-36, https://doi.org/10.54103/ai/18189
SALVATORE TEDESCO 22 AN-ICON
The philosophical and aesthetic reflection in the
eighteenth century is deeply traversed by an experience per-
ceived as capable of disrupting the disciplinary and cognitive
system of early modernity: Feeling the “own body,” that is,
feeling its “state” of well-being or discomfort – before and
in a way different from the cognitive approach of a subject
with an object or from the desire that moves towards that
object – means to somehow enter the anthropological proj-
ect of the Century of Enlightenment and to create the space
and the lexicon of a modality of relationship (play, aesthetic
illusion) that redefines the relationship with oneself and the
context of construction of a future community.
In fact, where “Knowledge” and “Will” articu-
late, albeit in different ways, the same strategy based on
the relationship between the spiritual activity of a subject
(typically, to formulate it according to the terminology of
Moses Mendelssohn: geistige Bewegung der Seele and freie
Entschließung des Willens) and semiotic properties [Merk-
male] of an object, the orientation towards the condition of
one’s own body (towards the Zustand des Körpers, as we
will see, in the sign of Johann Georg Sulzer’s work) defines
in play and in aesthetic illusion the space of an imaginative
reserve which is above all a reserve of time and a mode of
construction for a future sharing.
In this dynamic, which for example the aforemen-
tioned Sulzer tries to describe starting from the conceptual
couple Empfinden/Erkennen (“feeling/knowing”), but which
in fact would not be conceivable except as a Bewegung, that
is, certainly, as a “theoretical dynamics,” but even before that
as a movement of the body and soul, is profoundly inserted
another decisive lexical graft, which acquires its most com-
plete theoretical profile in the reflection of Johann Gottfried
Herder: I mean the field of fühlen, of the tactile feeling, and
therefore of its declination as hinein fühlen (“internal feeling”);
Gefühl, which means a thousand things but here I would
try to render it as a “tactile feeling;” Einfühlung, “empathy;”
Mitgefühl, “to feel together,” “community feeling;” and finally
SALVATORE TEDESCO 23 AN-ICON
Familiengefühl, in which this feeling of community undoubt-
edly reveals a social dimension of identity.
In this sense, decisively rethinking the Leibnizian
and Baumgartenian tradition, Moses Mendelssohn speaks
of a vis repraesentativa which is in and of itself indetermi-
nate, but which through the reference to the state of the soul
[Zustand der Seele] and of the own body is determined as
Einbildungskraft facing the past, Empfindungsvermögen ad-
hering to the present, Vorhersehungsvermögen of the future.
But let’s look at the theoretical complex a little
more closely at this point. Referring to the two short writ-
ings De anima and De DEO, placed in the appendix to the
famous Philosophiae naturalis Theoria by Roger Boscovi-
ch,1 Moses Mendelssohn in the fifty-sixth of the Briefe, die
neueste Litteratur betreffend2 proposes to take into account,
together, the proximity and the difference between the laws
of movement [Gesetze der Bewegung] of inorganic bodies
and those brought about by the union of soul and body in
the human organism, which causes
from certain spatial movements [aus gewissen örtlichen Bewegun-
gen] in the external limbs to derive certain spiritual movements [geis-
tige Bewegungen] in the soul; some in a necessary way, like sensa-
tions, others through a free choice, like the determinations of the wil .
This is precisely the bipartition and parallelism be-
tween geistige Bewegung der Seele and freie Entschließung
1 R.J. Boscovich, Philosophiae Naturalis Theoria (Vienna: Apud Augustinum Bernardi, 1758):
280-295.
2 M. Mendelssohn, Gesammelte Schriften (Leipzig: Brockhaus, 1844): vol. 4, 566. The
secondary bibliography on Mendelssohn is very rich, and ranges from historical-critical
questions, to aesthetics and the theory of art, to ethics and philosophy of religions, and so
on. In these notes - which obviously take into account the overall developments of that critical
debate, from the “classic” studies by Fr. Braitmaier, Geschichte der Poetischen Theorie und
Kritik von den Diskursen der Malern bis auf Lessing (Frauenfeld: Huber, 1888-1889) and
L. Goldstein, Moses Mendelssohn und die deutsche Ästhetik (Königsberg: Gräfe & Unzer,
1904), up to M. Albrecht, E.J. Engel, N. Hinske, eds., Moses Mendelssohn und die Kreise
seiner Wirksamkeit (Tübingen: Niemeyer, 1994), and M. Albrecht, E.J. Engel, eds., Moses
Mendelssohn in Spannungsfeld der Aufklärung (Bad Cannstatt: Frommann-Holzboog, 2000),
with particular reference to the large, still decisive monograph by J.P. Meier, L’Esthétique de
Moses Mendelssohn (1729-1786) (Paris: Atelier Lille III, 1978), and for Italy refer in particular to
the excellent work of L. Lattanzi, Linguaggio e poesia in Moses Mendelssohn (Pisa: ETS, 2002),
and M. Mendelssohn, Scritti di Estetica, ed. L. Lattanzi (Palermo: Aesthetica, 2004) - we limit
ourselves to refer from time to time to some texts by Mendelssohn himself, of which we will
provide a quick theoretical framework for the purposes of our argument.
SALVATORE TEDESCO 24 AN-ICON
des Willens mentioned at the beginning, according to a cog-
nitive procedure that is exercised on a “semiotically config-
ured” reality, in which the knowing subject captures certain
Merkmale, notae characteristicae, in fact we could say se-
miotic3 “representative marks” of the object, of the known
reality.
In this phase, therefore, Mendelssohn theorizes
a perfect parallelism between the sphere of knowledge and
the sphere of the will, thus inscribing himself perfectly in
that theoretical tradition of the so-called “German rational-
ism” which can be summarized in the positions of Christian
Wolff’s Psychologia empirica or the psychological sections
of Baumgarten’s Metaphysica – yet, in Mendelssohn’s par-
ticular thematic declension, the salient term is certainly Be-
wegung, that is the reference to a motility, of the body and
of our representative faculty in relation to it, which in fact
sets the whole system in motion.
The theoretical framework thus “photographed”
by Mendelssohn in 1759 will undergo a rapid evolution, of
which we will try to retrace some passages below. At the
moment, we limit ourselves to referring to that decisive turn-
ing point entrusted by the author to a short private annota-
tion in 1770,4 which Mendelssohn, critically returning to the
path traveled by gnoseology in Germany in the eighteenth
century, states that
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state; the wil , on the
other hand, is a tendency of the soul to realize this representation.
The Leibnizian affectus, Baumgarten’s sensi-
tive knowledge “capable of driving force,” is now definitely
3 Obviously I am referring in this way to a very long-term semiotic strategy in the theoretical
discourse that interests us here. See, limiting ourselves here of necessity to mentioning the
immediate context of reference, the occurrence of the term in the fifty-fifth M. Mendelssohn,
Briefe, die neueste Litteratur betreffend, in Gesammelte Schriften, Jubiläumsausgabe (Berlin:
Akademie-Verlag, 1929): vol.1, 565.
4 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol.1, 225.
SALVATORE TEDESCO 25 AN-ICON
characterized as pleasure, with the further clarification that
this modality acts on (and therefore it is appropriate to say
more precisely to the interior of) our state [Zustand] – we
would perhaps say modernly on our “psycho-physical bal-
ance” – and is therefore to be considered in reference to
our intimate awareness of ourselves, rather than continuing
to refer to the scope of a cognitive relationship with some
external object.
It is precisely here that we cross in a more articu-
lated way the theories of Sulzer5 who, at the end of a long re-
search path that we would define “psycho-physiological,” as
well as at the start of a new season of German Enlightenment
thought, definitively breaks the parallelism and the alliance
between knowledge and will by contrasting, in the context
of extensively understood “knowledge,” knowledge in the
proper sense (i.e. the semiotic-representative relationship of
a knowing subject with a known object) to a feeling devoid
of an object, through which, in the strict sense, our sensory
apparatus experiences itself, its own state of well-being or
discomfort.
But let’s take a closer look at Sulzer’s argument,
in which the eye performs the function of a real paradigm of
the human soul.6 Our cognitive faculty, says Sulzer develop-
ing considerations that we can trace back to Christian Wolff,
is structured in a way that is perfectly analogous to the sense
of sight and that, in analogy to it, can be described on the
basis of the laws of optics. Objects present themselves to
our eye and to our cognitive faculty with a greater or lesser
degree of clarity, the focus of our attention progressively
focuses on every single element (imaginable as a physical
point), leaving the rest of the representation in the twilight.
Therefore the objects are known through a pro-
cess that allows to obtain a clear knowledge of every single
component of the object, so as to finally have a distinct vi-
sion of the compound object; for this process to take place,
5 J.G. Sulzer, “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey
Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des
Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773)
(Hildesheim: Olms 1974): vol.1, 225-243.
6 Ibid.: 226.
SALVATORE TEDESCO 26 AN-ICON
however, adequate light is required, which allows the eye to
perceive the object.
Conversely, when the light is so dazzling as to
injure the eye, there is no longer any perception of the object,
but the eye feels tactile, that is, in the manner of the darkest
sense, itself, its own condition: “The luminous glow touches
the ocular nerves in such a way that seeing is transformed
into feeling;”7 this process represents in the best way for
Sulzer the passage from the state of thinking [Nachdenken]
to that of feeling [Empfinden]: the representation is no longer
a representation of the object, but of my condition of plea-
sure or displeasure: “We do not feel the object, but ourselves.
When it reflects, the intellect takes care of something that it
considers to be placed outside of it; when it feels, the soul
only takes care of itself.”8
In this way, however, at the very moment in which
a fundamental distinction of levels and functions of the soul
is created, a very precise relationship is established between
knowing and feeling, in the sense that there is a proportion-
ality between the degree of darkness of our knowledge and
the strength of our “sensations” and that the “sensations”
are aroused, so as to give rise to the transition from the state
of thinking to that of feeling, when a certain idea arouses a
crowd of other obscure representations.
The characteristic fact of Sulzer’s anthropolog-
ical vision is that this obscurity of feeling is, in itself, an in-
surmountable datum: “We feel desire or aversion without
knowing why: We are moved by forces we do not know.”9
Precisely from this state of affairs – we observe here in pass-
ing – the arts derive their origin and at the same time their
function, destined to enter into a relationship with the darkest
part of feeling and to turn it to the advantage of humanity.
The caesura between knowing and feeling the-
orized by Sulzer – it would be rather simple to argue – more
than corresponding to a deepening of the eighteenth-century
physiological discourse, more than opening a philosophical
7 Ibid.: 231.
8 Ibid.: 229-230.
9 Ibid.: 241.
SALVATORE TEDESCO 27 AN-ICON
question destined to be very influential, is in a certain way the
symptom, the surface effect, so to speak, of a deep landslide
destined to cross the whole thinking of the second half of the
eighteenth century, that of the so-called Popularphilosophie.
In light of what has been seen in Mendelssohn’s
Briefe, that is, in light of the attempt to describe the “mo-
tions of the soul” along the lines of the laws of physical
movement, it is striking that the distinction made by Sulzer
undoubtedly places at the center of the analysis the opacity,
the resistance of the body to the gnoseological strategies
by which the body itself is crossed throughout the Leibniz-
ian-Wolffian season, but the fact that this happens (and this
precisely affects, and perhaps explains the intimate distrust
towards Sulzer himself of many of the major protagonists of
the Aufklärung), creating a static contrast between the state
[Zustand] of the body and the faculty of knowledge.
Conversely, it is precisely the relational dynamics
that remain at the center of Moses Mendelssohn’s interests,
as already exemplarily shown in his reference to Boscovich’s
theses on motor skills in the investigation of the physical
body and the living organism. And it is precisely here that
the space for reflection opens up for the concept of illusion,
destined to become central in Mendelssohn’s aesthetic re-
flection.
Mendelssohn’s aesthetic thought, as it is actu-
ally quite well known, is very troubled and passes through
different and sometimes quite intricate theoretical phases;
all the more noteworthy is the fact that from the first theori-
zations to the definitive results, the link between an attempt
at a rational description, even a mathematization of the re-
lationship between physical movements and “motions of
the soul,” and the enucleation of the way to function of the
aesthetic illusion.
It is in fact in the correspondence on the tragic
with Lessing, and therefore already in the years 1756-1757,
that Mendelssohn starts his reflection on the “ästhetische” or
even “poetische” Illusion, which is considered the instrument
through which the dramatic poet can give space - against
Aristotle and his modern followers – even to the most violent
SALVATORE TEDESCO 28 AN-ICON
feelings, such as hatred or repugnance [Abscheu], on the
condition that the reader and viewer are under the aesthetic
effect of the illusion.10
Faced with the hesitations manifested by Less-
ing in the correspondence, Mendelssohn tries to organize
the theme in a more extended form by articulating a short
essay Von der Herrschaft über die Neigungen (About the
dominion over inclinations),11 which starts from an attempt
to mathematize the dynamics of motions of the soul, the-
orizing a direct proportionality between the kinetic force of
motivation and the expected good, as well as between the
kinetic force itself and the clarity of the representation that
one possesses of it, while this force would be expressed
according to an inverse proportionality in relation to the time
necessary for the representation itself to take shape: “Quan-
tity of motivation = good × clarity ÷ time.”12
On this Platonic theoretical basis Mendelssohn
also explains the effect of illusion, saying that:
When an imitation bears so much resemblance to the original that our
senses can be persuaded at least for a moment to see the original
itself, I call this deception an aesthetic il usion. The poet must speak
in a perfectly sensitive way; for this reason all his speeches must
deceive us in an aesthetic way. For an imitation to be beautiful, he
must deceive us aesthetically; at the same time the higher cognitive
faculties must be aware that it is an imitation, and not nature itself.13
Mendelssohn therefore bases the anthropologi-
cal effect of the aesthetic illusion on the discrepancy between
sensitivity and intellect. The illusion is aesthetic and it is not
a common deception when it is addressed directly to the
sensitivity by involving the higher faculties only indirectly.
This discrepancy is first of all a temporal hiatus
in the effect of the aesthetic representation:
10 See K.W. Segreff, M. Mendelssohn und die Aufklärungsästhetik im 18. Jahrhundert (Bonn:
Grundmann, 1984): 94.
11 M. Mendelssohn, “Von der Herrschaft über die Neigungen,” in Gesammelte Schriften,
Jubiläumsausgabe (Berlin: Akademie Verlag, 1931): vol. 2, 149-155.
12 Ibid.: 149.
13 Ibid.: 154.
SALVATORE TEDESCO 29 AN-ICON
It is easy to see that that judgment [that is, the aesthetic judgment]
must precede, and that therefore the conviction about the similarity
must be intuitive, that is, take place through il usion, while on the other
hand, the conviction that it is not the original itself may come a little
late, and therefore be dependent on symbolic knowledge.14
The argument itself is not fundamentally new,
and to give a single example relating to a possible source,
it is enough to recall Bernard de Fontenelle, who in the Ré-
flexions sur la poétique of 1742 declares that our pleasure in
following the painful events of a hero that we love, crying and
consoling ourselves alternately for what we see, depends
on our awareness that it is a fiction.15
What is new in Mendelssohn is the temporal
scheme, and the theoretical framework in which it is inscribed,
which is evidently influenced by the thought of Baumgarten,
of which Mendelssohn becomes a continuer: While, so to
speak, the awareness of the fictional character holds true
in Fontenelle as an undoubtedly presupposed guarantee
of “poetic” enjoyment, Mendelssohn is instead interested
in the path that leads from the touched soul of the user to
the aesthetic object, and in this path he discovers a double
semiotic-cognitive modality, and precisely two different tem-
poralities, which, however, are valid as the two necessarily
coexisting stages for the realization of aesthetic pleasure.
Sensitive knowledge intuitively grasps an iden-
tity between original and copy where only the greater slow-
ness of intellectual knowledge, due to its symbolic character,
will be able to reformulate the relationship as a similarity of
elements (intellectually) recognized as distinct.
Only in the temporal interplay between the two
cognitive stages is aesthetic pleasure realized for Mendels-
sohn, which takes the form of the subsequent recognition
of the similar in the imitative representation as identical and
different. Identical for sensitivity and – with a short hiatus –
different for the intellect. Aesthetic pleasure therefore allows
14 Ibid.
15 B.L.B. de Fontenelle, Réflexions sur la Poétique (Paris: M. Brunet, 1742): XXXVI.
SALVATORE TEDESCO 30 AN-ICON
us to penetrate into the human soul, indeed to say more
precisely within the motivational dynamic that governs the
movements of the soul, so as to relate sensitivity and intel-
lect not for the purpose of a progressive “unveiling” of re-
ality that destroys illusion and error, but on the contrary for
the purpose of an enjoyment that finds its root in imitation,
capable of emerging with particular evidence right in the
case of the imitation of passions that are violent and pain-
ful,16 which would not only turn out to be such if they were
experienced in reality, but which would be no less painful
if we were simply faced with an “interpretative error” of our
sensitivity destined to be rationally overcome.
In the same year 1757, one of the decisive writ-
ings of Mendelssohnian aesthetics, the Betrachtungen über
die Quellen und die Verbindungen der schönen Künste und
Wissenschaften (Reflections on the Sources and Connec-
tions of the Fine Arts and Sciences),17 added a further de-
cisive element to this descriptive framework, clarifying that,
from the semiotic point of view, intuitive knowledge concerns
both the case in which the object is immediately present to
our senses, and the case in which it is represented through
signs [Zeichen] through which the ideas of the designated
[Ideen des Bezeichneten] can be seen more distinctly than
those of the sign.
The beauty of the aesthetic relationship (but
by now Mendelssohn’s discourse – precisely through the
reference to the designation process – strongly gravitates
towards artistic beauty) therefore offers the example of a
peculiar transparency of the medium, and it is right through
the transparency of the sign that the object appears with
an evidence that captures and sets in motion the faculties
of our soul.
In the same years, in controversy with Reimarus,
Mendelssohn will also return to the nature of the imagina-
tion and to the overall relationship of the faculties of the
16 M. Mendelssohn, Von der Herrschaft über die Neigungen: 155.
17 M. Mendelssohn, “Betrachtungen über die Quellen und die Verbindungen der schönen
Künste und Wissenschaften,” in Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-
Verlag, 1929): vol. I, 169.
SALVATORE TEDESCO 31 AN-ICON
soul, saying that – far from being considered a faculty in its
own right – the imagination is rather a modification of the
unique, original and in principle completely indeterminate
representative capacity of the soul which however “through
the state of one’s own and of one’s body [durch ihren und
ihres Körpers Zustand],”18 is addressed and configured in
specific ways, articulating itself precisely as Einbildungsk-
raft facing the past, Empfindungsvermögen adhering to the
present, Vorhersehungsvermögen of the future.
The famous statement of Baumgarten – accord-
ing to which the individual soul represents the universe pro
positu corporis –19 is therefore changed in a decisive way
by redefining the position of the body as Zustand, a state or
more precisely a condition of well-being or malaise.
Let us pause for a moment to consider Men-
delssohn’s path so far: The “aesthetic illusion” is clearly
distinguished from mere “cognitive deception,” at the very
moment in which the attention thus shifts one way in the
direction of internal dynamics to our soul, that is towards
the play, the balance of the faculties, present in our soul and
set in motion by the aesthetic representations, and on the
other hand it traces the dynamics of the relational movement
between our soul and the aesthetic object, now more and
more clearly distinguished from the cognitive one.
The brief note of 1770 to which attention has
already been drawn testifies to a deepening of the first
question – that relating to the internal dynamics of our soul
– which would not be imaginable and would probably not
have assumed that configuration without the openings on
one’s own body and on his condition made possible by the
almost contemporary theories of Sulzer.
Mendelssohn therefore writes:
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state [Zustand];
18 M. Mendelssohn, “Rezensionsartikel,” in Briefe, die neueste Litteratur betreffend (1759-
1765), 20 nov. 1760: 300 in Gesammelte Schriften, Jubiläumsausgabe (Stuttgart: Frommann-
Holzboog,1991): no. 5,1.
19 A.G. Baumgarten, Metaphysica (1779) (Halle: Hemmerde, 1939): § 512.
SALVATORE TEDESCO 32 AN-ICON
the wil , on the other hand, is a tendency of the soul to realize this
representation. Pleasure is, so to speak, a favorable judgment of the
soul on her real state; the wil , on the other hand, is a tendency of the
soul to achieve this state.20
In this way, undoubtedly, Mendelssohn moves
towards an overall redefinition of the “system of faculties”
that distances him from the Wolffian tradition as well as from
Baumgarten, his model, approaching that tripartite division
between the cognitive sphere, the sphere of will and aesthet-
ic pleasure that characterizes the second eighteenth cen-
tury from the so-called Popularphilosophie to Kant. No less
significant is that this occurs through a specific attention to
one’s own body, and to the way in which the representative
processes do not so much modify our relationship with reality
on the objective side, as they redefine its internal resonance.
However, whereas precisely on this point Sulzer
chose an “extremist” reading, speaking of a “feeling devoid
of an object,” through which our body senses itself and not
the object, and therefore sacrificed the understanding of the
dynamic relationship to highlight the question of the Zustand,
of the state/condition of the organ (remember what Sulzer
says about the eye and sight), of one’s own body, of the soul
vitalistically considered coextensive with the body, Mendels-
sohn never loses sight of the relationality, the dynamism of
the framework of faculty.
It is perhaps also for this reason that his is the
most significant figure in the entire German debate from
Baumgarten to Kant.
Another short essay is dedicated to what has
just been defined as the dynamics of the relational move-
ment between our soul and the object, dating back to June
1776, in which, similarly to what we have just seen, Men-
delssohn moves, so to speak, from “systematic reasons,”
openly declared already from the title of the fragment: [Über
20 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol. 1, 225.
SALVATORE TEDESCO 33 AN-ICON
das Erkenntnis-, das Empfindungs- und das Begehrungsver-
mögen] On the faculty of knowing, of feeling and of appetite.
What six years earlier had been entrusted to an
almost incidental note here instead – even if the writing is
destined not to leave the private workshop of Mendelssohn’s
thought – acquires the characteristics of a system program:
Between the faculty of knowing and the faculty to appetite there is
the faculty of feeling [Empfindungsvermögen], by means of which
we feel pleasure or displeasure about something, we appreciate it,
approve it, find it pleasant, or we despise it, blame it and find it un-
pleasant [.. ]. The end of the faculty of knowing is the truth; that is, as
we possess a faculty of knowing, we strive to make the concepts
in our soul accord with the qualities of their objects. The end of the
faculty of hearing is the good; that is, insofar as we possess a faculty
of feeling, we strive to make the objective qualities accord with our
concepts of goodness, order and beauty.21
The truly innovative moment of this position lies
in the clear distinction of areas between will and pleasure:
The pleasure for a representation does not necessarily imply
the desire for the object that underlies it.
Mendelssohn is above all interested in distin-
guishing two modalities of relationship with the object: In the
cognitive relationship we modify our representations to adapt
them to the truth of the object, in the case of the faculty of
feeling we aim instead to harmonize the properties of the
object with our own concepts of good, order, beauty, and
the tool for this to happen is clearly identified in the aesthetic
illusion. The peculiarity of the statute of aesthetic illusion is
then the true core of Mendelssohn’s discourse, when it is
distinguished both from cognitive truth and also from the
concrete modification of reality which the will aims at.
But there is more; Mendelssohn distinguishes
two fundamental human attitudes, the first tending to truth,
the second to poetic invention [Erdichtung]. If the first cor-
responds to the work of the faculty of knowing, the poetic
21 Ibid.: vol. 3, 1, 276.
SALVATORE TEDESCO 34 AN-ICON
invention will instead follow the intent of keeping in exercise
[in Übung zu erhalten]22 the faculty of feeling. In the same
days, another brief note23 completes the Mendelssohnian
description, noting that this “faculty to entertain oneself” [Un-
terhaltungsfähigkeit] (it is interesting how Mendelssohn tries
to set the theoretical framework in motion even in proposing
new names for a system of faculties perceived as in active
transformation with respect to the Wolffian model) has an
objective side (simplifying I would say the quantity and or-
der of semiotic markers capable of “giving something to
think about”) and a subjective side (the faculty itself and the
ordering criteria it is able to set). The beauty will therefore
reside in the harmony between the objective and subjective
aspects of the new faculty, capable of arousing in us “in the
contemplation of the object, the awareness of our strengths
rather than our limits, and movement is pleasant.”24
Conversely, that disharmony that comes from
the excess of the object over our faculties will cause dizzi-
ness, and on a conceptual level it will give life to the sublime.
The conclusive synthesis of the Morgenstunden,
in 1785, will insert the considerations that we have followed
up to now into a much broader theoretical framework, without
however further introducing profound changes; confirming
and reformulating again the tripartition between the faculty of
knowing, that of desiring and the “aesthetic faculty,” now re-
defined as the capacity of appreciation [Billigungsvermögen],
Mendelssohn now distinguishes between two fundamental
aspects of human knowledge, depending on whether one
considers its material relevance or the formal configuration.
From the material point of view, that is, a given
notion can be true or false; considered from this point of view,
knowledge knows no degrees, truth is an “indivisible unity.”25
It is quite another thing to consider knowledge as capable
of arousing pleasure or displeasure, that is, as an object of
22 Ibid.
23 M. Mendelssohn, “Über objektive und subjektive Unterhaltungsfähigkeit,” in Gesammelte
Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag, 1929): vol. 3, 1, 275.
24 Ibid.
25 M. Mendelssohn, “Morgenstunden,” in Gesammelte Schriften, Jubiläumsausgabe
(Stuttgart: Frommann-Holzboog; 1974): vol. 3, 2, 62.
SALVATORE TEDESCO 35 AN-ICON
the faculty of appreciation: precisely this can be defined as
the formal aspect. And vice versa, this consists exclusively
in evaluating, in comparison, in gradation, in plus and minus;
moreover, every conceivable degree of this scale of values
can be thought of “with the same truth,”26 which is evidently
a truth of the formal aspect of knowledge, a peculiar truth
of aesthetic illusion.
Moses Mendelssohn’s thought, in its different
phases and declinations, through the collaboration with
Lessing and up to the final results of the Morgenstunden,
constitutes the exemplary arrival point of an era of theo-
retical research that we are interested in investigating not
only in terms of the solutions that he found for his time,
but also in relation to open problems, which continue to
question our time.
26 Ibid.: 63.
SALVATORE TEDESCO 36 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18189 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18189",
"Description": "The aesthetic reflection in the eighteenth century is deeply traversed by an experience perceived as capable of disrupting the disciplinary and cognitive system of early modernity: To feel the “own body,” that is, to feel its state of well-being or discomfort means to somehow modify from the inside the anthropological project of the Century of Enlightenment and to create the space and the lexicon of a modality of relationship (play, aesthetic illusion) that redefines the relationship with oneself and the context of construction of a future community.\nWhereas “Knowledge” and “Will” articulate the same strategy based on the relationship between the spiritual activity of a subject and the semiotic properties of an object, the orientation towards the condition of one’s own body defines in the play and in the aesthetic illusion the space of an imaginative reserve which is above all a reserve of time and mode of construction for a future sharing.\nMoses Mendelssohn’s thought constitutes the exemplary arrival point of an era of theoretical research that we are interested in investigating not only in terms of the solutions it has found for his time, but also in relation to the open problems, which continue to question our time.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18189",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Salvatore Tedesco",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Imagination",
"Title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Salvatore Tedesco",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18189",
"firstpage": null,
"institution": "Università degli Studi di Palermo",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Imagination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Sulzer, J.G., “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773) (Hildesheim: Olms 1974).",
"spatial": null,
"temporal": null,
"title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18189/17770",
"volume": "1"
}
] | Imagination and
Körperzustand:
illusion and play
in Moses Mendelssohn’s
aesthetic reflMendelssohn
ection
by Salvatore Tedesco
Aesthetics
Illusion
Play
Imagination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Imagination and Körperzustand:
il usion and play in Moses
Mendelssohn’s aesthetic
reflection
SALVATORE TEDESCO, Università degli Studi di Palermo – https://orcid.org/0000-0003-1584-5455
https://doi.org/10.54103/ai/18189
Abstract The aesthetic reflection in the eighteenth century
is deeply traversed by an experience perceived as capable of
disrupting the disciplinary and cognitive system of early moder-
nity: To feel the “own body,” that is, to feel its state of well-being
or discomfort means to somehow modify from the inside the
anthropological project of the Century of Enlightenment and
to create the space and the lexicon of a modality of relation-
ship (play, aesthetic illusion) that redefines the relationship with
oneself and the context of construction of a future community.
Whereas “Knowledge” and “Will” articulate the
same strategy based on the relationship between the spiritual
activity of a subject and the semiotic properties of an object,
the orientation towards the condition of one’s own body defines
in the play and in the aesthetic illusion the space of an imag-
inative reserve which is above all a reserve of time and mode
of construction for a future sharing.
Moses Mendelssohn’s thought constitutes the ex-
emplary arrival point of an era of theoretical research that we
are interested in investigating not only in terms of the solutions
it has found for his time, but also in relation to the open prob-
lems, which continue to question our time.
Keywords Mendelssohn Aesthetics Illusion Play Imagination
To quote this essay: S. Tedesco, “Imagination and Körperzustand: illusion and play in Moses
Mendelssohn’s aesthetic reflection,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2
(2022): 22-36, https://doi.org/10.54103/ai/18189
SALVATORE TEDESCO 22 AN-ICON
The philosophical and aesthetic reflection in the
eighteenth century is deeply traversed by an experience per-
ceived as capable of disrupting the disciplinary and cognitive
system of early modernity: Feeling the “own body,” that is,
feeling its “state” of well-being or discomfort – before and
in a way different from the cognitive approach of a subject
with an object or from the desire that moves towards that
object – means to somehow enter the anthropological proj-
ect of the Century of Enlightenment and to create the space
and the lexicon of a modality of relationship (play, aesthetic
illusion) that redefines the relationship with oneself and the
context of construction of a future community.
In fact, where “Knowledge” and “Will” articu-
late, albeit in different ways, the same strategy based on
the relationship between the spiritual activity of a subject
(typically, to formulate it according to the terminology of
Moses Mendelssohn: geistige Bewegung der Seele and freie
Entschließung des Willens) and semiotic properties [Merk-
male] of an object, the orientation towards the condition of
one’s own body (towards the Zustand des Körpers, as we
will see, in the sign of Johann Georg Sulzer’s work) defines
in play and in aesthetic illusion the space of an imaginative
reserve which is above all a reserve of time and a mode of
construction for a future sharing.
In this dynamic, which for example the aforemen-
tioned Sulzer tries to describe starting from the conceptual
couple Empfinden/Erkennen (“feeling/knowing”), but which
in fact would not be conceivable except as a Bewegung, that
is, certainly, as a “theoretical dynamics,” but even before that
as a movement of the body and soul, is profoundly inserted
another decisive lexical graft, which acquires its most com-
plete theoretical profile in the reflection of Johann Gottfried
Herder: I mean the field of fühlen, of the tactile feeling, and
therefore of its declination as hinein fühlen (“internal feeling”);
Gefühl, which means a thousand things but here I would
try to render it as a “tactile feeling;” Einfühlung, “empathy;”
Mitgefühl, “to feel together,” “community feeling;” and finally
SALVATORE TEDESCO 23 AN-ICON
Familiengefühl, in which this feeling of community undoubt-
edly reveals a social dimension of identity.
In this sense, decisively rethinking the Leibnizian
and Baumgartenian tradition, Moses Mendelssohn speaks
of a vis repraesentativa which is in and of itself indetermi-
nate, but which through the reference to the state of the soul
[Zustand der Seele] and of the own body is determined as
Einbildungskraft facing the past, Empfindungsvermögen ad-
hering to the present, Vorhersehungsvermögen of the future.
But let’s look at the theoretical complex a little
more closely at this point. Referring to the two short writ-
ings De anima and De DEO, placed in the appendix to the
famous Philosophiae naturalis Theoria by Roger Boscovi-
ch,1 Moses Mendelssohn in the fifty-sixth of the Briefe, die
neueste Litteratur betreffend2 proposes to take into account,
together, the proximity and the difference between the laws
of movement [Gesetze der Bewegung] of inorganic bodies
and those brought about by the union of soul and body in
the human organism, which causes
from certain spatial movements [aus gewissen örtlichen Bewegun-
gen] in the external limbs to derive certain spiritual movements [geis-
tige Bewegungen] in the soul; some in a necessary way, like sensa-
tions, others through a free choice, like the determinations of the wil .
This is precisely the bipartition and parallelism be-
tween geistige Bewegung der Seele and freie Entschließung
1 R.J. Boscovich, Philosophiae Naturalis Theoria (Vienna: Apud Augustinum Bernardi, 1758):
280-295.
2 M. Mendelssohn, Gesammelte Schriften (Leipzig: Brockhaus, 1844): vol. 4, 566. The
secondary bibliography on Mendelssohn is very rich, and ranges from historical-critical
questions, to aesthetics and the theory of art, to ethics and philosophy of religions, and so
on. In these notes - which obviously take into account the overall developments of that critical
debate, from the “classic” studies by Fr. Braitmaier, Geschichte der Poetischen Theorie und
Kritik von den Diskursen der Malern bis auf Lessing (Frauenfeld: Huber, 1888-1889) and
L. Goldstein, Moses Mendelssohn und die deutsche Ästhetik (Königsberg: Gräfe & Unzer,
1904), up to M. Albrecht, E.J. Engel, N. Hinske, eds., Moses Mendelssohn und die Kreise
seiner Wirksamkeit (Tübingen: Niemeyer, 1994), and M. Albrecht, E.J. Engel, eds., Moses
Mendelssohn in Spannungsfeld der Aufklärung (Bad Cannstatt: Frommann-Holzboog, 2000),
with particular reference to the large, still decisive monograph by J.P. Meier, L’Esthétique de
Moses Mendelssohn (1729-1786) (Paris: Atelier Lille III, 1978), and for Italy refer in particular to
the excellent work of L. Lattanzi, Linguaggio e poesia in Moses Mendelssohn (Pisa: ETS, 2002),
and M. Mendelssohn, Scritti di Estetica, ed. L. Lattanzi (Palermo: Aesthetica, 2004) - we limit
ourselves to refer from time to time to some texts by Mendelssohn himself, of which we will
provide a quick theoretical framework for the purposes of our argument.
SALVATORE TEDESCO 24 AN-ICON
des Willens mentioned at the beginning, according to a cog-
nitive procedure that is exercised on a “semiotically config-
ured” reality, in which the knowing subject captures certain
Merkmale, notae characteristicae, in fact we could say se-
miotic3 “representative marks” of the object, of the known
reality.
In this phase, therefore, Mendelssohn theorizes
a perfect parallelism between the sphere of knowledge and
the sphere of the will, thus inscribing himself perfectly in
that theoretical tradition of the so-called “German rational-
ism” which can be summarized in the positions of Christian
Wolff’s Psychologia empirica or the psychological sections
of Baumgarten’s Metaphysica – yet, in Mendelssohn’s par-
ticular thematic declension, the salient term is certainly Be-
wegung, that is the reference to a motility, of the body and
of our representative faculty in relation to it, which in fact
sets the whole system in motion.
The theoretical framework thus “photographed”
by Mendelssohn in 1759 will undergo a rapid evolution, of
which we will try to retrace some passages below. At the
moment, we limit ourselves to referring to that decisive turn-
ing point entrusted by the author to a short private annota-
tion in 1770,4 which Mendelssohn, critically returning to the
path traveled by gnoseology in Germany in the eighteenth
century, states that
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state; the wil , on the
other hand, is a tendency of the soul to realize this representation.
The Leibnizian affectus, Baumgarten’s sensi-
tive knowledge “capable of driving force,” is now definitely
3 Obviously I am referring in this way to a very long-term semiotic strategy in the theoretical
discourse that interests us here. See, limiting ourselves here of necessity to mentioning the
immediate context of reference, the occurrence of the term in the fifty-fifth M. Mendelssohn,
Briefe, die neueste Litteratur betreffend, in Gesammelte Schriften, Jubiläumsausgabe (Berlin:
Akademie-Verlag, 1929): vol.1, 565.
4 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol.1, 225.
SALVATORE TEDESCO 25 AN-ICON
characterized as pleasure, with the further clarification that
this modality acts on (and therefore it is appropriate to say
more precisely to the interior of) our state [Zustand] – we
would perhaps say modernly on our “psycho-physical bal-
ance” – and is therefore to be considered in reference to
our intimate awareness of ourselves, rather than continuing
to refer to the scope of a cognitive relationship with some
external object.
It is precisely here that we cross in a more articu-
lated way the theories of Sulzer5 who, at the end of a long re-
search path that we would define “psycho-physiological,” as
well as at the start of a new season of German Enlightenment
thought, definitively breaks the parallelism and the alliance
between knowledge and will by contrasting, in the context
of extensively understood “knowledge,” knowledge in the
proper sense (i.e. the semiotic-representative relationship of
a knowing subject with a known object) to a feeling devoid
of an object, through which, in the strict sense, our sensory
apparatus experiences itself, its own state of well-being or
discomfort.
But let’s take a closer look at Sulzer’s argument,
in which the eye performs the function of a real paradigm of
the human soul.6 Our cognitive faculty, says Sulzer develop-
ing considerations that we can trace back to Christian Wolff,
is structured in a way that is perfectly analogous to the sense
of sight and that, in analogy to it, can be described on the
basis of the laws of optics. Objects present themselves to
our eye and to our cognitive faculty with a greater or lesser
degree of clarity, the focus of our attention progressively
focuses on every single element (imaginable as a physical
point), leaving the rest of the representation in the twilight.
Therefore the objects are known through a pro-
cess that allows to obtain a clear knowledge of every single
component of the object, so as to finally have a distinct vi-
sion of the compound object; for this process to take place,
5 J.G. Sulzer, “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey
Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des
Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773)
(Hildesheim: Olms 1974): vol.1, 225-243.
6 Ibid.: 226.
SALVATORE TEDESCO 26 AN-ICON
however, adequate light is required, which allows the eye to
perceive the object.
Conversely, when the light is so dazzling as to
injure the eye, there is no longer any perception of the object,
but the eye feels tactile, that is, in the manner of the darkest
sense, itself, its own condition: “The luminous glow touches
the ocular nerves in such a way that seeing is transformed
into feeling;”7 this process represents in the best way for
Sulzer the passage from the state of thinking [Nachdenken]
to that of feeling [Empfinden]: the representation is no longer
a representation of the object, but of my condition of plea-
sure or displeasure: “We do not feel the object, but ourselves.
When it reflects, the intellect takes care of something that it
considers to be placed outside of it; when it feels, the soul
only takes care of itself.”8
In this way, however, at the very moment in which
a fundamental distinction of levels and functions of the soul
is created, a very precise relationship is established between
knowing and feeling, in the sense that there is a proportion-
ality between the degree of darkness of our knowledge and
the strength of our “sensations” and that the “sensations”
are aroused, so as to give rise to the transition from the state
of thinking to that of feeling, when a certain idea arouses a
crowd of other obscure representations.
The characteristic fact of Sulzer’s anthropolog-
ical vision is that this obscurity of feeling is, in itself, an in-
surmountable datum: “We feel desire or aversion without
knowing why: We are moved by forces we do not know.”9
Precisely from this state of affairs – we observe here in pass-
ing – the arts derive their origin and at the same time their
function, destined to enter into a relationship with the darkest
part of feeling and to turn it to the advantage of humanity.
The caesura between knowing and feeling the-
orized by Sulzer – it would be rather simple to argue – more
than corresponding to a deepening of the eighteenth-century
physiological discourse, more than opening a philosophical
7 Ibid.: 231.
8 Ibid.: 229-230.
9 Ibid.: 241.
SALVATORE TEDESCO 27 AN-ICON
question destined to be very influential, is in a certain way the
symptom, the surface effect, so to speak, of a deep landslide
destined to cross the whole thinking of the second half of the
eighteenth century, that of the so-called Popularphilosophie.
In light of what has been seen in Mendelssohn’s
Briefe, that is, in light of the attempt to describe the “mo-
tions of the soul” along the lines of the laws of physical
movement, it is striking that the distinction made by Sulzer
undoubtedly places at the center of the analysis the opacity,
the resistance of the body to the gnoseological strategies
by which the body itself is crossed throughout the Leibniz-
ian-Wolffian season, but the fact that this happens (and this
precisely affects, and perhaps explains the intimate distrust
towards Sulzer himself of many of the major protagonists of
the Aufklärung), creating a static contrast between the state
[Zustand] of the body and the faculty of knowledge.
Conversely, it is precisely the relational dynamics
that remain at the center of Moses Mendelssohn’s interests,
as already exemplarily shown in his reference to Boscovich’s
theses on motor skills in the investigation of the physical
body and the living organism. And it is precisely here that
the space for reflection opens up for the concept of illusion,
destined to become central in Mendelssohn’s aesthetic re-
flection.
Mendelssohn’s aesthetic thought, as it is actu-
ally quite well known, is very troubled and passes through
different and sometimes quite intricate theoretical phases;
all the more noteworthy is the fact that from the first theori-
zations to the definitive results, the link between an attempt
at a rational description, even a mathematization of the re-
lationship between physical movements and “motions of
the soul,” and the enucleation of the way to function of the
aesthetic illusion.
It is in fact in the correspondence on the tragic
with Lessing, and therefore already in the years 1756-1757,
that Mendelssohn starts his reflection on the “ästhetische” or
even “poetische” Illusion, which is considered the instrument
through which the dramatic poet can give space - against
Aristotle and his modern followers – even to the most violent
SALVATORE TEDESCO 28 AN-ICON
feelings, such as hatred or repugnance [Abscheu], on the
condition that the reader and viewer are under the aesthetic
effect of the illusion.10
Faced with the hesitations manifested by Less-
ing in the correspondence, Mendelssohn tries to organize
the theme in a more extended form by articulating a short
essay Von der Herrschaft über die Neigungen (About the
dominion over inclinations),11 which starts from an attempt
to mathematize the dynamics of motions of the soul, the-
orizing a direct proportionality between the kinetic force of
motivation and the expected good, as well as between the
kinetic force itself and the clarity of the representation that
one possesses of it, while this force would be expressed
according to an inverse proportionality in relation to the time
necessary for the representation itself to take shape: “Quan-
tity of motivation = good × clarity ÷ time.”12
On this Platonic theoretical basis Mendelssohn
also explains the effect of illusion, saying that:
When an imitation bears so much resemblance to the original that our
senses can be persuaded at least for a moment to see the original
itself, I call this deception an aesthetic il usion. The poet must speak
in a perfectly sensitive way; for this reason all his speeches must
deceive us in an aesthetic way. For an imitation to be beautiful, he
must deceive us aesthetically; at the same time the higher cognitive
faculties must be aware that it is an imitation, and not nature itself.13
Mendelssohn therefore bases the anthropologi-
cal effect of the aesthetic illusion on the discrepancy between
sensitivity and intellect. The illusion is aesthetic and it is not
a common deception when it is addressed directly to the
sensitivity by involving the higher faculties only indirectly.
This discrepancy is first of all a temporal hiatus
in the effect of the aesthetic representation:
10 See K.W. Segreff, M. Mendelssohn und die Aufklärungsästhetik im 18. Jahrhundert (Bonn:
Grundmann, 1984): 94.
11 M. Mendelssohn, “Von der Herrschaft über die Neigungen,” in Gesammelte Schriften,
Jubiläumsausgabe (Berlin: Akademie Verlag, 1931): vol. 2, 149-155.
12 Ibid.: 149.
13 Ibid.: 154.
SALVATORE TEDESCO 29 AN-ICON
It is easy to see that that judgment [that is, the aesthetic judgment]
must precede, and that therefore the conviction about the similarity
must be intuitive, that is, take place through il usion, while on the other
hand, the conviction that it is not the original itself may come a little
late, and therefore be dependent on symbolic knowledge.14
The argument itself is not fundamentally new,
and to give a single example relating to a possible source,
it is enough to recall Bernard de Fontenelle, who in the Ré-
flexions sur la poétique of 1742 declares that our pleasure in
following the painful events of a hero that we love, crying and
consoling ourselves alternately for what we see, depends
on our awareness that it is a fiction.15
What is new in Mendelssohn is the temporal
scheme, and the theoretical framework in which it is inscribed,
which is evidently influenced by the thought of Baumgarten,
of which Mendelssohn becomes a continuer: While, so to
speak, the awareness of the fictional character holds true
in Fontenelle as an undoubtedly presupposed guarantee
of “poetic” enjoyment, Mendelssohn is instead interested
in the path that leads from the touched soul of the user to
the aesthetic object, and in this path he discovers a double
semiotic-cognitive modality, and precisely two different tem-
poralities, which, however, are valid as the two necessarily
coexisting stages for the realization of aesthetic pleasure.
Sensitive knowledge intuitively grasps an iden-
tity between original and copy where only the greater slow-
ness of intellectual knowledge, due to its symbolic character,
will be able to reformulate the relationship as a similarity of
elements (intellectually) recognized as distinct.
Only in the temporal interplay between the two
cognitive stages is aesthetic pleasure realized for Mendels-
sohn, which takes the form of the subsequent recognition
of the similar in the imitative representation as identical and
different. Identical for sensitivity and – with a short hiatus –
different for the intellect. Aesthetic pleasure therefore allows
14 Ibid.
15 B.L.B. de Fontenelle, Réflexions sur la Poétique (Paris: M. Brunet, 1742): XXXVI.
SALVATORE TEDESCO 30 AN-ICON
us to penetrate into the human soul, indeed to say more
precisely within the motivational dynamic that governs the
movements of the soul, so as to relate sensitivity and intel-
lect not for the purpose of a progressive “unveiling” of re-
ality that destroys illusion and error, but on the contrary for
the purpose of an enjoyment that finds its root in imitation,
capable of emerging with particular evidence right in the
case of the imitation of passions that are violent and pain-
ful,16 which would not only turn out to be such if they were
experienced in reality, but which would be no less painful
if we were simply faced with an “interpretative error” of our
sensitivity destined to be rationally overcome.
In the same year 1757, one of the decisive writ-
ings of Mendelssohnian aesthetics, the Betrachtungen über
die Quellen und die Verbindungen der schönen Künste und
Wissenschaften (Reflections on the Sources and Connec-
tions of the Fine Arts and Sciences),17 added a further de-
cisive element to this descriptive framework, clarifying that,
from the semiotic point of view, intuitive knowledge concerns
both the case in which the object is immediately present to
our senses, and the case in which it is represented through
signs [Zeichen] through which the ideas of the designated
[Ideen des Bezeichneten] can be seen more distinctly than
those of the sign.
The beauty of the aesthetic relationship (but
by now Mendelssohn’s discourse – precisely through the
reference to the designation process – strongly gravitates
towards artistic beauty) therefore offers the example of a
peculiar transparency of the medium, and it is right through
the transparency of the sign that the object appears with
an evidence that captures and sets in motion the faculties
of our soul.
In the same years, in controversy with Reimarus,
Mendelssohn will also return to the nature of the imagina-
tion and to the overall relationship of the faculties of the
16 M. Mendelssohn, Von der Herrschaft über die Neigungen: 155.
17 M. Mendelssohn, “Betrachtungen über die Quellen und die Verbindungen der schönen
Künste und Wissenschaften,” in Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-
Verlag, 1929): vol. I, 169.
SALVATORE TEDESCO 31 AN-ICON
soul, saying that – far from being considered a faculty in its
own right – the imagination is rather a modification of the
unique, original and in principle completely indeterminate
representative capacity of the soul which however “through
the state of one’s own and of one’s body [durch ihren und
ihres Körpers Zustand],”18 is addressed and configured in
specific ways, articulating itself precisely as Einbildungsk-
raft facing the past, Empfindungsvermögen adhering to the
present, Vorhersehungsvermögen of the future.
The famous statement of Baumgarten – accord-
ing to which the individual soul represents the universe pro
positu corporis –19 is therefore changed in a decisive way
by redefining the position of the body as Zustand, a state or
more precisely a condition of well-being or malaise.
Let us pause for a moment to consider Men-
delssohn’s path so far: The “aesthetic illusion” is clearly
distinguished from mere “cognitive deception,” at the very
moment in which the attention thus shifts one way in the
direction of internal dynamics to our soul, that is towards
the play, the balance of the faculties, present in our soul and
set in motion by the aesthetic representations, and on the
other hand it traces the dynamics of the relational movement
between our soul and the aesthetic object, now more and
more clearly distinguished from the cognitive one.
The brief note of 1770 to which attention has
already been drawn testifies to a deepening of the first
question – that relating to the internal dynamics of our soul
– which would not be imaginable and would probably not
have assumed that configuration without the openings on
one’s own body and on his condition made possible by the
almost contemporary theories of Sulzer.
Mendelssohn therefore writes:
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state [Zustand];
18 M. Mendelssohn, “Rezensionsartikel,” in Briefe, die neueste Litteratur betreffend (1759-
1765), 20 nov. 1760: 300 in Gesammelte Schriften, Jubiläumsausgabe (Stuttgart: Frommann-
Holzboog,1991): no. 5,1.
19 A.G. Baumgarten, Metaphysica (1779) (Halle: Hemmerde, 1939): § 512.
SALVATORE TEDESCO 32 AN-ICON
the wil , on the other hand, is a tendency of the soul to realize this
representation. Pleasure is, so to speak, a favorable judgment of the
soul on her real state; the wil , on the other hand, is a tendency of the
soul to achieve this state.20
In this way, undoubtedly, Mendelssohn moves
towards an overall redefinition of the “system of faculties”
that distances him from the Wolffian tradition as well as from
Baumgarten, his model, approaching that tripartite division
between the cognitive sphere, the sphere of will and aesthet-
ic pleasure that characterizes the second eighteenth cen-
tury from the so-called Popularphilosophie to Kant. No less
significant is that this occurs through a specific attention to
one’s own body, and to the way in which the representative
processes do not so much modify our relationship with reality
on the objective side, as they redefine its internal resonance.
However, whereas precisely on this point Sulzer
chose an “extremist” reading, speaking of a “feeling devoid
of an object,” through which our body senses itself and not
the object, and therefore sacrificed the understanding of the
dynamic relationship to highlight the question of the Zustand,
of the state/condition of the organ (remember what Sulzer
says about the eye and sight), of one’s own body, of the soul
vitalistically considered coextensive with the body, Mendels-
sohn never loses sight of the relationality, the dynamism of
the framework of faculty.
It is perhaps also for this reason that his is the
most significant figure in the entire German debate from
Baumgarten to Kant.
Another short essay is dedicated to what has
just been defined as the dynamics of the relational move-
ment between our soul and the object, dating back to June
1776, in which, similarly to what we have just seen, Men-
delssohn moves, so to speak, from “systematic reasons,”
openly declared already from the title of the fragment: [Über
20 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol. 1, 225.
SALVATORE TEDESCO 33 AN-ICON
das Erkenntnis-, das Empfindungs- und das Begehrungsver-
mögen] On the faculty of knowing, of feeling and of appetite.
What six years earlier had been entrusted to an
almost incidental note here instead – even if the writing is
destined not to leave the private workshop of Mendelssohn’s
thought – acquires the characteristics of a system program:
Between the faculty of knowing and the faculty to appetite there is
the faculty of feeling [Empfindungsvermögen], by means of which
we feel pleasure or displeasure about something, we appreciate it,
approve it, find it pleasant, or we despise it, blame it and find it un-
pleasant [.. ]. The end of the faculty of knowing is the truth; that is, as
we possess a faculty of knowing, we strive to make the concepts
in our soul accord with the qualities of their objects. The end of the
faculty of hearing is the good; that is, insofar as we possess a faculty
of feeling, we strive to make the objective qualities accord with our
concepts of goodness, order and beauty.21
The truly innovative moment of this position lies
in the clear distinction of areas between will and pleasure:
The pleasure for a representation does not necessarily imply
the desire for the object that underlies it.
Mendelssohn is above all interested in distin-
guishing two modalities of relationship with the object: In the
cognitive relationship we modify our representations to adapt
them to the truth of the object, in the case of the faculty of
feeling we aim instead to harmonize the properties of the
object with our own concepts of good, order, beauty, and
the tool for this to happen is clearly identified in the aesthetic
illusion. The peculiarity of the statute of aesthetic illusion is
then the true core of Mendelssohn’s discourse, when it is
distinguished both from cognitive truth and also from the
concrete modification of reality which the will aims at.
But there is more; Mendelssohn distinguishes
two fundamental human attitudes, the first tending to truth,
the second to poetic invention [Erdichtung]. If the first cor-
responds to the work of the faculty of knowing, the poetic
21 Ibid.: vol. 3, 1, 276.
SALVATORE TEDESCO 34 AN-ICON
invention will instead follow the intent of keeping in exercise
[in Übung zu erhalten]22 the faculty of feeling. In the same
days, another brief note23 completes the Mendelssohnian
description, noting that this “faculty to entertain oneself” [Un-
terhaltungsfähigkeit] (it is interesting how Mendelssohn tries
to set the theoretical framework in motion even in proposing
new names for a system of faculties perceived as in active
transformation with respect to the Wolffian model) has an
objective side (simplifying I would say the quantity and or-
der of semiotic markers capable of “giving something to
think about”) and a subjective side (the faculty itself and the
ordering criteria it is able to set). The beauty will therefore
reside in the harmony between the objective and subjective
aspects of the new faculty, capable of arousing in us “in the
contemplation of the object, the awareness of our strengths
rather than our limits, and movement is pleasant.”24
Conversely, that disharmony that comes from
the excess of the object over our faculties will cause dizzi-
ness, and on a conceptual level it will give life to the sublime.
The conclusive synthesis of the Morgenstunden,
in 1785, will insert the considerations that we have followed
up to now into a much broader theoretical framework, without
however further introducing profound changes; confirming
and reformulating again the tripartition between the faculty of
knowing, that of desiring and the “aesthetic faculty,” now re-
defined as the capacity of appreciation [Billigungsvermögen],
Mendelssohn now distinguishes between two fundamental
aspects of human knowledge, depending on whether one
considers its material relevance or the formal configuration.
From the material point of view, that is, a given
notion can be true or false; considered from this point of view,
knowledge knows no degrees, truth is an “indivisible unity.”25
It is quite another thing to consider knowledge as capable
of arousing pleasure or displeasure, that is, as an object of
22 Ibid.
23 M. Mendelssohn, “Über objektive und subjektive Unterhaltungsfähigkeit,” in Gesammelte
Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag, 1929): vol. 3, 1, 275.
24 Ibid.
25 M. Mendelssohn, “Morgenstunden,” in Gesammelte Schriften, Jubiläumsausgabe
(Stuttgart: Frommann-Holzboog; 1974): vol. 3, 2, 62.
SALVATORE TEDESCO 35 AN-ICON
the faculty of appreciation: precisely this can be defined as
the formal aspect. And vice versa, this consists exclusively
in evaluating, in comparison, in gradation, in plus and minus;
moreover, every conceivable degree of this scale of values
can be thought of “with the same truth,”26 which is evidently
a truth of the formal aspect of knowledge, a peculiar truth
of aesthetic illusion.
Moses Mendelssohn’s thought, in its different
phases and declinations, through the collaboration with
Lessing and up to the final results of the Morgenstunden,
constitutes the exemplary arrival point of an era of theo-
retical research that we are interested in investigating not
only in terms of the solutions that he found for his time,
but also in relation to open problems, which continue to
question our time.
26 Ibid.: 63.
SALVATORE TEDESCO 36 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17655 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17655",
"Description": "Vilém Flusser uses the concept of illusion in a non-systematic way, resulting in two ostensible contradictions. First of all, he often uses the term illusion, while criticizing the metaphysic assumptions that it implies; secondly, he seems to both dispraise and value the illusionary nature of technical images. This article aims at clarifying Flusser’s thoughts on illusion in the belief that they are not as conflicting as they might seem at first.\nIn fact, when Flusser deplores the risk of deception associated with technical images, he refers to the illusion of transparency. He does not oppose the concept of illusion to a supposed objective truth, on the contrary, he opposes the illusion of the objective nature of images to the awareness of their constructed and mediated character.\nHowever, a rational demystification of illusions is not a viable option, since, according to Flusser, they are the result of a voluntary self-deception: we suppress our critical thinking because we cannot bear its complexity, we want images to “release us from the necessity for conceptual, explanatory thought.” This is why Flusser thinks that aware illusion – in other words: fiction – can help us overcome our “inertia of happiness” and develop a critical imagination.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17655",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Restuccia",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Self-deception",
"Title": "The polysemy of Vilém Flusser’s concept of illusion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-04-11",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Restuccia",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17655",
"firstpage": null,
"institution": "Sapienza - Università di Roma",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Self-deception",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Weibel, P., Irrgang, D., eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).",
"spatial": null,
"temporal": null,
"title": "The polysemy of Vilém Flusser’s concept of illusion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17655/17772",
"volume": "1"
}
] | The polysemy
of Vilém Flusser’s
concept of illusi o
by Francesco Restuccia
Flusser
n
Illusion
Fiction
Fontcuberta
Idolatry
Self-deception
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The polysemy of
Vilém Flusser’s concept
of il usion
FRANCESCO RESTUCCIA, Sapienza - Università di Roma – https://orcid.org/0000-0002-8900-642X
https://doi.org/10.54103/ai/17655
Abstract Vilém Flusser uses the concept of illusion in
a non-systematic way, resulting in two ostensible contra-
dictions. First of all, he often uses the term illusion, while
criticizing the metaphysic assumptions that it implies; sec-
ondly, he seems to both dispraise and value the illusionary
nature of technical images. This article aims at clarifying
Flusser’s thoughts on illusion in the belief that they are not
as conflicting as they might seem at first.
In fact, when Flusser deplores the risk of de-
ception associated with technical images, he refers to the
illusion of transparency. He does not oppose the concept
of illusion to a supposed objective truth, on the contrary,
he opposes the illusion of the objective nature of images to
the awareness of their constructed and mediated character.
However, a rational demystification of illu-
sions is not a viable option, since, according to Flusser,
they are the result of a voluntary self-deception: we
suppress our critical thinking because we cannot bear
its complexity, we want images to “release us from the
necessity for conceptual, explanatory thought.” This is
why Flusser thinks that aware illusion – in other words:
fiction – can help us overcome our “inertia of happiness”
and develop a critical imagination.
Keywords Flusser Illusion Fiction Fontcuberta
Idolatry Self-deception
To quote this essay: F. Restuccia, “The polysemy of Vilém Flusser’s concept of illusion,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 52-66, https://doi.org/10.54103/ai/17655
FRANCESCO RESTUCCIA 52 AN-ICON
Leafing through the pages of Herbarium (1982-
1985) by Joan Fontcuberta one is immediately seduced by
the beauty of these black and white analog photographs
of exotic plants, whose geometric details remind one of
Karl Blossfeldt’s work. The whole series is presented as
scientific documentation, including the botanical nomencla-
ture of these newly discovered species. Only at a second
glance one might notice that something is wrong: some
details in the image, the strange pseudo-Latin names. What
appeared to be plants are actually small assemblages of
pieces of plastic, fragments and parts of animals found by
the artist in the industrial outskirts of Barcelona. We have
been victims of an illusion. These images, both hyper-re-
alistic and extremely unlikely, aim to deceive us and at the
same time to reveal the deception. Without any digital ma-
nipulation, Fontcuberta’s work on the one hand invites us
to reflect upon the supposed immediate and documentary
character of photography, on the other hand it allows us to
experience unprecedented and surprising configurations.
Fontcuberta had an important intellectual col-
laboration with a philosopher and media theorist who ded-
icated many of his writings to discussing the illusionary
character of technical images: Vilém Flusser.1 Although
the term “illusion” appears only rarely in his writings and
in a non-systematic way, Flusser was definitely fascinated
by the ambiguity of this concept, which, as it emerges in
Herbarium, can be conceived both as a form of deception,
with dangerous and deplorable effects, and as a precious
artistic and epistemic tool.2 Often Flusser refers to illusive
phenomena in a pejorative way; sometimes he tends to re-
ject the metaphysical assumption – implied by the concept
of illusion – that an objective truth can be found beyond
1 Flusser also wrote the introduction to the German edition of Herbarium: V. Flusser,
“Einführung ‘Herbarium’ von Joan Fontcuberta,” in Standpunkte: Texte zur Fotografie
(Göttingen: European Photography, 1998): 113-116.
2 As Carrillo Canán wrote, “Flusser has no explicit theory on deception but as with many
critical thinkers, his theory is to a great extent a theory of deception.” A.J.L. Carrillo Canán,
“Deception and the ‘magic’ of ‘technical images’ according to Flusser,” Flusser Studies, no. 4
(2008): 1-12, 1. Significantly, neither “illusion,” “deception,” nor “fiction” was chosen as one
of the 235 entries that make up the glossary of Flusseriana. S. Zielinski, P. Weibel, D. Irrgang,
eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).
FRANCESCO RESTUCCIA 53 AN-ICON
appearance; on other occasions he seems convinced that
the art of illusion is the best tool for the creative training of
our imagination. Therefore, it could be useful to try to put
an order, as far as this is possible, to Flusser’s thoughts
on illusion, in the belief that they are not as conflicting as
they might initially seem. First we will analyze the contexts
where he deplores the risk of deception associated with
any mediation, and with new media and technical images
in particular; then we will consider his critiques of the con-
cepts of illusion and especially of disillusion, focusing on
his theory of a voluntary self-deception; finally we will see
how Flusser approves of illusion when it is understood as
a form of fiction.
Illusion as deception
The German word that Flusser uses the most
when referring to the negative sense of illusion is “Täu-
schung,” which could be translated as “deception.” The
verb “täuschen” literally means to exchange, to swap: by
exchanging two different things, one mistakes one for an-
other one. Being deceived is, first of all, taking something
for something else, or conferring to one thing the value that
we should only confer to something else. What are the two
things that, according to Flusser, might dangerously be
confused? The model and its copy, the signified and the
signifier, the thing and the image. Deception is “a reversal
[Umkehrung] of the vectors of significance,”3 or a “reversal
of the function of the image:”4 images should represent the
world and help us “to orientate” ourselves within it, but we
end up forgetting about the world and living in function of
the images we have created.5 Images “are supposed to be
3 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 37, 68.
4 Ibid.: 10.
5 On the concept of reversal as the key to understanding Flusser’s conception of technical
images see D. Irrgang, Vom Umkehren der Bedeutungsvektoren: Prototypen des Technischen
Bildes bei Vilém Flusser (Cologne: Verlag der Buchhandlung Walther König, 2017).
FRANCESCO RESTUCCIA 54 AN-ICON
maps but they turn into screens: Instead of representing
[vorstellen] the world, they obscure [verstellen] it.”6
Flusser is not concerned by the deceptions
that occur when we take an image of A for an image of B.
As long as we truly know that something is an image, we
also know that it is a human construction, that it needs to
be interpreted and that this interpretation might be wrong.
The real problem arises when images conceal their own
nature.
Flusser’s main models for his (implicit) theory
of deception are Plato’s concept of eidolon and the Jewish
and early Christian conception of idolatry.7 In his interpre-
tation, both Plato’s eidola and religious idols are images
that should mediate and represent something else (ideas
for Plato, God in the Jewish and Christian tradition), but
instead of presenting themselves as such, they end up
being taken for what they should refer to. Flusser rethinks
the concept of idolatry in a secular way, conceiving it as
that particular form of deception which occurs when we
do not recognize the symbolic and cultural nature of an
image. In Towards a Philosophy of Photography idolatry is
defined as “the inability to read off ideas from the elements
of the image, despite the ability to read these elements
themselves; hence: worship of images.”8 It is important to
notice that idolatry is not only a perceptual deception, but
has effects on human behavior: Flusser writes, metaphor-
ically, that images are “worshiped” when they “have a hold
over people as objects.”9
Sometimes, in order to identify this particular
form of deception Flusser uses, instead of “idolatry,” the
term “hallucination.”
6 V. Flusser, Towards a Philosophy of Photography: 10.
7 Ibid.: 11; V. Flusser, “The codified world” (1978), in Writings, trans. E. Eisel (Minneapolis-
London: University of Minnesota Press, 2002): 35-41, 39. See also F. Restuccia, “Flusser
against idolatry,” Flusser Studies, no. 26 (2018): 1-15 and F. Restuccia, Il contrattacco delle
immagini. Tecnica, media e idolatria a partire da Vilém Flusser (Milan: Meltemi, 2021).
8 V. Flusser, Towards a Philosophy of Photography: 83. A similar “semiotic” definition of
idolatry was proposed by Augustine: “Now, he is in bondage to a sign who uses, or pays
homage to, any significant object without knowing what it signifies,” S. Augustine, On
Christian Doctrine, trans. D.W. Robertson jr. (London: Pearson, 1958): III, IX, 13.
9 V. Flusser, “Design: obstacle for/to the removal of obstacles” (1993), in The Shape of
Things. A Philosophy of Design (London: Reaktion Books, 1999): 58-61, 60.
FRANCESCO RESTUCCIA 55 AN-ICON
Imagination can dialectically reverse and become hallucination.
Images resulting from this reversed imagination stop working as
mediation and become opaque surfaces hiding the world. The se-
mantic vectors invert and point towards their producer instead of
pointing towards the world.10
It is important to notice that this sort of reversal
can happen with any kind of mediation and not only with
images. When we stop using texts and conceptual thinking
to help us understand the world, and we start using the
world in order to understand our texts, or forcing data to
fit into our conceptual grid, then we are victims of another
form of deception. In this case Flusser talks about texto-
latry, as opposed to idolatry, or paranoia, as opposed to
hallucination.11
This dangerous reversal of imagination hap-
pens when we do not recognize a medium, especially a
visual one, as such. Therefore, the most illusionary images
are those that appear transparent, concealing their status
of images and presenting themselves as objective reality.
According to Flusser, technical images – all images pro-
duced by apparatuses, starting with photography – are the
most deceiving, in this sense, because their mechanical
production seems to grant an automatic and almost natural
process that avoids any human and cultural interference.12
“But this ‘objectivity’ of the photograph is deceptive [täus-
chend],”13 because technology is a human product and is
also culturally biased. The program that apparatuses use
to code images was written by human beings and is an
externalization of the visual schemata that they would use
if they were drawing an image themselves. When we see
10 V. Flusser, “Iconoclastia,” Cavalo azul, no. 8 (1979): 78-84, 79, my translation; see also V.
Flusser Towards a Philosophy of Photography: 10.
11 The choice of the last couple of words is due to their etymology: “hallucination,” which
might be related to the Latin word lux (light), refers to visual thinking, whereas “paranoia,”
which comes from the Greek word nous (intellect), refers to conceptual thinking. See V. Flusser,
“Iconoclastia:” 79, and V. Flusser, Towards a Philosophy of Photography: 10.
12 H. Fox Talbot, The Pencil of Nature (London: Longman, Brown, Green and Longmans,
1844) was one of the first to assert such a natural character of photography. See K. Walton,
“Transparent pictures: on the nature of photographic realism,” Critical Inquiry, no. 11 (1984):
246-277, https://www.doi.org/10.1086/448287.
13 V. Flusser, Towards a Philosophy of Photography: 51.
FRANCESCO RESTUCCIA 56 AN-ICON
a drawing or any other traditional image, though, we are
aware that what we are looking at is someone’s interpre-
tation of the world, and not the world itself; but when we
see a photograph, or a video, we assume that what we
are looking at is a direct emanation of reality. “This lack of
criticism of technical images is potentially dangerous […]
for the reason that the ‘objectivity’ of technical images is
an illusion [Täuschung].”14 The elements of a photograph
appear to be “symptoms” of the world, instead of “symbols”
that need to be “decoded.”15 The only way to avoid idolatry,
hallucination and deception is to recognize the symbols
contained in an image and decode them, discovering the
“programmed concepts” they represent, “so as to identify
the true significance of the photograph.”16
Based on what has been discussed so far,
Flusser seems to maintain a sort of platonic dualism: im-
ages are just symbols and should not be confused with
the real world. However, Flusser refuses this approach as
“‘metaphysical’ […] in the worst sense of the word.”17 The
reason why he deplores the illusion of transparency of tech-
nical images is because, according to him, no such thing
as an immediate reality can be found, not even beyond
images. Even “the amorphous stew of phenomena (‘the
material world’) is an illusion [Täuschung],”18 since it is only
accessible through our nervous system and is therefore
also a construction. In an interview with Florian Rötzer he
declared:
The concept of simulation disturbs me. When something is simulated,
that is, when it looks like something else, there must be something
being simulated. In the term simulation or simulacrum lies a deep
metaphysical belief that something can be simulated. I do not share
14 Ibid.: 15.
15 Ibid.; V. Flusser, “Für eine Theorie der Techno-Imagination, 1980 in Standpunkte: Texte zur
Fotografie: 8-16, 8.
16 V. Flusser, Towards a Philosophy of Photography: 44.
17 Ibid.: 62.
18 V. Flusser, “Form and material,” in Shape of Things: A Philosophy of Design: 22-29, 22.
FRANCESCO RESTUCCIA 57 AN-ICON
this belief [...]. In my opinion in the word simulation hides what is left
of a belief in the absolute.19
Flusser is not afraid that the real world could
be replaced with a simulation: on the one hand because
our technologies do not allow us to build virtual worlds as
defined as the experience of the world built by our nervous
system, on the other hand because if this ever happened,
then it would not make sense to distinguish these experi-
ences as belonging to different levels of reality.20 Moreover
our lifeworld and our simulations are already intertwined,
since the experiences we have in the former affect those
we have in the latter and vice versa. The real illusion is the
possibility of accessing a pure, immediate reality.
If all is construction, then why is Flusser con-
cerned? Because if we assumed that images – and gener-
ally our whole experience of the world – are immediate and
pure, then we would accept them acritically. We would start
unconsciously absorbing interpretations of reality without
questioning them, and our imagination would slowly be-
come lethargic.
We should then try to avoid surrendering to the
illusion of transparency, train our imagination and learn to
decode the images we are surrounded by. But how can
we do this? Is a rationalistic debunking the only way out
of deception?
Illusion as self-deception
In the essay Filmerzeugung und Filmverbrauch
Flusser rethinks the movie theater as a modern version of21
Plato’s cave. People sit in a dark space looking at images
19 V. Flusser, Zwiegespräche (Göttingen: European Photography, 1996): 230-231, my
translation. See J. Baudrillard, Simulacra and Simulation (1981), trans. S. Glaser (Ann Arbor:
University of Michigan Press, 1995). Flusser considered Baudrillard a friend and often quotes
him in his final years, although mostly polemically.
20 V. Flusser, “Vom Virtuellen,” in F. Rötzer, P. Weibel, eds., Cyberspace. Zum medialen
Gesamtkunstwerk (München: Boer, 2002): 65-71; V. Flusser, Kommunikologie weiter denken
(Frankfurt am Main: Fischer, 2008): 75-77.
21 V. Flusser, “Filmerzeugung und Filmverbrauch,” in Lob der Oberflächigkeit. Für eine
Phänomenologie der Medien (Bensheim-Düsseldorf: Bollman Verlag, 1993): 153-166.
FRANCESCO RESTUCCIA 58 AN-ICON
projected on the wall in front of them, ignoring the world
outside the “cave.” What does Flusser’s interpretation of
the myth teach us? That people want to stay in the cave,
they are not chained, they do not desire to be freed. Their
illusion is voluntary.
According to Flusser commercial cinema still
has some degree of idolatry: people contemplate those
images acritically, as pure entertainment, without question-
ing the message that is being passed. Therefore they are
“programmed” by the technical images to think and act in a
certain way: the same people who leave the movie theater,
writes Flusser, will form a line to enter the supermarket.
They are victims of a double illusion: on the one hand they
see the lights projected on the screen as a world taking
shape in front of their eyes, on the other hand they end
up believing that the people, the feelings, the values they
perceived somehow exist and have a life of their own, that
they are not the creation of a team of artists and technicians.
However, neither of the two forms of illusion is a complete
deception. Any film spectator knows how a film is made:
they know the impression of movement is produced by the
rapid sequence of the frames, they know the events por-
trayed have been written, designed and reproduced, but
they choose to believe in them. “Moviegoers are believers
not in good faith, but in bad faith [böse Glaubens]: they
know better, but don’t want to know. This is not magic, but
something new.”22
In Towards a Philosophy of Photography, writ-
ten around three years later, Flusser further develops his
conception of a voluntary illusion, or belief in bad faith.
Even though people nowadays act as if they were under
the magic spell of technical images – they see a commer-
cial and buy the product, they watch a video and change
their political opinion – yet they do not believe in those
images in the same way as people belonging to traditional
magic cultures believed in their images. While the latter did
not develop their critical consciousness (their conceptual
22 Ibid.: 163, my translation.
FRANCESCO RESTUCCIA 59 AN-ICON
thinking), which can only be trained through literacy,23 the
former do have it, but end up suppressing it.
Both Native Americans and functionaries believe in the reality of
images, but functionaries do this out of bad faith. After all, they
have learned to write at school and consequently should know
better. Functionaries have a historical consciousness and critical
awareness but they suppress these. They know that the war in
Lebanon is not a clash between good and evil but that specific
causes have specific consequences there. They know that the
toothbrush is not a sacred object but a product of Western history.
But they have to suppress their superior knowledge of this.24
The main sources for Flusser’s conception of
a belief in bad faith might be Johan Huizinga and Marcel
Mauss.25 However, these authors developed the idea of
a voluntary belief, or a partially aware illusion, in order to
describe traditional magical thinking and not only the con-
temporary experience of technical images.26 By trying to
prove that any magic ritual has a playful dimension, just as
any game has a ritual dimension, Huizinga affirms that no
illusion is ever a complete deception: it is always combined
with some degree of simulation.
As far as I know, ethnologists and anthropologists concur in the
opinion that the mental attitude in which the great religious feasts
of savages are celebrated and witnessed is not one of complete
illusion. There is an underlying consciousness of things “not be-
ing real.” [...] A certain element of “makebelieve” is operative in all
23 V. Flusser, “Line and surface” (1973), in Writings: 21-34; V. Flusser, Die Schrift. Hat
Schreiben Zukunft? (Göttingen: Immatrix, 1987).
24 V. Flusser, Towards a Philosophy of Photography: 63.
25 V. Flusser, Post-History (1983), trans. R. Maltez Novaes (Minneapolis: Univocal, 2013): 99-
106; V. Flusser, Towards a Philosophy of Photography: 27; Kommunikologie weiter denken: 245.
26 The notion of “voluntary illusion” [illusion volontaire] can already be found in Paul Souriau,
L’imagination de l’artiste (Paris: Librairie Hachette et cie, 1901), while the concept of aware
illusion [bewußte Selbsttäuschung] was first developed by Konrad Lange, Die Bewußte
Selbsttäuschung als Kern des künstlerischen Genusses (Leipzig: Verlag von Veit & Comp.,
1895).
FRANCESCO RESTUCCIA 60 AN-ICON
primitive religions. Whether one is sorcerer or sorcerized one is al-
ways knower and dupe at once. But one chooses to be the dupe.27
In a similar way, a few years before, Mauss
wrote that any magical performance reveals the collective
will to believe in it, both on the part of the spectators and
the magician:
We are in no doubt that magical facts need constant encourage-
ment and that even the sincerest delusions of the magician have
always been self-imposed to some degree.28
Yet, one should be able to distinguish between
this sort of sincere self-delusion that we can find in the ex-
perience of traditional magic, from the “belief in bad faith”
that Flusser identifies in the experience of technical images.
On the one hand the “underlying consciousness of things
‘not being real’” is still a blurry intuition, on the other hand
the critical consciousness reached by educated people
is fully developed and can only coexist with illusion if it is
partially suppressed.
Why do we systematically suppress our critical
and conceptual thinking and choose to be deluded? Flusser
thinks that this human behavior is not only a result of our
tendency to conform. The reason why we need to partially
suppress our critical consciousness in order to function
within society is that, at this level of complexity, conceptual
thinking is no longer efficient. The point is not that people
do not understand rational explanations; it is that they do
not want to hear them. Commenting on how, during the
1982 Lebanon War, people formed their opinions based
on videos and photos, rather than on theoretical analyses,
Flusser writes:
27 J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938), trans. R.F.C.
Hull (London-Boston-Henley: Routledge & Kegan Paul, 1949): 22-23.
28 M. Mauss, General Theory of Magic (1902), trans. R. Brain (London-New York: Routledge,
2001): 118.
FRANCESCO RESTUCCIA 61 AN-ICON
We are by now sick and tired of explanations and prefer to stick
to the photograph that releases us from the necessity for con-
ceptual, explanatory thought and absolves us from the bother of
going into the causes and consequences of the war in Lebanon:
In the image we see with our own eyes what the war looks like.
The text simply consists of instructions as to how we are to see.29
We suppress our conceptual thinking because
of the cognitive comfort provided by technical apparatus-
es that calculate and build images for us. Flusser calls the
state of numbness generated by this comfort the inertia of
happiness: “It is this inertia of happiness that stands in the
way of a changeover.”30
This theory forces us to reconsider the rational-
istic approach that one could at first read into Flusser’s cri-
tique of deception. If our illusion is somehow self-imposed
and the suppression of our critical consciousness is a re-
action to the heaviness, the complexity and the abstract-
ness of conceptual thinking, which expresses the need to
expand the visual, sensory and emotional dimension of
existence, we cannot simply debunk our self-delusion by
rational means. The only way to overcome the negative
aspects of deception is within the image world, therefore
through a creative use of illusion.
Illusion as fiction
When the term “illusion” is used by Flusser with
a positive connotation it has the meaning of construction
or fiction. In the posthumous book The Surprising Phe-
nomenon of Human Communication, where he defines the
structure of communication as the infrastructure of human
reality, Flusser writes that the act of communicating produc-
es the illusion of immortality. We know, due to the suffering
of our bodies, that it is an illusion: “Despite our individual
and collective memories, we remain mortals. Nevertheless,
29 V. Flusser, Towards a Philosophy of Photography: 62.
30 V. Flusser, Kommunikologie weiter denken: 210. “Es ist diese Trägheit des Glücks, die
einer Umschaltung entgegensteht.”
FRANCESCO RESTUCCIA 62 AN-ICON
this illusion is, still, our own reality, our ontological dignity.”31
In this case illusion is a different name for sense-making,
the attribution of meaning, which according to Flusser is
what makes us humans.
When illusion is conceived in this constructive
way, Flusser replaces the term “täuschen” (deceive) with
the term “vortäuschen,” which could be translated as “sim-
ulate,” “feign.”32 In Shape of Things he defines the verb “to
design” as “to concoct something, to simulate [vortäus-
chen], to draft, to sketch, to fashion, to have designs on
something.”33 A simulation – this constructive form of illu-
sion – is not about producing a copy [Abbild], it is about
shaping a model [Vorbild].34
In “Filmerzeugung und Filmverbrauch” Flusser
affirms that not only does the sequence of frames produce
the illusion of movement, but the very frames are illusions,
as they recreate the impression of three dimensional spaces
through the two-dimensional disposition of colors. In this
context “illusion” is not meant in a negative sense: Flusser
is fascinated by the capacity of technical images to evoke
meaningful and visual experiences from non-meaningful
and often non-visual elements, such as the bits of infor-
mation for digital photography.35 Technical images have
an illusionistic effect in that they evoke an impression by
means of calculation.
The point-projection perspective designed by
renaissance painters, the trompe-l’œil designed by baroque
architects, the tricks designed by stage magicians produce
emotional effects using rational techniques. Experimental
photographers and programmers work in the same way, but
31 V. Flusser, The Surprising Phenomenon of Human Communication (1975), trans. R. Maltez
Novaes, D. Naves (Metaflux, 2016): 154.
32 V. Flusser, “Gärten,” in Dinge und Undinge. Phänomenologische Skizzen (München-Wien:
Carl Hanser, 1993): 46-52, 51.
33 V. Flusser, “About the word design,” in Shape of Things: A Philosophy of Design: 17.
34 V. Flusser, “Abbild – Vorbild oder: was heißt darstellen?,” in Lob der Oberflächlichkeit
(Düsseldorf: Bollmann, 1993): 293-317.
35 Even in the case of analog photography, according to Flusser, the image could be
reduced to computable elements, such as the exposure time, the focal aperture, and the ISO
setting.
FRANCESCO RESTUCCIA 63 AN-ICON
with more efficient tools: they can program an apparatus
that will translate an alphanumeric input into a visual output.
According to Flusser, this allows for the first
time for an experimental approach to image making and
therefore an element of control over the visual world: a
synthesis between conceptual-critical thinking and visu-
al-emotional thinking. The word “experimental” is used in a
literal sense: technical images can be used for experiments.
One can insert a certain input, see what the outcome is,
and consequently change the input in order to achieve a
different result.
If one writes the equation of a Mandelbrot frac-
tal in a computer in order to visualize it on the screen, one
may be surprised by the outcome and therefore learn from
it. The complexity of that geometrical figure where the to-
tality is infinitely repeated in the parts could not be perfectly
foreseen.
One sits in front of a keyboard, taking one dot element after another
out of the memory, to fit it into an image on the screen, to compute it.
This step-by-step process of extraction can be automated so that
it can proceed very quickly. The images appear on the screen one
after another in breathtaking speed. One can follow this sequence
of images, just as if the imagination had become self-sufficient;
or as if it had traveled from inside (let’s say from the cranium) to
outside (into the computer); or as if one could observe one’s own
dreams from the outside. In fact, some of the appearing images
can be surprising: they are unexpected images.36
The idea of an experimental character of tech-
nical images could be better understood by taking into
consideration Flusser’s notion of science fiction, where
he further develops the relationship between conceptual
and emotional thinking. With this expression Flusser not
only refers to the literary genre, to which, moreover, he
36 V. Flusser, “A new imagination,” in Writings: 110-116, 114. For a closer analysis of
this essay and for a discussion about the idea of surprising images and the externalization
of imagination, see L. Wiesing, Artificial Presence (2005), trans. N.F. Schott (Stanford:
Stanford University Press, 2010): 98-101. See also V. Flusser, “Ein neuer Platonismus?,”
kulturRRevolution, no. 19 (1988): 6.
FRANCESCO RESTUCCIA 64 AN-ICON
contributed with many charming short stories,37 but also
reflects about the deep inner connection between science
as fiction and fiction as science: something that has been
called a “speculative fiction.”38 Any scientific knowledge is
based on the development of models and simulations that
are, strictly speaking, illusions. When fiction is enhanced
with the experimental exactness provided by technical im-
ages, it becomes a powerful tool to create surprising mod-
els that will allow us to think of what we are not yet able
to conceive.
This is, according to Flusser, the greatest po-
tentiality of virtual simulations: they allow us to experience
– emotionally, visually, haptically – what until now we were
only able to calculate; and at the same time they allow us to
calculate and control experiences that until now we could
only vaguely imagine. Flusser believes that virtual environ-
ments, and in general all technical images, should not be
used to reproduce what already exists for recreational pur-
poses,39 but should “bring to virtuality” alternative worlds.
Thanks to simulated environments, for example, we could
be able to experience a world where all living creatures
are sulfur-based instead of carbon-based – a world that,
37 Most of Flusser’s philosophical science fiction short stories can be found in the
following publications: V. Flusser, Ficções Filosóficas (São Paulo: Edusp, 1998); V. Flusser,
Angenommen: Eine Szenenfolge (Göttingen: European Photography, 2000); V. Flusser, L. Bec,
Vampyroteuthis Infernalis: A treatise with a Report by the Institut Scientifique de Recherche
Paranaturaliste (1987), trans. V.A. Pakis (Minneapolis: University of Minnesota Press, 2012).
See also Flusser’s essays on fiction: V. Flusser, “Da ficção,” O diário (August 26, 1966); V.
Flusser, “Science fiction” (1988), trans. W. Hanff, Flusser Studies, no. 20 (2015): 1-3, where
Flusser writes about a fantasia essata (exacting fantasy), which he attributes to Leonardo da
Vinci.
38 J. Torres, “Homo Fictor: em busca de uma ficção filosófica,” Santa Barbara Portuguese
Studies 2, no. 4 (2020): 1-12, 7. Much has been published on Flusser’s theory of fiction, and
science fiction in particular. See G. Salvi Philipson, “Flusser para além do ensaio: de outros
modos possíveis de habitar a intersecção entre ficção e filosofia,” Flusser Studies, no. 25
(2018): 1-17; the sixth chapter of A. Finger, R. Guldin, G. Bernardo Krause, Vilém Flusser. An
Introduction (Minneapolis: Minnesota University Press, 2011): 109-129; P. Bozzi, “Rhapsody in
blue: Vilém Flusser und der vampyroteuthis infernalis,” Flusser Studies, no. 1 (2005): 1-20; G.
Bernardo Krause, “On philosophical fiction,” in R. Guldin, ed., Das Spiel mit der Übersetzung.
Figuren der Mehrsprachigkeit im Werk Vilém Flussers (Tübingen-Basel: Francke, 2004): 119-
128.
39 Flusser is extremely skeptical about the documentary function of technical images, not
only because of their illusionary character (technical images can be easily manipulated), but
because he questions the neutrality of any sort of documentation. Any document presents
a point of view, with a system of ethical and political implications, as it were objective. See F.
Restuccia, “La realtà sta nella fotografia. Autenticazioni delle immagini della guerra del Libano,”
Carte semiotiche, no. 4 (2016): 160-170.
FRANCESCO RESTUCCIA 65 AN-ICON
without any technical help, we can anticipate, but not fully
conceive.40
Rethinking illusion as an aware and voluntary
simulation allows Flusser to avoid the rationalistic approach
to debunking. He realizes that visual interfaces (and even
more, haptic and immersive ones) allow for experiencers
to overcome their inertia of happiness and take part in the
model making process. However, this is only possible if
technical images and virtual environments are open to a
strong interactive participation.41 This way, by turning the
coding process into a playful interaction, it will be possible
to bridge the gap between critical and visual thinking, be-
tween the elite of programmers and the mass of consumers.
40 V. Flusser, “Vom Virtuellen:” 70-71; V. Flusser, Kommunikologie weiter denken: 78.
Recently Andrea Pinotti identified this approach as part of a post-human trend in VR (try to
experience the world beyond the limits of the human body and mind, for example by flying as
an eagle) as opposed to a humanitarian trend (VR as an empathy machine meant to move the
experiencer about social issues). The main limit of the post-human approach is that it will only
allow perceiving a non-human world as a human being would perceive it. A. Pinotti, Alla soglia
dell’immagine (Torino: Einaudi, 2021): 201; see also A. Pinotti, “What is it like to be a hawk?
Inter-specific empathy in the age of immersive virtual environments,” in Y. Hadjinicolaou, ed.,
Visual Engagements. Image Practices and Falconry (Berlin-Boston: De Gruyter, 2020): 30-47.
The best example of this post-human approach in Flusser is definitely his Vampyrotheutis
infernalis.
41 On the (post-)political implications of Flusser’s theory of participation, see M. Menon,
Vilém Flusser e la “Rivoluzione dell’Informazione”: Comunicazione, Etica, Politica (Pisa: Edizioni
ETS, 2022): 172-178.
FRANCESCO RESTUCCIA 66 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17655 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17655",
"Description": "Vilém Flusser uses the concept of illusion in a non-systematic way, resulting in two ostensible contradictions. First of all, he often uses the term illusion, while criticizing the metaphysic assumptions that it implies; secondly, he seems to both dispraise and value the illusionary nature of technical images. This article aims at clarifying Flusser’s thoughts on illusion in the belief that they are not as conflicting as they might seem at first.\nIn fact, when Flusser deplores the risk of deception associated with technical images, he refers to the illusion of transparency. He does not oppose the concept of illusion to a supposed objective truth, on the contrary, he opposes the illusion of the objective nature of images to the awareness of their constructed and mediated character.\nHowever, a rational demystification of illusions is not a viable option, since, according to Flusser, they are the result of a voluntary self-deception: we suppress our critical thinking because we cannot bear its complexity, we want images to “release us from the necessity for conceptual, explanatory thought.” This is why Flusser thinks that aware illusion – in other words: fiction – can help us overcome our “inertia of happiness” and develop a critical imagination.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17655",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Restuccia",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Self-deception",
"Title": "The polysemy of Vilém Flusser’s concept of illusion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-04-11",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Restuccia",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17655",
"firstpage": null,
"institution": "Sapienza - Università di Roma",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Self-deception",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Weibel, P., Irrgang, D., eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).",
"spatial": null,
"temporal": null,
"title": "The polysemy of Vilém Flusser’s concept of illusion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17655/17772",
"volume": "1"
}
] | The polysemy
of Vilém Flusser’s
concept of illusi o
by Francesco Restuccia
Flusser
n
Illusion
Fiction
Fontcuberta
Idolatry
Self-deception
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The polysemy of
Vilém Flusser’s concept
of il usion
FRANCESCO RESTUCCIA, Sapienza - Università di Roma – https://orcid.org/0000-0002-8900-642X
https://doi.org/10.54103/ai/17655
Abstract Vilém Flusser uses the concept of illusion in
a non-systematic way, resulting in two ostensible contra-
dictions. First of all, he often uses the term illusion, while
criticizing the metaphysic assumptions that it implies; sec-
ondly, he seems to both dispraise and value the illusionary
nature of technical images. This article aims at clarifying
Flusser’s thoughts on illusion in the belief that they are not
as conflicting as they might seem at first.
In fact, when Flusser deplores the risk of de-
ception associated with technical images, he refers to the
illusion of transparency. He does not oppose the concept
of illusion to a supposed objective truth, on the contrary,
he opposes the illusion of the objective nature of images to
the awareness of their constructed and mediated character.
However, a rational demystification of illu-
sions is not a viable option, since, according to Flusser,
they are the result of a voluntary self-deception: we
suppress our critical thinking because we cannot bear
its complexity, we want images to “release us from the
necessity for conceptual, explanatory thought.” This is
why Flusser thinks that aware illusion – in other words:
fiction – can help us overcome our “inertia of happiness”
and develop a critical imagination.
Keywords Flusser Illusion Fiction Fontcuberta
Idolatry Self-deception
To quote this essay: F. Restuccia, “The polysemy of Vilém Flusser’s concept of illusion,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 52-66, https://doi.org/10.54103/ai/17655
FRANCESCO RESTUCCIA 52 AN-ICON
Leafing through the pages of Herbarium (1982-
1985) by Joan Fontcuberta one is immediately seduced by
the beauty of these black and white analog photographs
of exotic plants, whose geometric details remind one of
Karl Blossfeldt’s work. The whole series is presented as
scientific documentation, including the botanical nomencla-
ture of these newly discovered species. Only at a second
glance one might notice that something is wrong: some
details in the image, the strange pseudo-Latin names. What
appeared to be plants are actually small assemblages of
pieces of plastic, fragments and parts of animals found by
the artist in the industrial outskirts of Barcelona. We have
been victims of an illusion. These images, both hyper-re-
alistic and extremely unlikely, aim to deceive us and at the
same time to reveal the deception. Without any digital ma-
nipulation, Fontcuberta’s work on the one hand invites us
to reflect upon the supposed immediate and documentary
character of photography, on the other hand it allows us to
experience unprecedented and surprising configurations.
Fontcuberta had an important intellectual col-
laboration with a philosopher and media theorist who ded-
icated many of his writings to discussing the illusionary
character of technical images: Vilém Flusser.1 Although
the term “illusion” appears only rarely in his writings and
in a non-systematic way, Flusser was definitely fascinated
by the ambiguity of this concept, which, as it emerges in
Herbarium, can be conceived both as a form of deception,
with dangerous and deplorable effects, and as a precious
artistic and epistemic tool.2 Often Flusser refers to illusive
phenomena in a pejorative way; sometimes he tends to re-
ject the metaphysical assumption – implied by the concept
of illusion – that an objective truth can be found beyond
1 Flusser also wrote the introduction to the German edition of Herbarium: V. Flusser,
“Einführung ‘Herbarium’ von Joan Fontcuberta,” in Standpunkte: Texte zur Fotografie
(Göttingen: European Photography, 1998): 113-116.
2 As Carrillo Canán wrote, “Flusser has no explicit theory on deception but as with many
critical thinkers, his theory is to a great extent a theory of deception.” A.J.L. Carrillo Canán,
“Deception and the ‘magic’ of ‘technical images’ according to Flusser,” Flusser Studies, no. 4
(2008): 1-12, 1. Significantly, neither “illusion,” “deception,” nor “fiction” was chosen as one
of the 235 entries that make up the glossary of Flusseriana. S. Zielinski, P. Weibel, D. Irrgang,
eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).
FRANCESCO RESTUCCIA 53 AN-ICON
appearance; on other occasions he seems convinced that
the art of illusion is the best tool for the creative training of
our imagination. Therefore, it could be useful to try to put
an order, as far as this is possible, to Flusser’s thoughts
on illusion, in the belief that they are not as conflicting as
they might initially seem. First we will analyze the contexts
where he deplores the risk of deception associated with
any mediation, and with new media and technical images
in particular; then we will consider his critiques of the con-
cepts of illusion and especially of disillusion, focusing on
his theory of a voluntary self-deception; finally we will see
how Flusser approves of illusion when it is understood as
a form of fiction.
Illusion as deception
The German word that Flusser uses the most
when referring to the negative sense of illusion is “Täu-
schung,” which could be translated as “deception.” The
verb “täuschen” literally means to exchange, to swap: by
exchanging two different things, one mistakes one for an-
other one. Being deceived is, first of all, taking something
for something else, or conferring to one thing the value that
we should only confer to something else. What are the two
things that, according to Flusser, might dangerously be
confused? The model and its copy, the signified and the
signifier, the thing and the image. Deception is “a reversal
[Umkehrung] of the vectors of significance,”3 or a “reversal
of the function of the image:”4 images should represent the
world and help us “to orientate” ourselves within it, but we
end up forgetting about the world and living in function of
the images we have created.5 Images “are supposed to be
3 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 37, 68.
4 Ibid.: 10.
5 On the concept of reversal as the key to understanding Flusser’s conception of technical
images see D. Irrgang, Vom Umkehren der Bedeutungsvektoren: Prototypen des Technischen
Bildes bei Vilém Flusser (Cologne: Verlag der Buchhandlung Walther König, 2017).
FRANCESCO RESTUCCIA 54 AN-ICON
maps but they turn into screens: Instead of representing
[vorstellen] the world, they obscure [verstellen] it.”6
Flusser is not concerned by the deceptions
that occur when we take an image of A for an image of B.
As long as we truly know that something is an image, we
also know that it is a human construction, that it needs to
be interpreted and that this interpretation might be wrong.
The real problem arises when images conceal their own
nature.
Flusser’s main models for his (implicit) theory
of deception are Plato’s concept of eidolon and the Jewish
and early Christian conception of idolatry.7 In his interpre-
tation, both Plato’s eidola and religious idols are images
that should mediate and represent something else (ideas
for Plato, God in the Jewish and Christian tradition), but
instead of presenting themselves as such, they end up
being taken for what they should refer to. Flusser rethinks
the concept of idolatry in a secular way, conceiving it as
that particular form of deception which occurs when we
do not recognize the symbolic and cultural nature of an
image. In Towards a Philosophy of Photography idolatry is
defined as “the inability to read off ideas from the elements
of the image, despite the ability to read these elements
themselves; hence: worship of images.”8 It is important to
notice that idolatry is not only a perceptual deception, but
has effects on human behavior: Flusser writes, metaphor-
ically, that images are “worshiped” when they “have a hold
over people as objects.”9
Sometimes, in order to identify this particular
form of deception Flusser uses, instead of “idolatry,” the
term “hallucination.”
6 V. Flusser, Towards a Philosophy of Photography: 10.
7 Ibid.: 11; V. Flusser, “The codified world” (1978), in Writings, trans. E. Eisel (Minneapolis-
London: University of Minnesota Press, 2002): 35-41, 39. See also F. Restuccia, “Flusser
against idolatry,” Flusser Studies, no. 26 (2018): 1-15 and F. Restuccia, Il contrattacco delle
immagini. Tecnica, media e idolatria a partire da Vilém Flusser (Milan: Meltemi, 2021).
8 V. Flusser, Towards a Philosophy of Photography: 83. A similar “semiotic” definition of
idolatry was proposed by Augustine: “Now, he is in bondage to a sign who uses, or pays
homage to, any significant object without knowing what it signifies,” S. Augustine, On
Christian Doctrine, trans. D.W. Robertson jr. (London: Pearson, 1958): III, IX, 13.
9 V. Flusser, “Design: obstacle for/to the removal of obstacles” (1993), in The Shape of
Things. A Philosophy of Design (London: Reaktion Books, 1999): 58-61, 60.
FRANCESCO RESTUCCIA 55 AN-ICON
Imagination can dialectically reverse and become hallucination.
Images resulting from this reversed imagination stop working as
mediation and become opaque surfaces hiding the world. The se-
mantic vectors invert and point towards their producer instead of
pointing towards the world.10
It is important to notice that this sort of reversal
can happen with any kind of mediation and not only with
images. When we stop using texts and conceptual thinking
to help us understand the world, and we start using the
world in order to understand our texts, or forcing data to
fit into our conceptual grid, then we are victims of another
form of deception. In this case Flusser talks about texto-
latry, as opposed to idolatry, or paranoia, as opposed to
hallucination.11
This dangerous reversal of imagination hap-
pens when we do not recognize a medium, especially a
visual one, as such. Therefore, the most illusionary images
are those that appear transparent, concealing their status
of images and presenting themselves as objective reality.
According to Flusser, technical images – all images pro-
duced by apparatuses, starting with photography – are the
most deceiving, in this sense, because their mechanical
production seems to grant an automatic and almost natural
process that avoids any human and cultural interference.12
“But this ‘objectivity’ of the photograph is deceptive [täus-
chend],”13 because technology is a human product and is
also culturally biased. The program that apparatuses use
to code images was written by human beings and is an
externalization of the visual schemata that they would use
if they were drawing an image themselves. When we see
10 V. Flusser, “Iconoclastia,” Cavalo azul, no. 8 (1979): 78-84, 79, my translation; see also V.
Flusser Towards a Philosophy of Photography: 10.
11 The choice of the last couple of words is due to their etymology: “hallucination,” which
might be related to the Latin word lux (light), refers to visual thinking, whereas “paranoia,”
which comes from the Greek word nous (intellect), refers to conceptual thinking. See V. Flusser,
“Iconoclastia:” 79, and V. Flusser, Towards a Philosophy of Photography: 10.
12 H. Fox Talbot, The Pencil of Nature (London: Longman, Brown, Green and Longmans,
1844) was one of the first to assert such a natural character of photography. See K. Walton,
“Transparent pictures: on the nature of photographic realism,” Critical Inquiry, no. 11 (1984):
246-277, https://www.doi.org/10.1086/448287.
13 V. Flusser, Towards a Philosophy of Photography: 51.
FRANCESCO RESTUCCIA 56 AN-ICON
a drawing or any other traditional image, though, we are
aware that what we are looking at is someone’s interpre-
tation of the world, and not the world itself; but when we
see a photograph, or a video, we assume that what we
are looking at is a direct emanation of reality. “This lack of
criticism of technical images is potentially dangerous […]
for the reason that the ‘objectivity’ of technical images is
an illusion [Täuschung].”14 The elements of a photograph
appear to be “symptoms” of the world, instead of “symbols”
that need to be “decoded.”15 The only way to avoid idolatry,
hallucination and deception is to recognize the symbols
contained in an image and decode them, discovering the
“programmed concepts” they represent, “so as to identify
the true significance of the photograph.”16
Based on what has been discussed so far,
Flusser seems to maintain a sort of platonic dualism: im-
ages are just symbols and should not be confused with
the real world. However, Flusser refuses this approach as
“‘metaphysical’ […] in the worst sense of the word.”17 The
reason why he deplores the illusion of transparency of tech-
nical images is because, according to him, no such thing
as an immediate reality can be found, not even beyond
images. Even “the amorphous stew of phenomena (‘the
material world’) is an illusion [Täuschung],”18 since it is only
accessible through our nervous system and is therefore
also a construction. In an interview with Florian Rötzer he
declared:
The concept of simulation disturbs me. When something is simulated,
that is, when it looks like something else, there must be something
being simulated. In the term simulation or simulacrum lies a deep
metaphysical belief that something can be simulated. I do not share
14 Ibid.: 15.
15 Ibid.; V. Flusser, “Für eine Theorie der Techno-Imagination, 1980 in Standpunkte: Texte zur
Fotografie: 8-16, 8.
16 V. Flusser, Towards a Philosophy of Photography: 44.
17 Ibid.: 62.
18 V. Flusser, “Form and material,” in Shape of Things: A Philosophy of Design: 22-29, 22.
FRANCESCO RESTUCCIA 57 AN-ICON
this belief [...]. In my opinion in the word simulation hides what is left
of a belief in the absolute.19
Flusser is not afraid that the real world could
be replaced with a simulation: on the one hand because
our technologies do not allow us to build virtual worlds as
defined as the experience of the world built by our nervous
system, on the other hand because if this ever happened,
then it would not make sense to distinguish these experi-
ences as belonging to different levels of reality.20 Moreover
our lifeworld and our simulations are already intertwined,
since the experiences we have in the former affect those
we have in the latter and vice versa. The real illusion is the
possibility of accessing a pure, immediate reality.
If all is construction, then why is Flusser con-
cerned? Because if we assumed that images – and gener-
ally our whole experience of the world – are immediate and
pure, then we would accept them acritically. We would start
unconsciously absorbing interpretations of reality without
questioning them, and our imagination would slowly be-
come lethargic.
We should then try to avoid surrendering to the
illusion of transparency, train our imagination and learn to
decode the images we are surrounded by. But how can
we do this? Is a rationalistic debunking the only way out
of deception?
Illusion as self-deception
In the essay Filmerzeugung und Filmverbrauch
Flusser rethinks the movie theater as a modern version of21
Plato’s cave. People sit in a dark space looking at images
19 V. Flusser, Zwiegespräche (Göttingen: European Photography, 1996): 230-231, my
translation. See J. Baudrillard, Simulacra and Simulation (1981), trans. S. Glaser (Ann Arbor:
University of Michigan Press, 1995). Flusser considered Baudrillard a friend and often quotes
him in his final years, although mostly polemically.
20 V. Flusser, “Vom Virtuellen,” in F. Rötzer, P. Weibel, eds., Cyberspace. Zum medialen
Gesamtkunstwerk (München: Boer, 2002): 65-71; V. Flusser, Kommunikologie weiter denken
(Frankfurt am Main: Fischer, 2008): 75-77.
21 V. Flusser, “Filmerzeugung und Filmverbrauch,” in Lob der Oberflächigkeit. Für eine
Phänomenologie der Medien (Bensheim-Düsseldorf: Bollman Verlag, 1993): 153-166.
FRANCESCO RESTUCCIA 58 AN-ICON
projected on the wall in front of them, ignoring the world
outside the “cave.” What does Flusser’s interpretation of
the myth teach us? That people want to stay in the cave,
they are not chained, they do not desire to be freed. Their
illusion is voluntary.
According to Flusser commercial cinema still
has some degree of idolatry: people contemplate those
images acritically, as pure entertainment, without question-
ing the message that is being passed. Therefore they are
“programmed” by the technical images to think and act in a
certain way: the same people who leave the movie theater,
writes Flusser, will form a line to enter the supermarket.
They are victims of a double illusion: on the one hand they
see the lights projected on the screen as a world taking
shape in front of their eyes, on the other hand they end
up believing that the people, the feelings, the values they
perceived somehow exist and have a life of their own, that
they are not the creation of a team of artists and technicians.
However, neither of the two forms of illusion is a complete
deception. Any film spectator knows how a film is made:
they know the impression of movement is produced by the
rapid sequence of the frames, they know the events por-
trayed have been written, designed and reproduced, but
they choose to believe in them. “Moviegoers are believers
not in good faith, but in bad faith [böse Glaubens]: they
know better, but don’t want to know. This is not magic, but
something new.”22
In Towards a Philosophy of Photography, writ-
ten around three years later, Flusser further develops his
conception of a voluntary illusion, or belief in bad faith.
Even though people nowadays act as if they were under
the magic spell of technical images – they see a commer-
cial and buy the product, they watch a video and change
their political opinion – yet they do not believe in those
images in the same way as people belonging to traditional
magic cultures believed in their images. While the latter did
not develop their critical consciousness (their conceptual
22 Ibid.: 163, my translation.
FRANCESCO RESTUCCIA 59 AN-ICON
thinking), which can only be trained through literacy,23 the
former do have it, but end up suppressing it.
Both Native Americans and functionaries believe in the reality of
images, but functionaries do this out of bad faith. After all, they
have learned to write at school and consequently should know
better. Functionaries have a historical consciousness and critical
awareness but they suppress these. They know that the war in
Lebanon is not a clash between good and evil but that specific
causes have specific consequences there. They know that the
toothbrush is not a sacred object but a product of Western history.
But they have to suppress their superior knowledge of this.24
The main sources for Flusser’s conception of
a belief in bad faith might be Johan Huizinga and Marcel
Mauss.25 However, these authors developed the idea of
a voluntary belief, or a partially aware illusion, in order to
describe traditional magical thinking and not only the con-
temporary experience of technical images.26 By trying to
prove that any magic ritual has a playful dimension, just as
any game has a ritual dimension, Huizinga affirms that no
illusion is ever a complete deception: it is always combined
with some degree of simulation.
As far as I know, ethnologists and anthropologists concur in the
opinion that the mental attitude in which the great religious feasts
of savages are celebrated and witnessed is not one of complete
illusion. There is an underlying consciousness of things “not be-
ing real.” [...] A certain element of “makebelieve” is operative in all
23 V. Flusser, “Line and surface” (1973), in Writings: 21-34; V. Flusser, Die Schrift. Hat
Schreiben Zukunft? (Göttingen: Immatrix, 1987).
24 V. Flusser, Towards a Philosophy of Photography: 63.
25 V. Flusser, Post-History (1983), trans. R. Maltez Novaes (Minneapolis: Univocal, 2013): 99-
106; V. Flusser, Towards a Philosophy of Photography: 27; Kommunikologie weiter denken: 245.
26 The notion of “voluntary illusion” [illusion volontaire] can already be found in Paul Souriau,
L’imagination de l’artiste (Paris: Librairie Hachette et cie, 1901), while the concept of aware
illusion [bewußte Selbsttäuschung] was first developed by Konrad Lange, Die Bewußte
Selbsttäuschung als Kern des künstlerischen Genusses (Leipzig: Verlag von Veit & Comp.,
1895).
FRANCESCO RESTUCCIA 60 AN-ICON
primitive religions. Whether one is sorcerer or sorcerized one is al-
ways knower and dupe at once. But one chooses to be the dupe.27
In a similar way, a few years before, Mauss
wrote that any magical performance reveals the collective
will to believe in it, both on the part of the spectators and
the magician:
We are in no doubt that magical facts need constant encourage-
ment and that even the sincerest delusions of the magician have
always been self-imposed to some degree.28
Yet, one should be able to distinguish between
this sort of sincere self-delusion that we can find in the ex-
perience of traditional magic, from the “belief in bad faith”
that Flusser identifies in the experience of technical images.
On the one hand the “underlying consciousness of things
‘not being real’” is still a blurry intuition, on the other hand
the critical consciousness reached by educated people
is fully developed and can only coexist with illusion if it is
partially suppressed.
Why do we systematically suppress our critical
and conceptual thinking and choose to be deluded? Flusser
thinks that this human behavior is not only a result of our
tendency to conform. The reason why we need to partially
suppress our critical consciousness in order to function
within society is that, at this level of complexity, conceptual
thinking is no longer efficient. The point is not that people
do not understand rational explanations; it is that they do
not want to hear them. Commenting on how, during the
1982 Lebanon War, people formed their opinions based
on videos and photos, rather than on theoretical analyses,
Flusser writes:
27 J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938), trans. R.F.C.
Hull (London-Boston-Henley: Routledge & Kegan Paul, 1949): 22-23.
28 M. Mauss, General Theory of Magic (1902), trans. R. Brain (London-New York: Routledge,
2001): 118.
FRANCESCO RESTUCCIA 61 AN-ICON
We are by now sick and tired of explanations and prefer to stick
to the photograph that releases us from the necessity for con-
ceptual, explanatory thought and absolves us from the bother of
going into the causes and consequences of the war in Lebanon:
In the image we see with our own eyes what the war looks like.
The text simply consists of instructions as to how we are to see.29
We suppress our conceptual thinking because
of the cognitive comfort provided by technical apparatus-
es that calculate and build images for us. Flusser calls the
state of numbness generated by this comfort the inertia of
happiness: “It is this inertia of happiness that stands in the
way of a changeover.”30
This theory forces us to reconsider the rational-
istic approach that one could at first read into Flusser’s cri-
tique of deception. If our illusion is somehow self-imposed
and the suppression of our critical consciousness is a re-
action to the heaviness, the complexity and the abstract-
ness of conceptual thinking, which expresses the need to
expand the visual, sensory and emotional dimension of
existence, we cannot simply debunk our self-delusion by
rational means. The only way to overcome the negative
aspects of deception is within the image world, therefore
through a creative use of illusion.
Illusion as fiction
When the term “illusion” is used by Flusser with
a positive connotation it has the meaning of construction
or fiction. In the posthumous book The Surprising Phe-
nomenon of Human Communication, where he defines the
structure of communication as the infrastructure of human
reality, Flusser writes that the act of communicating produc-
es the illusion of immortality. We know, due to the suffering
of our bodies, that it is an illusion: “Despite our individual
and collective memories, we remain mortals. Nevertheless,
29 V. Flusser, Towards a Philosophy of Photography: 62.
30 V. Flusser, Kommunikologie weiter denken: 210. “Es ist diese Trägheit des Glücks, die
einer Umschaltung entgegensteht.”
FRANCESCO RESTUCCIA 62 AN-ICON
this illusion is, still, our own reality, our ontological dignity.”31
In this case illusion is a different name for sense-making,
the attribution of meaning, which according to Flusser is
what makes us humans.
When illusion is conceived in this constructive
way, Flusser replaces the term “täuschen” (deceive) with
the term “vortäuschen,” which could be translated as “sim-
ulate,” “feign.”32 In Shape of Things he defines the verb “to
design” as “to concoct something, to simulate [vortäus-
chen], to draft, to sketch, to fashion, to have designs on
something.”33 A simulation – this constructive form of illu-
sion – is not about producing a copy [Abbild], it is about
shaping a model [Vorbild].34
In “Filmerzeugung und Filmverbrauch” Flusser
affirms that not only does the sequence of frames produce
the illusion of movement, but the very frames are illusions,
as they recreate the impression of three dimensional spaces
through the two-dimensional disposition of colors. In this
context “illusion” is not meant in a negative sense: Flusser
is fascinated by the capacity of technical images to evoke
meaningful and visual experiences from non-meaningful
and often non-visual elements, such as the bits of infor-
mation for digital photography.35 Technical images have
an illusionistic effect in that they evoke an impression by
means of calculation.
The point-projection perspective designed by
renaissance painters, the trompe-l’œil designed by baroque
architects, the tricks designed by stage magicians produce
emotional effects using rational techniques. Experimental
photographers and programmers work in the same way, but
31 V. Flusser, The Surprising Phenomenon of Human Communication (1975), trans. R. Maltez
Novaes, D. Naves (Metaflux, 2016): 154.
32 V. Flusser, “Gärten,” in Dinge und Undinge. Phänomenologische Skizzen (München-Wien:
Carl Hanser, 1993): 46-52, 51.
33 V. Flusser, “About the word design,” in Shape of Things: A Philosophy of Design: 17.
34 V. Flusser, “Abbild – Vorbild oder: was heißt darstellen?,” in Lob der Oberflächlichkeit
(Düsseldorf: Bollmann, 1993): 293-317.
35 Even in the case of analog photography, according to Flusser, the image could be
reduced to computable elements, such as the exposure time, the focal aperture, and the ISO
setting.
FRANCESCO RESTUCCIA 63 AN-ICON
with more efficient tools: they can program an apparatus
that will translate an alphanumeric input into a visual output.
According to Flusser, this allows for the first
time for an experimental approach to image making and
therefore an element of control over the visual world: a
synthesis between conceptual-critical thinking and visu-
al-emotional thinking. The word “experimental” is used in a
literal sense: technical images can be used for experiments.
One can insert a certain input, see what the outcome is,
and consequently change the input in order to achieve a
different result.
If one writes the equation of a Mandelbrot frac-
tal in a computer in order to visualize it on the screen, one
may be surprised by the outcome and therefore learn from
it. The complexity of that geometrical figure where the to-
tality is infinitely repeated in the parts could not be perfectly
foreseen.
One sits in front of a keyboard, taking one dot element after another
out of the memory, to fit it into an image on the screen, to compute it.
This step-by-step process of extraction can be automated so that
it can proceed very quickly. The images appear on the screen one
after another in breathtaking speed. One can follow this sequence
of images, just as if the imagination had become self-sufficient;
or as if it had traveled from inside (let’s say from the cranium) to
outside (into the computer); or as if one could observe one’s own
dreams from the outside. In fact, some of the appearing images
can be surprising: they are unexpected images.36
The idea of an experimental character of tech-
nical images could be better understood by taking into
consideration Flusser’s notion of science fiction, where
he further develops the relationship between conceptual
and emotional thinking. With this expression Flusser not
only refers to the literary genre, to which, moreover, he
36 V. Flusser, “A new imagination,” in Writings: 110-116, 114. For a closer analysis of
this essay and for a discussion about the idea of surprising images and the externalization
of imagination, see L. Wiesing, Artificial Presence (2005), trans. N.F. Schott (Stanford:
Stanford University Press, 2010): 98-101. See also V. Flusser, “Ein neuer Platonismus?,”
kulturRRevolution, no. 19 (1988): 6.
FRANCESCO RESTUCCIA 64 AN-ICON
contributed with many charming short stories,37 but also
reflects about the deep inner connection between science
as fiction and fiction as science: something that has been
called a “speculative fiction.”38 Any scientific knowledge is
based on the development of models and simulations that
are, strictly speaking, illusions. When fiction is enhanced
with the experimental exactness provided by technical im-
ages, it becomes a powerful tool to create surprising mod-
els that will allow us to think of what we are not yet able
to conceive.
This is, according to Flusser, the greatest po-
tentiality of virtual simulations: they allow us to experience
– emotionally, visually, haptically – what until now we were
only able to calculate; and at the same time they allow us to
calculate and control experiences that until now we could
only vaguely imagine. Flusser believes that virtual environ-
ments, and in general all technical images, should not be
used to reproduce what already exists for recreational pur-
poses,39 but should “bring to virtuality” alternative worlds.
Thanks to simulated environments, for example, we could
be able to experience a world where all living creatures
are sulfur-based instead of carbon-based – a world that,
37 Most of Flusser’s philosophical science fiction short stories can be found in the
following publications: V. Flusser, Ficções Filosóficas (São Paulo: Edusp, 1998); V. Flusser,
Angenommen: Eine Szenenfolge (Göttingen: European Photography, 2000); V. Flusser, L. Bec,
Vampyroteuthis Infernalis: A treatise with a Report by the Institut Scientifique de Recherche
Paranaturaliste (1987), trans. V.A. Pakis (Minneapolis: University of Minnesota Press, 2012).
See also Flusser’s essays on fiction: V. Flusser, “Da ficção,” O diário (August 26, 1966); V.
Flusser, “Science fiction” (1988), trans. W. Hanff, Flusser Studies, no. 20 (2015): 1-3, where
Flusser writes about a fantasia essata (exacting fantasy), which he attributes to Leonardo da
Vinci.
38 J. Torres, “Homo Fictor: em busca de uma ficção filosófica,” Santa Barbara Portuguese
Studies 2, no. 4 (2020): 1-12, 7. Much has been published on Flusser’s theory of fiction, and
science fiction in particular. See G. Salvi Philipson, “Flusser para além do ensaio: de outros
modos possíveis de habitar a intersecção entre ficção e filosofia,” Flusser Studies, no. 25
(2018): 1-17; the sixth chapter of A. Finger, R. Guldin, G. Bernardo Krause, Vilém Flusser. An
Introduction (Minneapolis: Minnesota University Press, 2011): 109-129; P. Bozzi, “Rhapsody in
blue: Vilém Flusser und der vampyroteuthis infernalis,” Flusser Studies, no. 1 (2005): 1-20; G.
Bernardo Krause, “On philosophical fiction,” in R. Guldin, ed., Das Spiel mit der Übersetzung.
Figuren der Mehrsprachigkeit im Werk Vilém Flussers (Tübingen-Basel: Francke, 2004): 119-
128.
39 Flusser is extremely skeptical about the documentary function of technical images, not
only because of their illusionary character (technical images can be easily manipulated), but
because he questions the neutrality of any sort of documentation. Any document presents
a point of view, with a system of ethical and political implications, as it were objective. See F.
Restuccia, “La realtà sta nella fotografia. Autenticazioni delle immagini della guerra del Libano,”
Carte semiotiche, no. 4 (2016): 160-170.
FRANCESCO RESTUCCIA 65 AN-ICON
without any technical help, we can anticipate, but not fully
conceive.40
Rethinking illusion as an aware and voluntary
simulation allows Flusser to avoid the rationalistic approach
to debunking. He realizes that visual interfaces (and even
more, haptic and immersive ones) allow for experiencers
to overcome their inertia of happiness and take part in the
model making process. However, this is only possible if
technical images and virtual environments are open to a
strong interactive participation.41 This way, by turning the
coding process into a playful interaction, it will be possible
to bridge the gap between critical and visual thinking, be-
tween the elite of programmers and the mass of consumers.
40 V. Flusser, “Vom Virtuellen:” 70-71; V. Flusser, Kommunikologie weiter denken: 78.
Recently Andrea Pinotti identified this approach as part of a post-human trend in VR (try to
experience the world beyond the limits of the human body and mind, for example by flying as
an eagle) as opposed to a humanitarian trend (VR as an empathy machine meant to move the
experiencer about social issues). The main limit of the post-human approach is that it will only
allow perceiving a non-human world as a human being would perceive it. A. Pinotti, Alla soglia
dell’immagine (Torino: Einaudi, 2021): 201; see also A. Pinotti, “What is it like to be a hawk?
Inter-specific empathy in the age of immersive virtual environments,” in Y. Hadjinicolaou, ed.,
Visual Engagements. Image Practices and Falconry (Berlin-Boston: De Gruyter, 2020): 30-47.
The best example of this post-human approach in Flusser is definitely his Vampyrotheutis
infernalis.
41 On the (post-)political implications of Flusser’s theory of participation, see M. Menon,
Vilém Flusser e la “Rivoluzione dell’Informazione”: Comunicazione, Etica, Politica (Pisa: Edizioni
ETS, 2022): 172-178.
FRANCESCO RESTUCCIA 66 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18191 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18191",
"Description": "In the first of the Charles Eliot Norton Lectures that he gave at Harvard in 1984, Frank Stella focused on “The necessity of creating pictorial space that is capable of dissolving its own perimeter and surface plane,” and claimed that “No one helped lighten this burden more than Caravaggio.” At a certain point in his talk, the American artist went so far as to say that Caravaggio anticipated the invention of the gyroscope, the technological device which makes the virtual experience possible. Stella’s lecture is the starting point for developing an anachronistic path through pictorial and digital media, in light of their ability to produceillusionistic effects on viewers. In particular, building on Michael Fried’s theory of art and image, this paper investigates virtual experience with reference to two different moments: the “immersive” moment, in which one has the impression of stepping into the frame, and the “specular” one, where the illusionistic effects are revealed; the attraction, when sinking into an image that has become an environment, and the distancing, when the image itself beckons to us and we are invited to reflect on our position as viewers.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18191",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Zucconi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Virtual Reality Cinema",
"Title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Zucconi",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18191",
"firstpage": null,
"institution": "Università Iuav di Venezia ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Virtual Reality Cinema",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zucconi, F., “Regarding the image of the pain of others: Caravaggio, Sontag, Leogrande,” Humanities 11 (2022), https://doi.org/10.3390/h11020044.",
"spatial": null,
"temporal": null,
"title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18191/17773",
"volume": "1"
}
] | Caravaggio’s
gyroscope:
on the two “moments”
of the virtualCaravaggio
experience
by Francesco Zucconi
Frank Stella
Michael Fried
Immersion and Specularity
Virtual Reality Cinema
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Caravaggio’s gyroscope:
on the two “moments” of the
virtual experience
FRANCESCO ZUCCONI, Università IUAV di Venezia – https://orcid.org/0000-0001-9580-1000
https://doi.org/10.54103/ai/18191
Abstract In the first of the Charles Eliot Norton Lectures
that he gave at Harvard in 1984, Frank Stella focused on
“The necessity of creating pictorial space that is capable
of dissolving its own perimeter and surface plane,” and
claimed that “No one helped lighten this burden more than
Caravaggio.” At a certain point in his talk, the American
artist went so far as to say that Caravaggio anticipated the
invention of the gyroscope, the technological device which
makes the virtual experience possible. Stella’s lecture is the
starting point for developing an anachronistic path through
pictorial and digital media, in light of their ability to produce
illusionistic effects on viewers. In particular, building on Mi-
chael Fried’s theory of art and image, this paper investigates
virtual experience with reference to two different moments:
the “immersive” moment, in which one has the impression
of stepping into the frame, and the “specular” one, where
the illusionistic effects are revealed; the attraction, when
sinking into an image that has become an environment, and
the distancing, when the image itself beckons to us and
we are invited to reflect on our position as viewers.
Keywords Caravaggio Frank Stella Michael Fried
Immersion and Specularity Virtual Reality Cinema
To quote this essay: F. Zucconi, “Caravaggio’s gyroscope: on the two ‘moments’ of the virtual
experience,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 67-88, https://doi.
org/10.54103/ai/18191
FRANCESCO ZUCCONI 67 AN-ICON
Introduction
I put on the headset and immerse myself in
another world – in a theme park or in a refugee camp, in a
disaster-stricken village or perhaps in the city of Hiroshi-
ma immediately after the launch of the atomic bomb.1 In
some cases I am a mere sightseer, while in other cases I
am the “witness” to significant events. I have to enter into
an empathetic relationship with those who dwell very far
from me, I am expected to “put myself in their shoes” and
to experience their condition “directly.”2 Yet I cannot help
but realize, sooner or later, that I find myself physically in
the safe spaces of a museum or a gallery, in the section
dedicated to VR cinema at the Venice International Film
Festival, or perhaps in the pavilion of an NGO that uses
virtual reality as a form for raising public awareness on
sensitive topics. No matter how effectively illusionistic this
virtual environment is. Always, in the media experiences of
VR cinema, something pushes me inward, draws me into
the virtual environment, while, at the same time, something
else pushes me out, reminding me that I am just facing an
image, and bringing me back to the spatial and temporal
coordinates of our physical world.3
This article does not intend to analyse immer-
sive videos by trying to deconstruct the nonchalant use of
the notion of “empathy” and the ideology of “transparency”
that has characterized their promotion, which has already
1 As an example of a virtual theme park experience, see “Disneyland Paris - 360 VR -
Main Street,” Disneyland Paris, YouTube video, 1.19, 2020, https://www.youtube.com/
watch?v=RNly6mSF0-o, accessed January 10, 2023. Regarding the applications of such
technology to the field of humanitarian communication, see http://unvr.sdgactioncampaign.org,
accessed January 10, 2023. As for the fourth example, please refer to the official web page of
the project https://www.smithsonianmag.com/innovation/new-virtual-reality-experience-drops-
you-hiroshima-right-after-its-been-bombed-180968903, accessed January 10, 2023.
2 As an emblematic example of the promotional use of a term such as “empathy” and on the
idea of putting oneself in another’s place through VR cinema, see https://youtu.be/
vAEjX9S8o2k.
3 These issues can be conceived with reference to Edmund Husserl’s phenomenological
lesson and the relationship among the notions of Bildding (the physical thing), Bildobjekt
(image-object) and Bildsujet (image-subject). See E. Husserl, “Phantasy and Image
Consciousness,” in Phantasy, Image Consciousness, and Memory (1898-1925). Edmund
Husserl Collected Works, vol 11 (Dordrecht: Springer, 2005). On the illusionistic forms of virtual
reality, examined through a rereading of Husserl, see P. Conte, Unframing Aesthetics (Milan:
Mimesis International, 2020): 46-52.
FRANCESCO ZUCCONI 68 AN-ICON
been the subject of several studies.4 Rather, I would like
to take up and further develop some issues present in my
previous works, with the aim of opening a space for reflec-
tion on immersive technology following an anachronistic
path through pictorial and digital media by referring to some
concepts of art history and theory.5
The main objective is to focus, in analytical and
theoretical terms, on the double effect of attraction and
distancing described above, as structuring the experience
of VR cinema. While the impossibility of fully capturing
and keeping the viewers within the virtual environment has
mostly been conceived as a negative limitation of such
technology, in this paper I try to argue otherwise. Through
the reference to a repertoire of images from the past, the
aim is to describe the paradoxical character of an experi-
ence that is made up as much of attraction as of distancing.
But before this can be sustained there are some interme-
diate steps.
After this introduction, in the second section,
taking up a hypothesis advanced by Frank Stella, I explain
the idea that gives the title to this paper: that Caravaggio,
anticipated the invention of gyroscope technology and
therefore made possible the first immersive experience in
the history of Western painting. In the third, fourth and fifth
sections, building on Michael Fried, I try to emphasize the
two moments that characterize Caravaggio’s paintings:
immersion, the formal device that attracts within the image,
and specularity, understood as the set of figurative and
compositional elements that produce an effect of aware-
ness on the viewer.6 In the conclusion, I reconsider Fried’s
analysis and the concepts that characterize his theoretical
4 The literature on the notion of empathy is vast and constantly evolving with reference
to new technological and expressive forms. For an early critical reflection on the facile
use of this concept in relation to VR cinema, see W. Uricchio, S. Ding, S. Wolozin, and B.
Boyacioglu, Virtually There: Documentary Meets Virtual Reality Conference Report (The MIT
Open Documentary Laboratory, 2016): 17-18, http://opendoclab.mit.edu/wp/wp-content/
uploads/2016/11/MIT_OpenDocLab_VirtuallyThereConference.pdf, accessed January 10,
2023.
5 I refer to F. Zucconi, Displacing Caravaggio: Art, Media, and Humanitarian Visual Culture
(Cham: Palgrave Macmillan, 2018).
6 On these two notions, which will also be referred to in the following pages, see M. Fried, The
Moment of Caravaggio (Princeton and Oxford: Princeton University Press, 2010).
FRANCESCO ZUCCONI 69 AN-ICON
work in relation to contemporary media. What emerges is
an opportunity for developing an ethic of VR: to what extent,
can immersive technology facilitate the assumption of a
testimonial gaze? Under what conditions can the gesture
of wearing a virtual reality headset assume a critical value?
Frank Stella’s hypothesis
The American artist Frank Stella is, without a
doubt, someone who understands visual surfaces and me-
dia frames, their ability to offer illusionistic effects. One only
has to think of his works in the 1960s, where a series of
frames relentlessly squeeze against each other, leaving a
small coloured square in the centre. Taking inspiration from
Louis Marin’s analysis of Gran Cairo (1962), it is fair to ask
whether these squares-frames are a well or a pyramid (Fig.
1). As the French historian and theorist notes, they are “a
well and a pyramid, but never at the same time. The eye
cannot predict the necessary and the arbitrary moment of
conversion in which all the serious play of the frame and
its modern and contemporary figures seem to be concen-
trated: the play of the rhythm of presentation and repre-
sentation, the play of the subject of the art of seeing and
the art of describing.”7
If we compare them to the famous example of
the rabbit/duck illustration investigated by Ludwig Wittgen-
stein and Ernst Gombrich, Stella’s paintings do not merely
work on the viewers’ perceptual and cognitive limits in the
recognition of the figures depicted. Rather, the represen-
tational undecidability and instability of image produce a
spatial effect, by modulating the relation between the ob-
serving subject and the observed object. In other words,
when confronted with the rabbit/duck illustration, the viewer
does not have the illusion of being confronted with a duck or
rabbit coming off the page; rather, the graphic representa-
tion produces an illusionistic effect that makes it impossible
to visualize the two animals at the same time. In contrast
7 L. Marin, On Representation (Stanford: Stanford University Press, 2002): 372.
FRANCESCO ZUCCONI 70 AN-ICON
to that, Stella’s paintings produce an illusionistic effect to
the extent that they alternately draw the viewer inward – as
in a well – or push him or her out, as if the surface had a
pyramidal shape. Those who observe Stella’s paintings are
thus subjected to the rhythmic redundancy of the “opac-
ity” of the painted frame that becomes recognizable – we
might say that makes itself “transparent” – in the metaphors
of the pyramid and the well.8 In more general terms than
those used by Marin, we might speak of Stella’s work as a
gestalt effect capable of inducing, alternately, in the viewer
both the impression of attraction and that of rejection or
distancing. In fact, beyond the series of concentric squares,
Stella’s artistic research would continue in the 1970s and
1980s by focusing on the relationship between the space
Fig. 1. Frank Stella, Gran Cairo, 1962, New York, Whitney Museum of
American Art, purchase with funds from the Friends of the Whitney Museum
of American Art; © Frank Stella/Artists Rights Society (ARS), New York.
8 L. Wittgenstein, Philosophical Investigations (London: Pearson, 1973); E. Gombrich, Art and
Illusion: A Study in the Psychology of Pictorial Representations (Princeton: Princeton University
Press, 1961).
FRANCESCO ZUCCONI 71 AN-ICON
of the canvas and the pictorial space, between the surface
and depth (Fig. 2).
Fig. 2. Frank Stella, Eccentric Polygon,
1974, Jane Kahan Gallery, New York;
purchased by Walter and Joan Wolf,
Indianapolis, Indiana; ©Frank Stella/
Artists Rights Society (ARS), New York.
Beyond the theory of art that is implied in Stel-
la’s works, it behoves us to pay particular attention, then,
to what he had to say in the first of the Charles Eliot Norton
Lectures that he gave at Harvard in 1984. In developing
a line of thought that sweeps from Leonardo da Vinci to
Seurat, and from Vermeer to Velázquez, Stella focused on
a theoretical problem that is crucial in the history of arts
and images; a problem that equally concerns both “old”
and “new” media. “The necessity of creating pictorial space
that is capable of dissolving its own perimeter and surface
plane,” he says, “is the burden that modern painting was
born with.”9 And immediately afterwards he goes on to
state that “No one helped lighten this burden more than
Caravaggio.”10
As often happens, when artists are willing to
share their theory, their tone tends to be assertive: Stella’s
remarks are full of ideas for creative practice but possibly a
font of perplexity for art historians. Still, how can one not ap-
preciate his attempt to concisely express the transformation
9 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 10.
10 Ibid.
FRANCESCO ZUCCONI 72 AN-ICON
that Caravaggio’s painting forced on the regimes of pictorial
representation of space and bodies? Stella’s observations
aptly describe Caravaggio’s propensity for experimenting
with the phenomenological limits of the idea of “realism,”
by creating environments in which the viewer’s gaze must
grope its way around, wrapped up in the composition but
equally attracted by the vivid emphasis on colour, and by
the chromatic nuances seen in some of the details.
Stella’s reflections did not stop here. He de-
veloped his argument by examining Caravaggio’s entire
body of works and focuses on a few paintings. He used
anachronistic terminology to highlight several aspects that
prefigure artistic and technological developments that took
place in the following decades as well as to identify their
potentialities:
To be able to carry in our minds the space of Caravaggio’s large
commanding works, such as the Vatican Deposition and the Seven
Acts of Mercy from Naples, we need some kind of image to help
form an idea about the design and purpose of Caravaggio’s pictorial
space. The image that comes to mind is that of the gyroscope—a
spinning sphere, capable of accommodating movement and tilt. We
have to imagine ourselves caught up within this sphere, experienc-
ing the movement and motion of painting’s action. [...] The space that
Caravaggio created is something that twentieth-century painting
could use: an alternative both to the space of conventional realism
and to the space of what has come to be conventional painterliness.
The sense of a shaped spatial presence enveloping the action
of the painting and the location of the creator and spectator is a
by-product of the success of Caravaggio’s realistic illusionism.11
Within a reflection on VR cinema and immersive
media, it is the idea of “realistic illusionism” and even more
the metaphor of the gyroscope that attracts attention. The
gyroscope, invented in the 19th century by French physi-
cist Jean Bernard Léon Foucault is still the basis of virtual
reality devices. It is also thanks to it that the visors worn
11 Ibid.: p. 11.
FRANCESCO ZUCCONI 73 AN-ICON
by viewers can track head movements and thus accurately
detect movement along one, two or three axes, thus mak-
ing the virtual experience possible. Without the gyroscope,
there is no possible balance between the viewer’s gestures
and movements in the virtual environment, nor any possi-
bility of orientation within it.
It is time to give a chance to Stella and his
hypothesis that Caravaggio invented the gyroscope and
with it virtual reality helmets. But I would like to develop
this suggestion in a key that is not merely “technological,”
by investigating the forms of composition that character-
ize the pictorial medium and the effects they produce. To
do so, it is necessary to re-conceive the American artist’s
hypothesis into a series of operational questions: what is
or would be, exactly, in Caravaggio’s painting capable of
prefiguring the conditions of illusionism made possible by
contemporary technologies? How do his paintings help
us understand the dual effect – hitherto described as one
of attraction and distancing – that we experience within
immersive environments like those of VR cinema?
The two moments of Narcissus
To my knowledge, no contemporary photogra-
pher or artist has yet investigated in detail the instant when
viewers put on or take off their virtual reality helmets. This
is really a pity, because the image of that precise instant
could make us think a lot about the potentialities of such
technology. We must therefore be content with the myths
of the past and their survival in our contemporary practices.
About to plunge into a virtual world, we find the
figure of Narcissus. As noted by Andrea Pinotti – who has
identified in Narcissus a kind of “conceptual character” of
the an-iconic tradition in Western visual culture – there are
two versions of the myth: the first aimed at producing a
“naïve” image of the young boy who falls into the illusionistic
trap of the image (recurring in Plotinus, Pausanias, Marsilio
Ficino, etc.); the second coinciding with a “conscious” Nar-
cissus (Ovidian variant), who is aware of the, so to speak,
FRANCESCO ZUCCONI 74 AN-ICON
media environment with which he is confronted and with
which he is about to make one body.12
It matters little that the Narcissus painted at
the end of the Sixteenth century is not a signed work by
Caravaggio but only an attribution, widely discussed by
art historians (Fig. 3). For the purposes of the reasoning
proposed in this paper, it should be noted that the young
man is already fully rapt and about to plunge into the world
of image. Yet, the figure of the double reflection still reveals
a gap between two representational and sensible worlds
or regimes.
Fig. 3. Caravaggio (attribution), Narcissus,
1597-1599, Rome, Palazzo Barberini.
Explicitly taking up the terms proposed by Mi-
chael Fried, Narcissus constitutes an explication of the two
“moments” that Caravaggio’s painting produces on view-
ers. According to Fried – let it be said in passing: a friend
12 A. Pinotti, Alla soglia dell’immagine. Da Narciso alla realtà virtuale (Torino: Einaudi, 2021):
3-6.
FRANCESCO ZUCCONI 75 AN-ICON
and one of the most important interpreter of Stella’s work
– Caravaggio’s pictorial corpus involve a moment defined
as “immersive, imagining the painter as so caught up, so
immersed, in this phase of his work on the painting as to be
less than fully aware of any sharp distinction between the
painting and himself.”13 The second “‘moment,’ notionally
instantaneous, of separating or indeed recoiling from the
painting, of becoming detached from it, which is to say of
no longer being immersed in work on it but rather of see-
ing it, taking it in, as if for the first time; I call that ‘moment’
specular, meaning thereby to emphasize the strictly visual
or optical relation between the artist - viewer and the image,
or image - artefact, that has just brought into being.”14
Reading these pages on Caravaggio, thoughts
evidently run to the dialectic between “absorption” and
“theatricality”15 identified by Fried himself in the painting of
the eighteenth century, or to that between “art” and “ob-
jecthood”16 as a key to theoretical and critical interpreta-
tion of the relationship between media, art and spatiality in
the second half of the twentieth century. Even before the
eighteenth century, well before the twentieth-century and,
we might add, contemporary media experience, Caravag-
gio would have had the ability to reflect in an original way
on the tension between the painter and his work (through
the use of self-portraiture), between the canvas and the
pictorial space (the composition of volumes, the relation-
ship between light and shadow) producing unprecedented
effects on viewers, now driving them inward, now pushing
them outward.
Hovering between the classicism of the myth
and the technological actuality of the present, Narcissus is
a virtual allegory of the ‘moment’ of immersion, or perhaps I should
say of absorption becoming immersion, conjoined with the strongest
13 M. Fried, The Moment of Caravaggio: 39.
14 Ibid.
15 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
16 M. Fried, Art and Objecthood: Essays and Reviews (Chicago-London: University of
Chicago Press, 1998).
FRANCESCO ZUCCONI 76 AN-ICON
possible statement of the specular separation of the viewer — orig-
inally the painter-viewer — from the painting. There is in it also the
strongest imaginable thematization of mirroring as distinct from
painting, another of the basic polarities that, in varying ratios and
combinations, structure much of Caravaggio’s art. And of course,
it is a scene of hyperbolic self-portraiture, the core practice of his
lifelong endeavor.17
Narcissus is in a sense, for the purposes of the
anachronistic reasoning I am proposing here, a portrait of
the exact moment when the viewer is about to put on the
headset to access the virtual experience: it is in the middle,
between plunging and retreating.
Within Caravaggio: immersion and
reflection
Beyond the myth, the comparison between
contemporary media and the tradition of western art can
be developed through other Caravaggio masterpieces, in
which the effect of spatial encompassment is strong. Even
better, it is possible to argue that some of Caravaggio’s
paintings represent the virtual experience as viewed from
the outside but not without investigating the effects it pro-
duces in those inside.
Let us focus on the Taking of Christ (1602) and
The Martyrdom of Saint Ursula (1610). In the first of these
two paintings (Fig. 4), the centre of attention is located on
the left, at the point of Judas’s dramatic gesture of betrayal,
toward which all eyes converge, except for those of the
disciple, who flees terrified toward the edge of the frame.
In the second painting, considered to be the last that Car-
avaggio completed before his death, what is represented
is the exact moment when Saint Ursula is wounded by
Attila after she refuses his advances. What connects the
two works, in addition to the horizontal composition and
the precise staging of a dramatic event, is the presence of
17 M. Fried, The Moment of Caravaggio: 139.
FRANCESCO ZUCCONI 77 AN-ICON
a figure located on the right side of each painting. This is
a man shown in profile: he has a black beard and bushy
eyebrows. His head is stretched up, as if he were standing
on tiptoe so as to better observe the violent scene unfold-
ing just a few steps in front of him. In the 1602 painting
the man is attempting to lighten the darkness of the night
and illuminate Judas’s kiss by means of a lantern, which
he holds in front of himself with his right hand.
This figure is of particular interest for at least
two reasons. The first, which Roberto Longhi divined earlier,
is that the man on the right side of the image is Caravaggio
himself. This is a self-portrait, one of the many in his picto-
rial corpus, confirmed moreover by its reproduction – like a
Fig. 4. Caravaggio, Taking of Christ, 1602,
Dublin, National Gallery of Ireland.
Fig. 5. Caravaggio, The Martyrdom of
Saint Ursula, 1610, Naples, Palazzo
Zevallos Stigliano.
FRANCESCO ZUCCONI 78 AN-ICON
signature – in the Martyrdom of Saint Ursula (Fig. 5).18 The
second reason concerns the role that this figure plays in
both works. The art historian Sergio Benedetti – who has
the merit of having rediscovered the original Taking of Christ,
after years of investigation into various copies – noted that
the figure of Caravaggio “is well defined and holds up a
lantern, the function of which is purely compositional as it
appears to throw no light, the true light source being high
on the left, beyond the scene depicted.”19 In a similar way,
Leo Bersani and Ulysse Dutoit noted how, in this work,
“Caravaggio puts himself within the painting not in order
to get closer to his historical subject but rather in order to
see himself both illuminating and experiencing congested
spaces.”20 Even more explicitly, Giovanni Careri identified in
this self-portrait a kind of declaration of intent of the artist
that invites us to reflect on our position as spectators: “I
paint with light, with light I show a scene that belongs to
the past, but also to the present, the armour testifies to
this. I am here to see the arrest of Christ but I cannot in-
tervene, as you spectators, witnesses safe from a violence
that outrages and fascinates.”21
By re-conceiving such analytical insights in
Fried’s terms, the artist’s self-portrait with lantern can
therefore be conceived of both as being in the process of
becoming immersed in the pictorial environment and as
becoming “expelled from it in a ‘moment’ of specularity
which was to all intents and purposes the aim and purpose
of that work (the establishment of the painting as a painting,
as an artifact to be looked at.)”22
Retracing our steps to the theoretical notions
structuring this paper, with these paintings we are confront-
ed with two different and apparently contradictory effects.
At first, like Caravaggio trying to observe the scene, with
18 R. Longhi, “Un originale di Caravaggio a Rouen e il problema delle copie caravaggesche,”
Paragone 121 (1960): 23-36.
19 S. Benedetti, “Caravaggio’s Taking of Christ, a masterpiece rediscovered,” The Burlington
Magazine 135, no. 1088 (1993): 731-741, 738.
20 L. Bersani, U. Dutoit, Caravaggio’s Secrets (Cambridge-London: MIT Press, 1998): 57.
21 G. Careri, Caravaggio. La Fabbrica dello Spettatore (Milano: Jaca Book, 2017): 234.
22 M. Fried, The Moment of Caravaggio: 217.
FRANCESCO ZUCCONI 79 AN-ICON
or without his lantern, we are pushed into the painting as
a medial environment made of light and shadow. Then lat-
er, once we have searched the environment and once we
have recognized the figure of the painter-witness, we are
pushed outward, that is to say that we begin to reflect on
the pictorial composition and on our position as viewers:
in front of an image, with our feet planted on the museum’s
floor, in Dublin, Naples or in another city.
Putting it in anachronistic terms, one could first
argue that the contemporary experiences offered by VR
cinema are also characterized by an “immersive” moment:
here the field of view itself coincides with a “portable lan-
tern” located on the forehead of the spectator; a wearable
lantern that illuminates a spherical space that coincides
with full darkness, except for the frontal portion framed
from time to time. Darkness that the VR cinema viewer
will never have occasion to see or feel, except when it is
diegetized in the production of a given narrative effect. At
the same time, a “specular” moment, always persists: pri-
marily in the glitches of the digital environment; in the very
fact that lowering my gaze to look for my body I tend to
find nothing or at least the scarcely credible simulation of
arms and legs; in the presence of extradiegetic music, in all
those compositional effects – whether intended or not by
the video-makers – that invite us to see the image behind
the simulation of a virtual environment and in so doing to
“reflect” on our position as viewers.23
Regarding the image of the pain of others
As in many VR cinema projects, the two paint-
ings described above are about situations of suffering or
violence, scenes which invite the viewer to assume the
position of a witness but in which, at the same time, it is
impossible to immerse oneself completely. One painting
by Caravaggio seems capable of interrogating, more than
23 On the limits of VR cinema, through some concrete examples, see F. Zucconi, “Sulla
tendenza utopica nel VR cinema,” Carte Semiotiche 7 (2021): 118-126.
FRANCESCO ZUCCONI 80 AN-ICON
any other, the paradoxical character of virtual experience,
as well as the idea of being able to experience a world and
a living condition that are profoundly different from those
characterizing the viewer’s everyday life.
At the centre of Caravaggio’s Martyrdom of St.
Matthew (1600) is the half-naked, fully lit body of the assas-
sin (Fig. 6). On the left, a group of men in seventeenth-cen-
tury clothing recoil, trying to shield themselves from the
violence. While an angel hands St. Matthew the palm of
martyrdom, on the right we see the gesture of a novice
walking away. In the foreground, some catechumens lying
on the ground observe the scene. The composition is cen-
trifugal: the viewer’s gaze gradually moves away from the
centre as it moves from one body to another. In the back-
ground, one meets a figure characterized by a particularly
intense gaze who seems to stare at the act of violence be-
fore his eyes. This is the bearded man leaning out from the
black background behind the assassin. Again, that man is
Caravaggio. Also in this large painting, the painter portrays
himself in the role of a witness to a violent act.
Those who would try to go even further in their
analysis might go so far as to argue that what Caravaggio
painted in The Martyrdom of St. Matthew is not simply a
self-portrait, but a “self-portrait as painter.” To support this
hypothesis, I would like to emphasize the inclination of the
figure’s head to the side to observe the scene as if he had
a canvas in front of him (Fig. 7). One could also conceive
of the left hand reaching forward as a transfiguration of the
palette, while the right hand holds the brush. The artist’s
sad gaze might then be re-conceived as a concentrated,
absorbed gaze. If this were the case, it would be an antic-
ipation of some of the traits that characterize the extraor-
dinary visual dispositif that is Las Meninas (1656) by Diego
Velázquez, notoriously and masterfully analysed by Michel
Foucault in The Order of Things:
Now he [the painter] can be seen, caught in a moment of stillness, at
the neutral centre of this oscillation. His dark torso and bright face
are half-way between the visible and the invisible: emerging from
FRANCESCO ZUCCONI 81 AN-ICON
Fig. 6. Caravaggio, The Martyrdom of St.
Matthew, 1600, San Luigi dei Francesi
Church, Rome.
Fig. 7. Caravaggio, The Martyrdom of
St. Matthew, 1600, Rome, San Luigi dei
Francesi Church. Detail.
that canvas beyond our view, he moves into our gaze; but when,
in a moment, he makes a step to the right, removing himself from
our gaze, he will be standing exactly in front of the canvas he is
painting; he will enter that region where his painting, neglected for
an instant, will, for him, become visible once more, free of shadow
and free of reticence.24
24 M. Foucault, The Order of Things: An Archaeology of the Human Sciences (1966) (London-
New York: Routledge, 2002): 4.
FRANCESCO ZUCCONI 82 AN-ICON
In both Velazquez’s and Caravaggio’s master-
piece, the self-portrait takes on a theoretical and critical
function; they are within the painting and, at the same time,
they explicitly invite the viewer to reflect on visual repre-
sentation, on the point of view that structures it and on the
limits of the composition.25
This may seem a bold interpretation. Yet, look-
ing closely at the figure of Caravaggio, it can be argued
that the image presented in The Martyrdom of St. Matthew
is not only an image of self “regarding the pain of others”
but also and at the same time – turning Susan Sontag’s
famous expression – an image of self “regarding the image
of the pain of others.”26 If in the Taking of Christ and The
Martyrdom of St. Ursula the self-portrait is first and fore-
most functional in expressing an idea of immersion of the
painter-witness in the pictorial event – a closure and full
autonomy of the pictorial as an “immersive environment” –
in The Martyrdom of St. Matthew there is a shift that calls
into question the composition of the image and the effect
of immediacy of representation. Reading Fried again, this
is a work “in which a Caravaggio semblable at once rush-
es to leave the painting and looks back in evident distress,
thereby enabling the viewer to recognize his characteristic
features on the far threshold of the depicted space.”27 It is
not so much or simply that the figure depicting the painter
seems about to leave the scene but, as the art historian
and theorist writes with great acumen, “rushes to leave the
painting” and pushes the viewer’s gaze to the threshold of
the image. If the self-portraits of 1602 and 1610 tend to
provoke an identification between painter and viewer and
reinforce the effect of immersion, that of The Martyrdom
25 For a more in-depth reflection on this painting and on the modernity of Caravaggio’s self-
portrait, capable of activating paths of critical reflection on contemporary media and visual
culture, see F. Zucconi, “Regarding the image of the pain of others: Caravaggio, Sontag,
Leogrande,” Humanities 11 (2022), 44. https://doi.org/10.3390/h11020044.
26 The reference is to the title and thoughts developed in the famous book by S. Sontag,
Regarding the Pain of Others (New York: Picador, 2003).
27 M. Fried, The Moment of Caravaggio: 209.
FRANCESCO ZUCCONI 83 AN-ICON
of St. Matthew traces the effect of immediacy back to the
pictorial composition that produces it.
As Sontag herself points out in the above-men-
tioned book, from the seventeenth century to the tradition
of twentieth-century reportage, a self-portrait of the painter,
photographer, or director is certainly not enough to vali-
date the authenticity and effectiveness of the testimony or
its ethical value. The risk of a self-referential drift, even a
“narcissistic” tendency, is also discernible behind this trend:
why represent ourselves when we are faced with the pain
of others? Rather than glibly promote all self-reflexive ten-
dencies, the self-portrait of Caravaggio in The Martyrdom
of Saint Matthew is useful and interesting to the extent that
it is a manifestation of the fact that, despite its illusionistic
realism, it remains an image among many other possible
images of this event and does not claim to coincide with it
and reproduce it through the media for the viewer’s benefit.
The self-portrait on the threshold thus becomes
a way to intensify the “specular moment” or, in other terms,
to underline the fact that even during the more immersive
virtual experience, we are just facing an image, a very well
structured one. On the one hand, with his gaze, Caravaggio
invites the viewer to immerse himself in an encompassing
pictorial image; on the other hand, with his positioning and
posture, he leads the viewer to observe the theatricality of
the scene from another point of view, to analyse it as seen
from the outside.
Attraction and distancing
Picking up the thread, Stella’s hypothesis was
taken up and developed in this paper as a theoretical and
analytical metaphor, certainly not in mere technological
terms. If the gyroscope fitted in virtual reality helmets makes
possible the stable connection between the movements we
actually make in the physical world and those in the world
of images, talking about Caravaggio’s gyroscope meant
reflecting on the strategies of producing illusionistic and
counter-illusionistic effects, on the balance between the
FRANCESCO ZUCCONI 84 AN-ICON
“immersive” and “specular” moments. Reference to the the-
oretical and methodological notions proposed by Michael
Fried thus made it possible to observe the co-presence of
such moments or, rather, such spectatorial effects that per-
sist, by transforming, from the history of Western painting
to contemporary immersive devices. Through reference
to Susan Sontag’s critical theory of photography, it was
thus possible to propose a hypothesis for an ethical and
political approach to VR. In particular, what has emerged is
that the co-presence of illusionistic and counter-illusionistic
effects does not constitute a weakening of the experien-
tial and testimonial value of immersive experience. On the
contrary, a conscious ethical and political approach to VR
seems to be able to develop precisely by making viewers
feel the threshold between the environment in which they
are physically situated and the virtual one. This is why it
is not necessary to rely on technological implementations
devoted to perfecting, once and for all, the immersive char-
acter of VR cinema and other technological devices. While
the slogans that accompanied the launch of many virtual
reality projects relied on the simplistic use of the notions
of “empathy,” “compassion,” and “immersion” in a geo-
graphical elsewhere, the most interesting aspect of such
technology seems to involve its capacity to produce both
identification and estrangement.
Like Caravaggio observing the Martyrdom of
Saint Matthew, even the gap between the physical world,
in which the viewer is placed, and the virtual one can be
re-conceived in positive terms within artistic experimen-
tations capable of reflecting critically on the asymmetrical
relations between the observer and the observed, between
the here in which we find ourselves and the elsewhere of
which we claim to have “direct” experience. In fact, the
very ideas of virtual “presence” must be conceived as a
media effect, resulting from specific compositional and
FRANCESCO ZUCCONI 85 AN-ICON
technological determinations capable of modulating the
relationship between subject and environment.28
Examples of artistic projects aimed at inves-
tigating such limits are few, but their number is certainly
growing. The survey and in-depth study of such exper-
iments exceeds the specific objectives of this paper. To
name but one – the most important, and often-addressed29
– the installation Carne y arena (2017) by Alejandro González
Iñárritu seems precisely to spur spectators into experienc-
ing their own awkward extraneousness and powerlessness
toward a group of refugees from Mexico who are trying to
cross over the border to the United States (Fig. 8). Iñárritu’s
subtitle for the installation – “Virtually present, physically
invisible” – expresses, perhaps, the urgent need to tackle
the paradoxical character of virtual experience.
Beyond Caravaggio, building on the analysis
and concepts elicited by his painting, the field of experi-
mentations of VR cinema and, more generally, virtual reality
seems to be able to develop only by taking into account
the co-presence of the different moments or effects that
define our relationship with such media. Of course, in con-
temporary virtual experiences, the viewer never has the
opportunity to mirror himself or herself, that is, to see his
or her own image reflected inside the media environment.
The notion of “specularity” as understood in Narcissus and
Caravaggio’s self-portraits seems in this sense to lose rel-
evance. But at this point it should be clear that this notion
28 On this point, see V. Catricalà, R. Eugeni, “Technologically modified self–centred worlds.
Modes of presence as effects of sense in virtual, augmented, mixed and extended reality,” in
F. Biggio, V. Dos Santos, G.T. Giuliana, eds., Meaning-Making in Extended Reality (Roma:
Aracne, 2020): 63-90. For reflection in the different forms of exposure, interactivity and modes
of presence, see R. Eugeni, Capitale algoritmico. Cinque dispositivi postmediali (Più Uno)
(Brescia: Morcelliana, 2021): 127-174.
29 For an analysis of Iñárritu’s installation, see P. Montani, Tre Forme di Creatività: Tecnica,
Arte, Politica (Napoli: Cronopio, 2017): 132-138; A. D’Aloia, “Virtually present, physically
invisible: virtual reality immersion and emersion in Alejandro González Iñárritu’s Carne y
Arena,” in Senses of Cinema (June 2018), http://sensesofcinema.com/2018/feature-articles/
virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-
gonzalez-inarritus-carne-y-arena/, accessed January 10, 2022; A.C. Dalmasso, “The body as
virtual frame. Performativity of the image in immersive environments,” Cinéma & Cie 19, no.
23 (2019): 101-119; L. Acquarelli, “The spectacle of re-enactment and the critical time of the
testimony in Inarritu’s Carne y Arena,” in F. Aldama, A. Rafele, eds., Cultural Studies in the
Digital Age (San Diego: San Diego University Press, 2020): 103-118; R. Diodato, Image, Art,
and Virtuality: Towards an Aesthetics of Relation (Cham: Springer, 2021): 72-74.
FRANCESCO ZUCCONI 86 AN-ICON
expresses not so much or only the mirroring of one’s own
image, but the possibility of observing and reflecting on the
relationship between subject and environment, between
what separates us and what binds us to the image.
Fig. 8. Alejandro González Iñárritu, Carne y arena, 2017. ©Emmanuel
Lubezki/Alejandro González Iñárritu
To avoid any misunderstanding, let me propose,
in conclusion, to call these moments by two very simple
terms that I also used in the introduction: attraction and
distancing, where – as in the case of the oppositions pro-
posed by Fried – the second term encompasses the first,
constituting a form of meta-reflection on the forms of artis-
tic and media experience.30 In this sense, attraction defines
the concave side of images, the one capable of becoming
environment and drawing the viewer to show solidarity with
them. On the other hand, distancing expresses the convex
side or the modular spatiality of images, the one pointing
at the viewer as such and forcing him or her to reflect on
his or her own position, on the complex character of ev-
ery experience. Whether such terms are convincing or not,
the articulation of the two “moments” seems to define the
ethical and political limits of both old and new immersive
30 For a reflection on the notion of “distance” in the field of media studies, I refer to the
introduction and the various contributions in M. Treleani, F. Zucconi, eds., “Remediating
Distances,” IMG Journal 3 (2020).
FRANCESCO ZUCCONI 87 AN-ICON
technologies. Hence the need to keep the door of art history
open, imagining an anachronistic approach and aiming for
artistic experimentations poised between different media,
between two different moments.
FRANCESCO ZUCCONI 88 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18191 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18191",
"Description": "In the first of the Charles Eliot Norton Lectures that he gave at Harvard in 1984, Frank Stella focused on “The necessity of creating pictorial space that is capable of dissolving its own perimeter and surface plane,” and claimed that “No one helped lighten this burden more than Caravaggio.” At a certain point in his talk, the American artist went so far as to say that Caravaggio anticipated the invention of the gyroscope, the technological device which makes the virtual experience possible. Stella’s lecture is the starting point for developing an anachronistic path through pictorial and digital media, in light of their ability to produceillusionistic effects on viewers. In particular, building on Michael Fried’s theory of art and image, this paper investigates virtual experience with reference to two different moments: the “immersive” moment, in which one has the impression of stepping into the frame, and the “specular” one, where the illusionistic effects are revealed; the attraction, when sinking into an image that has become an environment, and the distancing, when the image itself beckons to us and we are invited to reflect on our position as viewers.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18191",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Zucconi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Virtual Reality Cinema",
"Title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Zucconi",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18191",
"firstpage": null,
"institution": "Università Iuav di Venezia ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Virtual Reality Cinema",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zucconi, F., “Regarding the image of the pain of others: Caravaggio, Sontag, Leogrande,” Humanities 11 (2022), https://doi.org/10.3390/h11020044.",
"spatial": null,
"temporal": null,
"title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18191/17773",
"volume": "1"
}
] | Caravaggio’s
gyroscope:
on the two “moments”
of the virtualCaravaggio
experience
by Francesco Zucconi
Frank Stella
Michael Fried
Immersion and Specularity
Virtual Reality Cinema
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Caravaggio’s gyroscope:
on the two “moments” of the
virtual experience
FRANCESCO ZUCCONI, Università IUAV di Venezia – https://orcid.org/0000-0001-9580-1000
https://doi.org/10.54103/ai/18191
Abstract In the first of the Charles Eliot Norton Lectures
that he gave at Harvard in 1984, Frank Stella focused on
“The necessity of creating pictorial space that is capable
of dissolving its own perimeter and surface plane,” and
claimed that “No one helped lighten this burden more than
Caravaggio.” At a certain point in his talk, the American
artist went so far as to say that Caravaggio anticipated the
invention of the gyroscope, the technological device which
makes the virtual experience possible. Stella’s lecture is the
starting point for developing an anachronistic path through
pictorial and digital media, in light of their ability to produce
illusionistic effects on viewers. In particular, building on Mi-
chael Fried’s theory of art and image, this paper investigates
virtual experience with reference to two different moments:
the “immersive” moment, in which one has the impression
of stepping into the frame, and the “specular” one, where
the illusionistic effects are revealed; the attraction, when
sinking into an image that has become an environment, and
the distancing, when the image itself beckons to us and
we are invited to reflect on our position as viewers.
Keywords Caravaggio Frank Stella Michael Fried
Immersion and Specularity Virtual Reality Cinema
To quote this essay: F. Zucconi, “Caravaggio’s gyroscope: on the two ‘moments’ of the virtual
experience,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 67-88, https://doi.
org/10.54103/ai/18191
FRANCESCO ZUCCONI 67 AN-ICON
Introduction
I put on the headset and immerse myself in
another world – in a theme park or in a refugee camp, in a
disaster-stricken village or perhaps in the city of Hiroshi-
ma immediately after the launch of the atomic bomb.1 In
some cases I am a mere sightseer, while in other cases I
am the “witness” to significant events. I have to enter into
an empathetic relationship with those who dwell very far
from me, I am expected to “put myself in their shoes” and
to experience their condition “directly.”2 Yet I cannot help
but realize, sooner or later, that I find myself physically in
the safe spaces of a museum or a gallery, in the section
dedicated to VR cinema at the Venice International Film
Festival, or perhaps in the pavilion of an NGO that uses
virtual reality as a form for raising public awareness on
sensitive topics. No matter how effectively illusionistic this
virtual environment is. Always, in the media experiences of
VR cinema, something pushes me inward, draws me into
the virtual environment, while, at the same time, something
else pushes me out, reminding me that I am just facing an
image, and bringing me back to the spatial and temporal
coordinates of our physical world.3
This article does not intend to analyse immer-
sive videos by trying to deconstruct the nonchalant use of
the notion of “empathy” and the ideology of “transparency”
that has characterized their promotion, which has already
1 As an example of a virtual theme park experience, see “Disneyland Paris - 360 VR -
Main Street,” Disneyland Paris, YouTube video, 1.19, 2020, https://www.youtube.com/
watch?v=RNly6mSF0-o, accessed January 10, 2023. Regarding the applications of such
technology to the field of humanitarian communication, see http://unvr.sdgactioncampaign.org,
accessed January 10, 2023. As for the fourth example, please refer to the official web page of
the project https://www.smithsonianmag.com/innovation/new-virtual-reality-experience-drops-
you-hiroshima-right-after-its-been-bombed-180968903, accessed January 10, 2023.
2 As an emblematic example of the promotional use of a term such as “empathy” and on the
idea of putting oneself in another’s place through VR cinema, see https://youtu.be/
vAEjX9S8o2k.
3 These issues can be conceived with reference to Edmund Husserl’s phenomenological
lesson and the relationship among the notions of Bildding (the physical thing), Bildobjekt
(image-object) and Bildsujet (image-subject). See E. Husserl, “Phantasy and Image
Consciousness,” in Phantasy, Image Consciousness, and Memory (1898-1925). Edmund
Husserl Collected Works, vol 11 (Dordrecht: Springer, 2005). On the illusionistic forms of virtual
reality, examined through a rereading of Husserl, see P. Conte, Unframing Aesthetics (Milan:
Mimesis International, 2020): 46-52.
FRANCESCO ZUCCONI 68 AN-ICON
been the subject of several studies.4 Rather, I would like
to take up and further develop some issues present in my
previous works, with the aim of opening a space for reflec-
tion on immersive technology following an anachronistic
path through pictorial and digital media by referring to some
concepts of art history and theory.5
The main objective is to focus, in analytical and
theoretical terms, on the double effect of attraction and
distancing described above, as structuring the experience
of VR cinema. While the impossibility of fully capturing
and keeping the viewers within the virtual environment has
mostly been conceived as a negative limitation of such
technology, in this paper I try to argue otherwise. Through
the reference to a repertoire of images from the past, the
aim is to describe the paradoxical character of an experi-
ence that is made up as much of attraction as of distancing.
But before this can be sustained there are some interme-
diate steps.
After this introduction, in the second section,
taking up a hypothesis advanced by Frank Stella, I explain
the idea that gives the title to this paper: that Caravaggio,
anticipated the invention of gyroscope technology and
therefore made possible the first immersive experience in
the history of Western painting. In the third, fourth and fifth
sections, building on Michael Fried, I try to emphasize the
two moments that characterize Caravaggio’s paintings:
immersion, the formal device that attracts within the image,
and specularity, understood as the set of figurative and
compositional elements that produce an effect of aware-
ness on the viewer.6 In the conclusion, I reconsider Fried’s
analysis and the concepts that characterize his theoretical
4 The literature on the notion of empathy is vast and constantly evolving with reference
to new technological and expressive forms. For an early critical reflection on the facile
use of this concept in relation to VR cinema, see W. Uricchio, S. Ding, S. Wolozin, and B.
Boyacioglu, Virtually There: Documentary Meets Virtual Reality Conference Report (The MIT
Open Documentary Laboratory, 2016): 17-18, http://opendoclab.mit.edu/wp/wp-content/
uploads/2016/11/MIT_OpenDocLab_VirtuallyThereConference.pdf, accessed January 10,
2023.
5 I refer to F. Zucconi, Displacing Caravaggio: Art, Media, and Humanitarian Visual Culture
(Cham: Palgrave Macmillan, 2018).
6 On these two notions, which will also be referred to in the following pages, see M. Fried, The
Moment of Caravaggio (Princeton and Oxford: Princeton University Press, 2010).
FRANCESCO ZUCCONI 69 AN-ICON
work in relation to contemporary media. What emerges is
an opportunity for developing an ethic of VR: to what extent,
can immersive technology facilitate the assumption of a
testimonial gaze? Under what conditions can the gesture
of wearing a virtual reality headset assume a critical value?
Frank Stella’s hypothesis
The American artist Frank Stella is, without a
doubt, someone who understands visual surfaces and me-
dia frames, their ability to offer illusionistic effects. One only
has to think of his works in the 1960s, where a series of
frames relentlessly squeeze against each other, leaving a
small coloured square in the centre. Taking inspiration from
Louis Marin’s analysis of Gran Cairo (1962), it is fair to ask
whether these squares-frames are a well or a pyramid (Fig.
1). As the French historian and theorist notes, they are “a
well and a pyramid, but never at the same time. The eye
cannot predict the necessary and the arbitrary moment of
conversion in which all the serious play of the frame and
its modern and contemporary figures seem to be concen-
trated: the play of the rhythm of presentation and repre-
sentation, the play of the subject of the art of seeing and
the art of describing.”7
If we compare them to the famous example of
the rabbit/duck illustration investigated by Ludwig Wittgen-
stein and Ernst Gombrich, Stella’s paintings do not merely
work on the viewers’ perceptual and cognitive limits in the
recognition of the figures depicted. Rather, the represen-
tational undecidability and instability of image produce a
spatial effect, by modulating the relation between the ob-
serving subject and the observed object. In other words,
when confronted with the rabbit/duck illustration, the viewer
does not have the illusion of being confronted with a duck or
rabbit coming off the page; rather, the graphic representa-
tion produces an illusionistic effect that makes it impossible
to visualize the two animals at the same time. In contrast
7 L. Marin, On Representation (Stanford: Stanford University Press, 2002): 372.
FRANCESCO ZUCCONI 70 AN-ICON
to that, Stella’s paintings produce an illusionistic effect to
the extent that they alternately draw the viewer inward – as
in a well – or push him or her out, as if the surface had a
pyramidal shape. Those who observe Stella’s paintings are
thus subjected to the rhythmic redundancy of the “opac-
ity” of the painted frame that becomes recognizable – we
might say that makes itself “transparent” – in the metaphors
of the pyramid and the well.8 In more general terms than
those used by Marin, we might speak of Stella’s work as a
gestalt effect capable of inducing, alternately, in the viewer
both the impression of attraction and that of rejection or
distancing. In fact, beyond the series of concentric squares,
Stella’s artistic research would continue in the 1970s and
1980s by focusing on the relationship between the space
Fig. 1. Frank Stella, Gran Cairo, 1962, New York, Whitney Museum of
American Art, purchase with funds from the Friends of the Whitney Museum
of American Art; © Frank Stella/Artists Rights Society (ARS), New York.
8 L. Wittgenstein, Philosophical Investigations (London: Pearson, 1973); E. Gombrich, Art and
Illusion: A Study in the Psychology of Pictorial Representations (Princeton: Princeton University
Press, 1961).
FRANCESCO ZUCCONI 71 AN-ICON
of the canvas and the pictorial space, between the surface
and depth (Fig. 2).
Fig. 2. Frank Stella, Eccentric Polygon,
1974, Jane Kahan Gallery, New York;
purchased by Walter and Joan Wolf,
Indianapolis, Indiana; ©Frank Stella/
Artists Rights Society (ARS), New York.
Beyond the theory of art that is implied in Stel-
la’s works, it behoves us to pay particular attention, then,
to what he had to say in the first of the Charles Eliot Norton
Lectures that he gave at Harvard in 1984. In developing
a line of thought that sweeps from Leonardo da Vinci to
Seurat, and from Vermeer to Velázquez, Stella focused on
a theoretical problem that is crucial in the history of arts
and images; a problem that equally concerns both “old”
and “new” media. “The necessity of creating pictorial space
that is capable of dissolving its own perimeter and surface
plane,” he says, “is the burden that modern painting was
born with.”9 And immediately afterwards he goes on to
state that “No one helped lighten this burden more than
Caravaggio.”10
As often happens, when artists are willing to
share their theory, their tone tends to be assertive: Stella’s
remarks are full of ideas for creative practice but possibly a
font of perplexity for art historians. Still, how can one not ap-
preciate his attempt to concisely express the transformation
9 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 10.
10 Ibid.
FRANCESCO ZUCCONI 72 AN-ICON
that Caravaggio’s painting forced on the regimes of pictorial
representation of space and bodies? Stella’s observations
aptly describe Caravaggio’s propensity for experimenting
with the phenomenological limits of the idea of “realism,”
by creating environments in which the viewer’s gaze must
grope its way around, wrapped up in the composition but
equally attracted by the vivid emphasis on colour, and by
the chromatic nuances seen in some of the details.
Stella’s reflections did not stop here. He de-
veloped his argument by examining Caravaggio’s entire
body of works and focuses on a few paintings. He used
anachronistic terminology to highlight several aspects that
prefigure artistic and technological developments that took
place in the following decades as well as to identify their
potentialities:
To be able to carry in our minds the space of Caravaggio’s large
commanding works, such as the Vatican Deposition and the Seven
Acts of Mercy from Naples, we need some kind of image to help
form an idea about the design and purpose of Caravaggio’s pictorial
space. The image that comes to mind is that of the gyroscope—a
spinning sphere, capable of accommodating movement and tilt. We
have to imagine ourselves caught up within this sphere, experienc-
ing the movement and motion of painting’s action. [...] The space that
Caravaggio created is something that twentieth-century painting
could use: an alternative both to the space of conventional realism
and to the space of what has come to be conventional painterliness.
The sense of a shaped spatial presence enveloping the action
of the painting and the location of the creator and spectator is a
by-product of the success of Caravaggio’s realistic illusionism.11
Within a reflection on VR cinema and immersive
media, it is the idea of “realistic illusionism” and even more
the metaphor of the gyroscope that attracts attention. The
gyroscope, invented in the 19th century by French physi-
cist Jean Bernard Léon Foucault is still the basis of virtual
reality devices. It is also thanks to it that the visors worn
11 Ibid.: p. 11.
FRANCESCO ZUCCONI 73 AN-ICON
by viewers can track head movements and thus accurately
detect movement along one, two or three axes, thus mak-
ing the virtual experience possible. Without the gyroscope,
there is no possible balance between the viewer’s gestures
and movements in the virtual environment, nor any possi-
bility of orientation within it.
It is time to give a chance to Stella and his
hypothesis that Caravaggio invented the gyroscope and
with it virtual reality helmets. But I would like to develop
this suggestion in a key that is not merely “technological,”
by investigating the forms of composition that character-
ize the pictorial medium and the effects they produce. To
do so, it is necessary to re-conceive the American artist’s
hypothesis into a series of operational questions: what is
or would be, exactly, in Caravaggio’s painting capable of
prefiguring the conditions of illusionism made possible by
contemporary technologies? How do his paintings help
us understand the dual effect – hitherto described as one
of attraction and distancing – that we experience within
immersive environments like those of VR cinema?
The two moments of Narcissus
To my knowledge, no contemporary photogra-
pher or artist has yet investigated in detail the instant when
viewers put on or take off their virtual reality helmets. This
is really a pity, because the image of that precise instant
could make us think a lot about the potentialities of such
technology. We must therefore be content with the myths
of the past and their survival in our contemporary practices.
About to plunge into a virtual world, we find the
figure of Narcissus. As noted by Andrea Pinotti – who has
identified in Narcissus a kind of “conceptual character” of
the an-iconic tradition in Western visual culture – there are
two versions of the myth: the first aimed at producing a
“naïve” image of the young boy who falls into the illusionistic
trap of the image (recurring in Plotinus, Pausanias, Marsilio
Ficino, etc.); the second coinciding with a “conscious” Nar-
cissus (Ovidian variant), who is aware of the, so to speak,
FRANCESCO ZUCCONI 74 AN-ICON
media environment with which he is confronted and with
which he is about to make one body.12
It matters little that the Narcissus painted at
the end of the Sixteenth century is not a signed work by
Caravaggio but only an attribution, widely discussed by
art historians (Fig. 3). For the purposes of the reasoning
proposed in this paper, it should be noted that the young
man is already fully rapt and about to plunge into the world
of image. Yet, the figure of the double reflection still reveals
a gap between two representational and sensible worlds
or regimes.
Fig. 3. Caravaggio (attribution), Narcissus,
1597-1599, Rome, Palazzo Barberini.
Explicitly taking up the terms proposed by Mi-
chael Fried, Narcissus constitutes an explication of the two
“moments” that Caravaggio’s painting produces on view-
ers. According to Fried – let it be said in passing: a friend
12 A. Pinotti, Alla soglia dell’immagine. Da Narciso alla realtà virtuale (Torino: Einaudi, 2021):
3-6.
FRANCESCO ZUCCONI 75 AN-ICON
and one of the most important interpreter of Stella’s work
– Caravaggio’s pictorial corpus involve a moment defined
as “immersive, imagining the painter as so caught up, so
immersed, in this phase of his work on the painting as to be
less than fully aware of any sharp distinction between the
painting and himself.”13 The second “‘moment,’ notionally
instantaneous, of separating or indeed recoiling from the
painting, of becoming detached from it, which is to say of
no longer being immersed in work on it but rather of see-
ing it, taking it in, as if for the first time; I call that ‘moment’
specular, meaning thereby to emphasize the strictly visual
or optical relation between the artist - viewer and the image,
or image - artefact, that has just brought into being.”14
Reading these pages on Caravaggio, thoughts
evidently run to the dialectic between “absorption” and
“theatricality”15 identified by Fried himself in the painting of
the eighteenth century, or to that between “art” and “ob-
jecthood”16 as a key to theoretical and critical interpreta-
tion of the relationship between media, art and spatiality in
the second half of the twentieth century. Even before the
eighteenth century, well before the twentieth-century and,
we might add, contemporary media experience, Caravag-
gio would have had the ability to reflect in an original way
on the tension between the painter and his work (through
the use of self-portraiture), between the canvas and the
pictorial space (the composition of volumes, the relation-
ship between light and shadow) producing unprecedented
effects on viewers, now driving them inward, now pushing
them outward.
Hovering between the classicism of the myth
and the technological actuality of the present, Narcissus is
a virtual allegory of the ‘moment’ of immersion, or perhaps I should
say of absorption becoming immersion, conjoined with the strongest
13 M. Fried, The Moment of Caravaggio: 39.
14 Ibid.
15 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
16 M. Fried, Art and Objecthood: Essays and Reviews (Chicago-London: University of
Chicago Press, 1998).
FRANCESCO ZUCCONI 76 AN-ICON
possible statement of the specular separation of the viewer — orig-
inally the painter-viewer — from the painting. There is in it also the
strongest imaginable thematization of mirroring as distinct from
painting, another of the basic polarities that, in varying ratios and
combinations, structure much of Caravaggio’s art. And of course,
it is a scene of hyperbolic self-portraiture, the core practice of his
lifelong endeavor.17
Narcissus is in a sense, for the purposes of the
anachronistic reasoning I am proposing here, a portrait of
the exact moment when the viewer is about to put on the
headset to access the virtual experience: it is in the middle,
between plunging and retreating.
Within Caravaggio: immersion and
reflection
Beyond the myth, the comparison between
contemporary media and the tradition of western art can
be developed through other Caravaggio masterpieces, in
which the effect of spatial encompassment is strong. Even
better, it is possible to argue that some of Caravaggio’s
paintings represent the virtual experience as viewed from
the outside but not without investigating the effects it pro-
duces in those inside.
Let us focus on the Taking of Christ (1602) and
The Martyrdom of Saint Ursula (1610). In the first of these
two paintings (Fig. 4), the centre of attention is located on
the left, at the point of Judas’s dramatic gesture of betrayal,
toward which all eyes converge, except for those of the
disciple, who flees terrified toward the edge of the frame.
In the second painting, considered to be the last that Car-
avaggio completed before his death, what is represented
is the exact moment when Saint Ursula is wounded by
Attila after she refuses his advances. What connects the
two works, in addition to the horizontal composition and
the precise staging of a dramatic event, is the presence of
17 M. Fried, The Moment of Caravaggio: 139.
FRANCESCO ZUCCONI 77 AN-ICON
a figure located on the right side of each painting. This is
a man shown in profile: he has a black beard and bushy
eyebrows. His head is stretched up, as if he were standing
on tiptoe so as to better observe the violent scene unfold-
ing just a few steps in front of him. In the 1602 painting
the man is attempting to lighten the darkness of the night
and illuminate Judas’s kiss by means of a lantern, which
he holds in front of himself with his right hand.
This figure is of particular interest for at least
two reasons. The first, which Roberto Longhi divined earlier,
is that the man on the right side of the image is Caravaggio
himself. This is a self-portrait, one of the many in his picto-
rial corpus, confirmed moreover by its reproduction – like a
Fig. 4. Caravaggio, Taking of Christ, 1602,
Dublin, National Gallery of Ireland.
Fig. 5. Caravaggio, The Martyrdom of
Saint Ursula, 1610, Naples, Palazzo
Zevallos Stigliano.
FRANCESCO ZUCCONI 78 AN-ICON
signature – in the Martyrdom of Saint Ursula (Fig. 5).18 The
second reason concerns the role that this figure plays in
both works. The art historian Sergio Benedetti – who has
the merit of having rediscovered the original Taking of Christ,
after years of investigation into various copies – noted that
the figure of Caravaggio “is well defined and holds up a
lantern, the function of which is purely compositional as it
appears to throw no light, the true light source being high
on the left, beyond the scene depicted.”19 In a similar way,
Leo Bersani and Ulysse Dutoit noted how, in this work,
“Caravaggio puts himself within the painting not in order
to get closer to his historical subject but rather in order to
see himself both illuminating and experiencing congested
spaces.”20 Even more explicitly, Giovanni Careri identified in
this self-portrait a kind of declaration of intent of the artist
that invites us to reflect on our position as spectators: “I
paint with light, with light I show a scene that belongs to
the past, but also to the present, the armour testifies to
this. I am here to see the arrest of Christ but I cannot in-
tervene, as you spectators, witnesses safe from a violence
that outrages and fascinates.”21
By re-conceiving such analytical insights in
Fried’s terms, the artist’s self-portrait with lantern can
therefore be conceived of both as being in the process of
becoming immersed in the pictorial environment and as
becoming “expelled from it in a ‘moment’ of specularity
which was to all intents and purposes the aim and purpose
of that work (the establishment of the painting as a painting,
as an artifact to be looked at.)”22
Retracing our steps to the theoretical notions
structuring this paper, with these paintings we are confront-
ed with two different and apparently contradictory effects.
At first, like Caravaggio trying to observe the scene, with
18 R. Longhi, “Un originale di Caravaggio a Rouen e il problema delle copie caravaggesche,”
Paragone 121 (1960): 23-36.
19 S. Benedetti, “Caravaggio’s Taking of Christ, a masterpiece rediscovered,” The Burlington
Magazine 135, no. 1088 (1993): 731-741, 738.
20 L. Bersani, U. Dutoit, Caravaggio’s Secrets (Cambridge-London: MIT Press, 1998): 57.
21 G. Careri, Caravaggio. La Fabbrica dello Spettatore (Milano: Jaca Book, 2017): 234.
22 M. Fried, The Moment of Caravaggio: 217.
FRANCESCO ZUCCONI 79 AN-ICON
or without his lantern, we are pushed into the painting as
a medial environment made of light and shadow. Then lat-
er, once we have searched the environment and once we
have recognized the figure of the painter-witness, we are
pushed outward, that is to say that we begin to reflect on
the pictorial composition and on our position as viewers:
in front of an image, with our feet planted on the museum’s
floor, in Dublin, Naples or in another city.
Putting it in anachronistic terms, one could first
argue that the contemporary experiences offered by VR
cinema are also characterized by an “immersive” moment:
here the field of view itself coincides with a “portable lan-
tern” located on the forehead of the spectator; a wearable
lantern that illuminates a spherical space that coincides
with full darkness, except for the frontal portion framed
from time to time. Darkness that the VR cinema viewer
will never have occasion to see or feel, except when it is
diegetized in the production of a given narrative effect. At
the same time, a “specular” moment, always persists: pri-
marily in the glitches of the digital environment; in the very
fact that lowering my gaze to look for my body I tend to
find nothing or at least the scarcely credible simulation of
arms and legs; in the presence of extradiegetic music, in all
those compositional effects – whether intended or not by
the video-makers – that invite us to see the image behind
the simulation of a virtual environment and in so doing to
“reflect” on our position as viewers.23
Regarding the image of the pain of others
As in many VR cinema projects, the two paint-
ings described above are about situations of suffering or
violence, scenes which invite the viewer to assume the
position of a witness but in which, at the same time, it is
impossible to immerse oneself completely. One painting
by Caravaggio seems capable of interrogating, more than
23 On the limits of VR cinema, through some concrete examples, see F. Zucconi, “Sulla
tendenza utopica nel VR cinema,” Carte Semiotiche 7 (2021): 118-126.
FRANCESCO ZUCCONI 80 AN-ICON
any other, the paradoxical character of virtual experience,
as well as the idea of being able to experience a world and
a living condition that are profoundly different from those
characterizing the viewer’s everyday life.
At the centre of Caravaggio’s Martyrdom of St.
Matthew (1600) is the half-naked, fully lit body of the assas-
sin (Fig. 6). On the left, a group of men in seventeenth-cen-
tury clothing recoil, trying to shield themselves from the
violence. While an angel hands St. Matthew the palm of
martyrdom, on the right we see the gesture of a novice
walking away. In the foreground, some catechumens lying
on the ground observe the scene. The composition is cen-
trifugal: the viewer’s gaze gradually moves away from the
centre as it moves from one body to another. In the back-
ground, one meets a figure characterized by a particularly
intense gaze who seems to stare at the act of violence be-
fore his eyes. This is the bearded man leaning out from the
black background behind the assassin. Again, that man is
Caravaggio. Also in this large painting, the painter portrays
himself in the role of a witness to a violent act.
Those who would try to go even further in their
analysis might go so far as to argue that what Caravaggio
painted in The Martyrdom of St. Matthew is not simply a
self-portrait, but a “self-portrait as painter.” To support this
hypothesis, I would like to emphasize the inclination of the
figure’s head to the side to observe the scene as if he had
a canvas in front of him (Fig. 7). One could also conceive
of the left hand reaching forward as a transfiguration of the
palette, while the right hand holds the brush. The artist’s
sad gaze might then be re-conceived as a concentrated,
absorbed gaze. If this were the case, it would be an antic-
ipation of some of the traits that characterize the extraor-
dinary visual dispositif that is Las Meninas (1656) by Diego
Velázquez, notoriously and masterfully analysed by Michel
Foucault in The Order of Things:
Now he [the painter] can be seen, caught in a moment of stillness, at
the neutral centre of this oscillation. His dark torso and bright face
are half-way between the visible and the invisible: emerging from
FRANCESCO ZUCCONI 81 AN-ICON
Fig. 6. Caravaggio, The Martyrdom of St.
Matthew, 1600, San Luigi dei Francesi
Church, Rome.
Fig. 7. Caravaggio, The Martyrdom of
St. Matthew, 1600, Rome, San Luigi dei
Francesi Church. Detail.
that canvas beyond our view, he moves into our gaze; but when,
in a moment, he makes a step to the right, removing himself from
our gaze, he will be standing exactly in front of the canvas he is
painting; he will enter that region where his painting, neglected for
an instant, will, for him, become visible once more, free of shadow
and free of reticence.24
24 M. Foucault, The Order of Things: An Archaeology of the Human Sciences (1966) (London-
New York: Routledge, 2002): 4.
FRANCESCO ZUCCONI 82 AN-ICON
In both Velazquez’s and Caravaggio’s master-
piece, the self-portrait takes on a theoretical and critical
function; they are within the painting and, at the same time,
they explicitly invite the viewer to reflect on visual repre-
sentation, on the point of view that structures it and on the
limits of the composition.25
This may seem a bold interpretation. Yet, look-
ing closely at the figure of Caravaggio, it can be argued
that the image presented in The Martyrdom of St. Matthew
is not only an image of self “regarding the pain of others”
but also and at the same time – turning Susan Sontag’s
famous expression – an image of self “regarding the image
of the pain of others.”26 If in the Taking of Christ and The
Martyrdom of St. Ursula the self-portrait is first and fore-
most functional in expressing an idea of immersion of the
painter-witness in the pictorial event – a closure and full
autonomy of the pictorial as an “immersive environment” –
in The Martyrdom of St. Matthew there is a shift that calls
into question the composition of the image and the effect
of immediacy of representation. Reading Fried again, this
is a work “in which a Caravaggio semblable at once rush-
es to leave the painting and looks back in evident distress,
thereby enabling the viewer to recognize his characteristic
features on the far threshold of the depicted space.”27 It is
not so much or simply that the figure depicting the painter
seems about to leave the scene but, as the art historian
and theorist writes with great acumen, “rushes to leave the
painting” and pushes the viewer’s gaze to the threshold of
the image. If the self-portraits of 1602 and 1610 tend to
provoke an identification between painter and viewer and
reinforce the effect of immersion, that of The Martyrdom
25 For a more in-depth reflection on this painting and on the modernity of Caravaggio’s self-
portrait, capable of activating paths of critical reflection on contemporary media and visual
culture, see F. Zucconi, “Regarding the image of the pain of others: Caravaggio, Sontag,
Leogrande,” Humanities 11 (2022), 44. https://doi.org/10.3390/h11020044.
26 The reference is to the title and thoughts developed in the famous book by S. Sontag,
Regarding the Pain of Others (New York: Picador, 2003).
27 M. Fried, The Moment of Caravaggio: 209.
FRANCESCO ZUCCONI 83 AN-ICON
of St. Matthew traces the effect of immediacy back to the
pictorial composition that produces it.
As Sontag herself points out in the above-men-
tioned book, from the seventeenth century to the tradition
of twentieth-century reportage, a self-portrait of the painter,
photographer, or director is certainly not enough to vali-
date the authenticity and effectiveness of the testimony or
its ethical value. The risk of a self-referential drift, even a
“narcissistic” tendency, is also discernible behind this trend:
why represent ourselves when we are faced with the pain
of others? Rather than glibly promote all self-reflexive ten-
dencies, the self-portrait of Caravaggio in The Martyrdom
of Saint Matthew is useful and interesting to the extent that
it is a manifestation of the fact that, despite its illusionistic
realism, it remains an image among many other possible
images of this event and does not claim to coincide with it
and reproduce it through the media for the viewer’s benefit.
The self-portrait on the threshold thus becomes
a way to intensify the “specular moment” or, in other terms,
to underline the fact that even during the more immersive
virtual experience, we are just facing an image, a very well
structured one. On the one hand, with his gaze, Caravaggio
invites the viewer to immerse himself in an encompassing
pictorial image; on the other hand, with his positioning and
posture, he leads the viewer to observe the theatricality of
the scene from another point of view, to analyse it as seen
from the outside.
Attraction and distancing
Picking up the thread, Stella’s hypothesis was
taken up and developed in this paper as a theoretical and
analytical metaphor, certainly not in mere technological
terms. If the gyroscope fitted in virtual reality helmets makes
possible the stable connection between the movements we
actually make in the physical world and those in the world
of images, talking about Caravaggio’s gyroscope meant
reflecting on the strategies of producing illusionistic and
counter-illusionistic effects, on the balance between the
FRANCESCO ZUCCONI 84 AN-ICON
“immersive” and “specular” moments. Reference to the the-
oretical and methodological notions proposed by Michael
Fried thus made it possible to observe the co-presence of
such moments or, rather, such spectatorial effects that per-
sist, by transforming, from the history of Western painting
to contemporary immersive devices. Through reference
to Susan Sontag’s critical theory of photography, it was
thus possible to propose a hypothesis for an ethical and
political approach to VR. In particular, what has emerged is
that the co-presence of illusionistic and counter-illusionistic
effects does not constitute a weakening of the experien-
tial and testimonial value of immersive experience. On the
contrary, a conscious ethical and political approach to VR
seems to be able to develop precisely by making viewers
feel the threshold between the environment in which they
are physically situated and the virtual one. This is why it
is not necessary to rely on technological implementations
devoted to perfecting, once and for all, the immersive char-
acter of VR cinema and other technological devices. While
the slogans that accompanied the launch of many virtual
reality projects relied on the simplistic use of the notions
of “empathy,” “compassion,” and “immersion” in a geo-
graphical elsewhere, the most interesting aspect of such
technology seems to involve its capacity to produce both
identification and estrangement.
Like Caravaggio observing the Martyrdom of
Saint Matthew, even the gap between the physical world,
in which the viewer is placed, and the virtual one can be
re-conceived in positive terms within artistic experimen-
tations capable of reflecting critically on the asymmetrical
relations between the observer and the observed, between
the here in which we find ourselves and the elsewhere of
which we claim to have “direct” experience. In fact, the
very ideas of virtual “presence” must be conceived as a
media effect, resulting from specific compositional and
FRANCESCO ZUCCONI 85 AN-ICON
technological determinations capable of modulating the
relationship between subject and environment.28
Examples of artistic projects aimed at inves-
tigating such limits are few, but their number is certainly
growing. The survey and in-depth study of such exper-
iments exceeds the specific objectives of this paper. To
name but one – the most important, and often-addressed29
– the installation Carne y arena (2017) by Alejandro González
Iñárritu seems precisely to spur spectators into experienc-
ing their own awkward extraneousness and powerlessness
toward a group of refugees from Mexico who are trying to
cross over the border to the United States (Fig. 8). Iñárritu’s
subtitle for the installation – “Virtually present, physically
invisible” – expresses, perhaps, the urgent need to tackle
the paradoxical character of virtual experience.
Beyond Caravaggio, building on the analysis
and concepts elicited by his painting, the field of experi-
mentations of VR cinema and, more generally, virtual reality
seems to be able to develop only by taking into account
the co-presence of the different moments or effects that
define our relationship with such media. Of course, in con-
temporary virtual experiences, the viewer never has the
opportunity to mirror himself or herself, that is, to see his
or her own image reflected inside the media environment.
The notion of “specularity” as understood in Narcissus and
Caravaggio’s self-portraits seems in this sense to lose rel-
evance. But at this point it should be clear that this notion
28 On this point, see V. Catricalà, R. Eugeni, “Technologically modified self–centred worlds.
Modes of presence as effects of sense in virtual, augmented, mixed and extended reality,” in
F. Biggio, V. Dos Santos, G.T. Giuliana, eds., Meaning-Making in Extended Reality (Roma:
Aracne, 2020): 63-90. For reflection in the different forms of exposure, interactivity and modes
of presence, see R. Eugeni, Capitale algoritmico. Cinque dispositivi postmediali (Più Uno)
(Brescia: Morcelliana, 2021): 127-174.
29 For an analysis of Iñárritu’s installation, see P. Montani, Tre Forme di Creatività: Tecnica,
Arte, Politica (Napoli: Cronopio, 2017): 132-138; A. D’Aloia, “Virtually present, physically
invisible: virtual reality immersion and emersion in Alejandro González Iñárritu’s Carne y
Arena,” in Senses of Cinema (June 2018), http://sensesofcinema.com/2018/feature-articles/
virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-
gonzalez-inarritus-carne-y-arena/, accessed January 10, 2022; A.C. Dalmasso, “The body as
virtual frame. Performativity of the image in immersive environments,” Cinéma & Cie 19, no.
23 (2019): 101-119; L. Acquarelli, “The spectacle of re-enactment and the critical time of the
testimony in Inarritu’s Carne y Arena,” in F. Aldama, A. Rafele, eds., Cultural Studies in the
Digital Age (San Diego: San Diego University Press, 2020): 103-118; R. Diodato, Image, Art,
and Virtuality: Towards an Aesthetics of Relation (Cham: Springer, 2021): 72-74.
FRANCESCO ZUCCONI 86 AN-ICON
expresses not so much or only the mirroring of one’s own
image, but the possibility of observing and reflecting on the
relationship between subject and environment, between
what separates us and what binds us to the image.
Fig. 8. Alejandro González Iñárritu, Carne y arena, 2017. ©Emmanuel
Lubezki/Alejandro González Iñárritu
To avoid any misunderstanding, let me propose,
in conclusion, to call these moments by two very simple
terms that I also used in the introduction: attraction and
distancing, where – as in the case of the oppositions pro-
posed by Fried – the second term encompasses the first,
constituting a form of meta-reflection on the forms of artis-
tic and media experience.30 In this sense, attraction defines
the concave side of images, the one capable of becoming
environment and drawing the viewer to show solidarity with
them. On the other hand, distancing expresses the convex
side or the modular spatiality of images, the one pointing
at the viewer as such and forcing him or her to reflect on
his or her own position, on the complex character of ev-
ery experience. Whether such terms are convincing or not,
the articulation of the two “moments” seems to define the
ethical and political limits of both old and new immersive
30 For a reflection on the notion of “distance” in the field of media studies, I refer to the
introduction and the various contributions in M. Treleani, F. Zucconi, eds., “Remediating
Distances,” IMG Journal 3 (2020).
FRANCESCO ZUCCONI 87 AN-ICON
technologies. Hence the need to keep the door of art history
open, imagining an anachronistic approach and aiming for
artistic experimentations poised between different media,
between two different moments.
FRANCESCO ZUCCONI 88 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18458 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18458",
"Description": "In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18458",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Philippe Bédard",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Umwelt",
"Title": "Adventures beyond anthropocentrism in virtual reality art",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-25",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Philippe Bédard",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18458",
"firstpage": null,
"institution": "McGill University ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Umwelt",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Yee, N., Bailenson, J.N., “The Proteus effect: the effect of transformed self-representation on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.org/10.1177/0093650208330254.",
"spatial": null,
"temporal": null,
"title": "Adventures beyond anthropocentrism in virtual reality art",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18458/17774",
"volume": "1"
}
] | Adventures beyond
anthropocentrism
in virtual reality
by Philippe Bédard
art
Virtual Reality
Illusion
Anthropocentrism
Umwelt
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Adventures beyond
anthropocentrism in virtual
reality art
PHILIPPE BÉDARD, McGill University – https://orcid.org/0000-0003-4100-5249
https://doi.org/10.54103/ai/18458
“Imagine an eye unruled by man-made laws of perspective, an eye unpreju-
diced by compositional logic, an eye which does not respond to the name of
everything but which must know each object encountered in life through an
adventure of perception”1
Abstract In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
and limitations of VR’s illusionistic potential. Knowing full
well that certain economic pressures preclude artists from
pursuing the kinds of provocations I describe in this essay,
I nevertheless invite readers to follow along as I explore
alternative potentialities of contemporary VR. Specifically, I
approach VR here in the hopes of finding ways of engaging
with different bodies, spaces, and realities, even if illusorily.
Keywords Virtual reality Illusion Anthropocentrism Umwelt
To quote this essay: P. Bédard, “Adventures beyond anthropocentrism in virtual reality art,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 89-112, https://doi.org/10.54103/ai/18458
1 S. Brakhage, “From Metaphors on Vision,” in P.A. Sitney, ed., The Avant-Garde Film: A
Reader of Theory and Criticism (New York: Anthology Film Archives, 1978): 120.
PHILIPPE BÉDARD 89 AN-ICON
Introduction
Many things have changed between the origi-
nal heyday of virtual reality (VR) in the 1980–1990s and the
current revival of the technology since the early 2010s. But
while today VR might benefit from the leaps and bounds
computers and graphic technologies have witnessed in
the intervening decades, and while it might enjoy greater
commercial success than ever before, I often feel our imag-
ination around the kinds of experiences enabled by VR has
suffered somewhat. We are far removed today from Mere-
dith Bricken’s suggestion that in VR: “You can be the mad
hatter or you can be the teapot; you can move back and
forth to the rhythm of a song. You can be a tiny droplet in
the rain or in the river.”2 Likewise, we seem to have strayed
from Jaron Lanier’s proposition that in virtual reality, “you
can visit the world of the dinosaur, then become a Tyran-
nosaurus. Not only can you see DNA, you can experience
what it’s like to be a molecule.”3 While Jay David Bolter
and Richard Grusin use these two quotes to highlight the
illusion of “perceptual immediacy”4 of immersive virtual
reality experiences, I see in these statements something
else entirely more interesting: the idea that VR might give
us experiences that far exceed the limits of human under-
standing.
In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
2 M. Bricken, “Virtual worlds: no interface to design,” in M. Benedikt, ed., Cyberspace: First
Steps (Cambridge MA: MIT Press, 1991): 363-382, 372.
3 S. Ditlea, “False starts aside, virtual reality finds new roles,” New York Times (March 23,
1998): 97.
4 J. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
2000): 22.
PHILIPPE BÉDARD 90 AN-ICON
and limitations of VR’s illusionistic potential. In so doing, I
also aim to explore how VR might be thought of as more
than a means to foster empathy for other human beings,
whatever the purpose for that endeavour might be.5 This
allows me to discuss immersive technologies and experi-
ences in a context devoid of the problems typically asso-
ciated with discourses around the concept of “empathy
machine.”
I begin this essay by addressing the illusion of
presence in VR, specifically as it relates to our experience of
body-space relations in physical reality. I start by address-
ing what I argue to be the fundamental anthropocentrism
of VR’s dominant mode of experience. This crucial detour
has me discussing whether VR is capable of representing
non-human modes of being in the world. Necessarily, this
also means addressing earlier thought experiments in the
field of psychology, biology, and philosophy that sought to
question “what it is like to be” something other than human.
Having done so, I then consider whether VR might have the
ability to give us access to non-human realities, or whether
it is limited by a fundamental anthropocentrism. Finally, I
5 On the issue of empathy in VR, see J.H. Murray, “Not a film and not an empathy machine,”
Immerse (October 6, 2016): https://immerse.news/not-a-film-and-not-an-empathy-machine-
48b63b0eda93, accessed January 10, 2023; S. Gregory, “Immersive witnessing: from
empathy and outrage to action,” WITNESS blog (2016), https://blog.witness.org/2016/08/
immersive-witnessing-from-empathy-and-outrage-to-action/, accessed January 10, 2023; G.
Bollmer, “Empathy machines,” Media International Australia 165, no. 1 (2017): 63-76, https://
doi.org/10.1177/1329878X17726794; R. Yang, “If you walk in someone else’s shoes, then
you’ve taken their shoes: empathy machines as appropriation machines,” Radiator Blog (April
5, 2017), https://www.blog.radiator.debacle.us/2017/04/if-you-walk-in-someone-elses-shoes-
then.html, accessed January 10, 2023; H. Farmer, “A broken empathy machine,” Immerse
(September 30, 2019), https://immerse.news/a-broken-empathy-machine-can-virtual-reality-
increase-pro-social-behaviour-and-reduce-prejudice-cbcefb30525b, accessed January
10, 2023; P. Roquet, “Empathy for the game master: how virtual reality creates empathy for
those seen to be creating VR,” Journal of Visual Culture 19, no. 1 (2020): 65-80, https://doi.
org/10.1177/1470412920906260; L. Nakamura, “Feeling good about feeling bad: virtuous
virtual reality and the automation of racial empathy,” Journal of Visual Culture 19, no. 1 (2020):
47-64, https://doi.org/10.1177/1470412920906259; G. Bollmer and K. Guinness, “Empathy
and nausea: virtual reality and Jordan Wolfson’s Real Violence,” Journal of Visual Culture 19,
no. 1 (2020): 28-46, https://doi.org/10.1177/1470412920906261.
PHILIPPE BÉDARD 91 AN-ICON
look at experiments relating to illusions of body ownership
in VR, specifically as they relate to non-human bodies.
As will become abundantly clear over the
course of this essay, my goal is speculative—perhaps even
provocative—rather than earnest. I write this text as an
exercise in exploring what I perceive to be a bias towards
anthropocentrism in VR, a medium which has so often been
lauded for its ability to simulate otherwise impossible real-
ities.6 Readers may also see this as a call to action to VR
designers and consumers to open their minds to the pos-
sibilities offered by contemporary immersive technologies
beyond those practices that currently dominate the market.
Knowing full well that certain economic pressures preclude
artists from pursuing the kinds of provocations I describe
in this essay, I nevertheless invite readers to follow along
as I explore alternative potentialities of contemporary VR.7
Specifically, I approach VR here in the hopes of finding
ways of engaging with different bodies, spaces, and real-
ities, even if illusorily.
Virtual reality environments: immediacy
and presence
It has become something of a truism to recog-
nize that VR is able to foster a sense of presence, that is,
the impression of “being there” in a virtual environment dis-
tinct from the physical environment that one’s body is also
occupying. Or, as Mathew Lombard et al. put it, presence
6 I maintain that VR is currently driven by profoundly anthropocentric forces, despite the
“anti-anthropocentric drive which,” according to Andrea Pinotti, “currently characterises
not only the VR world but contemporary visual culture, in various mediums, more
generally.” A. Pinotti, “What is it like to be a hawk?,” in Y. Hadjinicolaou, ed., Visual
Engagements: Image Practices and Falconry (Berlin: De Gruyter, 2020): 30-47, 44, https://
doi.org/10.1515/9783110618587-003. See also R. Grusin, The Nonhuman Turn (Minneapolis:
University of Minnesota Press, 2015).
7 I also want to recognize that there are the effects of VR are not currently fully known and
that much more work must be done to ensure current VR technologies are accessible and
ethical. These pressing issues certainly deserve more attention before we can move towards
more elaborate explorations of the outer limits of VR.
PHILIPPE BÉDARD 92 AN-ICON
describes, “the perceptual illusion of non-mediation.”8 In
this context, the perceived lack of mediation is predicated
on VR’s ability to foster a convincing illusion of a space
that reproduces the way we see the world in our daily lives:
as a three-dimensional volume in which our bodies can
move and act. And while on their own the affordances of
head-mounted displays (HMD) could be used to create any
number of effects and illusions, the dominant practice of
contemporary immersive media has been to reproduce our
habitual modes of (visual) perception: looking ahead from
an upright position through a pair of eyes which we can
move around (either in their orbits, by moving our head, or
our body) to see the surrounding environment.
In an earlier essay, I described VR as inherently
subjective, following Jonathan Crary’s incisive discussion
of “subjective vision.”9 By extension, I would also argue its
default mode of experience–that for which it was designed
and that which is dominant to this day–is also intrinsically
anthropocentric. This is because “subjective,” in this con-
text, refers to the idiosyncrasies of human vision.10 By the
same token, I describe an apparatus which relies on these
unique and fallible qualities of perception as subjective. In
the case of VR, the HMD hinges upon the following sub-
jective qualities of human vision: its binocularity, its “ego-
centric” perspective, and the individual’s ability to move
their point of view on the world through six degrees of
freedom of movement along three dimensions. Here, ego-
centrism describes an approach to body-space relations
8 M. Lombard, T. Ditton, “At the heart of it all: the concept of presence,” Journal of
Computer-Mediated Communication 3, no. 2 (1997), https://doi.org/10.1111/j.1083-6101.1997.
tb00072.x.
9 P. Bédard, “La machine subjective? Les appropriations cinématographiques des dispositifs
immersifs contemporains,” Canadian Journal of Film Studies 28, no. 1 (2019): 66-92, 74,
https://doi.org/10.3138/cjfs.28.1.2019-0012; J. Crary, Techniques of the Observer: On Vision
and Modernity in the Nineteenth Century (Cambridge MA: MIT Press, 1992).
10 See again J. Crary, Techniques of the Observer: On Vision and Modernity in the
Nineteenth Century.
PHILIPPE BÉDARD 93 AN-ICON
which take the individual as a point of reference.11 In other
words, the egocentric perspective considers the human
body as a “pivot around which the three dimensions of
spatial extension arrange themselves and from which they
ultimately proceed.”12 This could just as easily be called
anthropocentric.
I continue to subscribe to the idea that VR’s
apparatus and the default mode of experience it proposes
are subjective, egocentric, and anthropocentric. That is
because in most cases, the illusion of presence fostered
by immersive virtual environments plays off this charac-
teristic centrality of our body in our perception of space.
Head-mounted displays become viewports into different
and often completely fantastical realities, but these spaces
are still explored from an egocentric perspective, with the
body as invariable centre of gravity. If we assume the goal
of most virtual reality experiences is to create a satisfying
illusion of presence in a virtual environment–whatever the
purpose for that may be–it makes perfect sense why this
strategy has remained so dominant. However, this is not
the only avenue. As an example, a slew of recent (flat) vid-
eo games have embraced the affordances of their medi-
um’s monocular perspective to create fascinating optical
illusions and truly impossible body-space relations. The
worlds explored in Antichamber (Demruth, 2013), Superlim-
inal (Pillow Castle Games, 2019), Manifold Garden (William
Chyr, 2019), Spaceflux (Colin Ardelean, 2020), Hyperbolica
(CodeParade, 2022), and Parallelia (SincArt Studio, 2022)
exceed our natural conception of space by presenting all
manner of physically impossible environments: non-Euclid-
ean, hyperbolic, fractal, etc. In so doing, they draw more
inspiration from M.C. Escher’s depictions of space than
11 W.R. Sherman, A.B. Craig, Understanding Virtual Reality: Interface, Application, and
Design (San Francisco: Morgan Kaufman Publishers, 2003): 296.
12 E.S. Casey, The Fate of Place: A Philosophical History (Berkeley: University of California
Press, 1997): 208. Emphasis added.
PHILIPPE BÉDARD 94 AN-ICON
from what we find in Leon Battista Alberti’s theorization of
renaissance perspective. What if VR were to also stray from
the beaten path and indulge in such perspectival fancies?
In the contemporary immersive media land-
scape, precious few experiments with non-anthropocen-
tric spaces have surfaced–at least to my knowledge.13 In
mid-2020, Diego Montoya shared Spacetime, which he
described as a “special relativity VR simulation.” The ex-
periment allows users to explore a room where the speed
of light is much slower than usual: “You can experience
space contraction, time dilation and light Doppler effects
as you move”14 (Fig. 1a and 1b). Among various physical
distortions the experience enables–all of which are impos-
sible to encapsulate in written form–the designer explains
that “[t]he world feels very ‘wobbly’ when moving very close
to the speed of light, almost liquid.” While space remains
Fig. 1a
13 I discuss the limits of any analysis of contemporary virtual reality in P. Bédard, “La
machine subjective? Les appropriations cinématographiques des dispositifs immersifs
contemporains.”
14 D. Montoya (@diego_montoya _), “I built a special #relativity VR simulation for @oculus
Quest, where the speed of light c is much lower than usual. You can experience space
contraction, time dilation and light Doppler effect as you move. 1/n,” Tweet, August 7, 2020,
https://twitter.com/diego_montoya_/status/1291745102700765184, accessed January 10,
2023.
PHILIPPE BÉDARD 95 AN-ICON
Fig. 1a and 1b. Diego Montoya,
Fig. 1b Spacetime, 2020
three-dimensional in Spacetime, the user’s relations to that
space far exceed the limits of our habitual modes of per-
ception. With that said, I would hesitate to say that they
exceed anthropocentrism, since the transformations that
space undergoes throughout the experiment result from
the user’s movements. Space is not transformed. Our per-
ception of it is.
As with the earlier quoted videogames, Mon-
toya’s project is the exception rather than the norm. Indeed,
I still believe that as long as VR remains tied to the three
or six degrees of freedom model of spatial engagement
which takes the body as its centre, there is little it can
do to avoid this egocentric mode of experience. With that
said, nothing is keeping VR designers from creating virtual
environments which are abstract rather than representa-
tional.15 In other words, perhaps the solution to exceeding
anthropocentric perspectives in VR might be to reject the
notion of “perspective” altogether. However, doing so might
15 An example I recently encountered would merit further attention in this regard. In
Lockdown Dreamscape (Nicolas Gebbe, 2022), an innovative visual process was used to
distort the image such that objects seemed to meld into one another. A slow movement
through the distorted space led me to discover novel spatial relations. The experience was at
once nauseating and thrilling.
PHILIPPE BÉDARD 96 AN-ICON
require more nuanced explorations of the affordances of
virtual bodies. It might also ask that we question “what it
is like to be” non-human, and whether VR is at all capable
to furnish an answer to that question.
What it is like to be [ ]
Whether it has been asked about animals, in-
sects, or “things” in general, the question of “what it is like
to be” this or that–whatever it may be–recognizes that our
perspective as human animals is limited and distinct enough
from other forms of being to preclude us from knowing or
even understanding them.16 The reality behind this seem-
ingly impassable chasm between ourselves and others is
made clear through the concept of Umwelt, as theorized
by Jakob von Uexküll. While it is true that all things (living
or otherwise) occupy the same physical reality, Von Uexküll
introduces the notion of Umwelt to suggest that all beings
do not necessarily share the same environment or world.17
The sensorial attunement of different animals varies to such
a degree that the very meaning of “world” differs from one
creature to another.
The word Umwelt can be translated as “self-cen-
tred world.” This suggests the inherently subjective or
egocentric nature of a given entity’s particular version of,
and relation to, a world. This interpretation of Umwelt as
“self-centred” or “subjectively-perceived” world is made
even more evident when looking at the notion of subjectivity
itself, understood here as that which is exclusive to a given
16 This has far-reaching implications within debates on the notion of empathy in virtual reality.
17 J. von Uexküll, A Foray into the Worlds of Animals and Humans with A Theory of Meaning
(1934), trans. J.D. O’Neil (Minneapolis: University of Minnesota Press, 2010). The ties between
von Uexküll’s Umwelt and VR have been highlighted by Andrea Pinotti in an illuminating
chapter. See Pinotti, “What is it like to be a hawk?”
PHILIPPE BÉDARD 97 AN-ICON
individual (i.e., subject).18 Indeed, as Maike Sarah Reinerth
and Jan-Noël Thon define it, “subjectivity” designates that
to which an individual has privileged access. While this
definition of subjectivity does satisfyingly describe the ex-
clusive character of Umwelt, the parallel breaks down when
we realize subjectivity is most often discussed in terms of
the unique way in which a given subject “sees” things. The
reason for this breakdown has far-reaching implications,
specifically when it comes to the non-anthropocentric aims
of this essay.
Where the concept of Umwelt shines and where
the questions of “what it is like to be” something other than
human come into play is precisely when the human sen-
sorium–of which sight is often taken to be the most privi-
leged example–is no longer sufficient. Von Uexküll with his
famous study of the tick, Thomas Nagel with his example
of the bat, and Ian Bogost in his Alien Phenomenology all
focus on the worldly experience of insects, animals and
things that are commonly understood as blind–that is, when
sight is understood from an anthropocentric perspective.19
What drives these thinkers, then, is precisely to understand
how these creatures sense, navigate and exist in a version
of the world that is completely different from that of hu-
mans, even though we might inhabit the same spaces at
any given time. How does the world of the bat differ from
ours when its primary mode of experience is defined by its
use of echolocation? How is the tick’s experience of the
world influenced by its reliance on sensing the heat, fur,
and butyric acid that signify the presence of its main prey,
namely mammals? How different is the world for things
18 M.S. Reinerth, J.N. Thon, eds., Subjectivity Across Media: Interdisciplinary and
Transmedial Perspectives (New York: Routledge, 2017). For a more sustained discussion
of subjectivity in VR, see P. Bédard, “La machine subjective? Les appropriations
cinématographiques des dispositifs immersifs contemporains.”
19 T. Nagel, “What is it like to be a bat?,” The Philosophical Review 83, no. 4 (1974): 435-450,
https://doi.org/10.2307/2183914; I. Bogost, Alien Phenomenology, or, What It’s Like to be a
Thing (Minneapolis: University of Minnesota Press, 2012).
PHILIPPE BÉDARD 98 AN-ICON
whose very mode of existence would even preclude us
from describing them has “experiencing” the world?
“When we ask what it means to be something,”
Bogost summarizes, “we pose a question that exceeds
our own grasp of the being of the world.”20 In brief, these
ask that we set aside our privileged modes of experience
for a moment and engage–even if imaginatively–with other
realities parallel and equal to our own. My interest in ask-
ing these questions in the context of an essay on virtual
reality, then, comes from the fact that I see it as a tool for
exploring and perhaps even exceeding the limits of anthro-
pocentric perspectives.21 Indeed, while Reinerth and Thon
remark upon the impossibility of accessing the subjectivity
of others per se, the editors also suggest that media of
all kinds (from literature, to movies, to games, etc.) can
succeed in fostering a sense of intersubjectivity. This pro-
cess could also be called empathy, namely “the ability to
share and understand the experiences of others,” or, as
Kate Nash defines it, “an affective response grounded in an
imaginative engagement with the experience of the other.”22
Whether we call it intersubjectivity or empathy, the belief
behind these concepts is that different media can make
use of their unique affordances to suggest to users how a
given character might subjectively perceive a given event
or experience. Can VR overcome its fundamental anthropo-
centrism and help users imaginatively project themselves
in the experiences of others, precisely when these exceed
their habitual range of possible experiences?
20 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing: 30. Original emphasis.
21 Pinotti might say that this desire to exceed anthropocentrism is itself anthropocentric, as
it posits humans as having an exceptional capacity to access other modes of being in the
world, which other creatures do not possess. See Pinotti, “What is it like to be a hawk?”.
22 H. Farmer, “A broken empathy machine,” K. Nash, “Virtual reality witness: exploring the
ethics of mediated presence,” Studies in Documentary Film 12, no. 2 (2018): 119-131, 124,
https://doi.org/10.1080/17503280.2017.1340796.
PHILIPPE BÉDARD 99 AN-ICON
Accessing non-human realities through
technology
An initial response to this last question might
be that it cannot. Because VR HMDs are (predominantly)
audiovisual devices and because they are tuned to the hu-
man sensorium, they cannot, by definition, make us see and
hear more than what our eyes and ears can perceive nor-
mally.23 As Andrea Pinotti adroitly explains, such attempts
to represent non-human realities through technology:
[...] cannot patently hope to escape Nagel’s caveat. Since they are
visually rendered on a screen, a compound-eye vision, a left-right-
eye independent vision or an infrared vision will always be visions
processed by a human eye-brain system. Human species-specific
organisation operates as a physiological and phenomenological a
priori that cannot simply be bypassed. This is, of course, true also
for any sort of VR simulation of non-human ways of experiencing
the world: they all ultimately have to be processed by such human
a priori.24
This makes it seemingly impossible for HMDs
to exceed our typical senses of sight and hearing, to say
nothing of being able to use it to go beyond our ordinary
perceptual habitus and perceive the world as a bat, tick, or
other creature might. But does it mean VR cannot help us
imagine what the world might look like to a different being?
The fact is that we already use tools in our dai-
ly lives that make visible to us phenomena to which our
eyes and ears are not sensitive. The clock makes visible
23 To that effect, “[David] Eagleman has noted that the part of the electromagnetic spectrum
that is visible to humans is less than a ten-trillionth of the electromagnetic field, and therefore
much goes undetected in our lives apart from a ‘shockingly small fraction of the surrounding
reality.” L. Jarvis, “Body-swapping: self-attribution and body transfer illusions (BTIs),” in
Immersive Embodiment: Theatres of Mislocalized Sensation (Cham: Springer International
Publishing, 2019): 99-154, 113. See also D. Eagleman, “The Umwelt,” in J. Brockman, ed.,
This Will Make You Smarter (London: Doubleday, 2012): 143-145.
24 A. Pinotti, “What is it like to be a hawk?:” 46.
PHILIPPE BÉDARD 100 AN-ICON
the passage of time, while other instruments transform a
range of different extrasensory stimuli into visible data (e.g.,
spectrometer, barometer, Geiger counter, Magnetic Res-
onance Imaging scanner, etc.). Through these tools, we
can gain access to phenomena that are strictly speaking
“invisible,” yet which become visible all the same thanks to
the appropriate apparatus. Having been made visible, these
phenomena are not necessarily legible to all. As Don Ihde
explains, the relation with the world in which we enter when
using such tools is hermeneutic, meaning it requires that
we possess the knowledge and skills necessary to interpret
the data presented to us through these instruments; one
must know how to speak the machine’s language, and to
read the world through it.25
Thinking of VR as a tool to engage hermeneu-
tically with aspects of the world which we cannot natural-
ly perceive is one possible avenue for thinking of it as a
way to exceed the anthropocentric perspectives to which
it has generally been relegated. We can see traces of this
approach at play in several projects by the artist collective
Marshmallow Laser Feast (MLF), notably in In the Eyes of
the Animal (2015), Treehugger: Wawona (2016), and We
live in an Ocean of Air (2018). In each of these projects,
the artists use “terrestrial laser scanners” to create what
are commonly known as “point clouds.” The density and
colour of these clouds can be changed to create more or
less detailed pointillist representations of physical spaces.
MLF uses these to translate ways of “seeing” or being in
the world that are in excess of human understanding. The
25 “Hermeneutic relations,” Evan Selinger explains, “do not amplify or replicate the body’s
sensory abilities; instead, they engage our linguistic and interpretative aptitudes. In this
context, technologies that facilitate hermeneutic relations are best understood as being ‘text-
like’; their effective utilization requires interpretation through the activity of reading.” E. Selinger,
Postphenomenology: A Critical Companion to Ihde (New York: SUNY Press, 2012): 5. An
example that is closer to art and illusion might be anamorphosis. To see the anamorphosis
hidden in an image, viewers must know how to position themselves in such a way as to reveal
the image. See D.L. Collins, “Anamorphosis and the eccentric observer: inverted perspective
and construction of the gaze,” Leonardo (1992): 73-82, https://www.jstor.org/stable/i270958.
PHILIPPE BÉDARD 101 AN-ICON
effect lies halfway between scientific imagery and impres-
sionism, as sparse arrays of point clouds leave much to the
viewer’s imagination. In the Eyes of the Animal, for example,
puts its viewers in the eyes of four different animals and
insects (owl, frog, dragonfly, and mosquito), each with its
Fig. 2a
Fig. 2b
Fig. 2a and 2b. Marshmallow Laser Feast,
In the Eyes of the Animal, 2015
own way of perceiving a forest (Fig. 2a and 2b). Meanwhile,
Treehugger and Ocean of Air each focus on trees and on
the scope and time frame of their biological processes. Al-
though all the creatures represented in these projects share
the same environments (i.e., the forest), they each have
PHILIPPE BÉDARD 102 AN-ICON
their own Umwelt, which MLF represents through different
densities of point clouds and different colour filters.
Some critics may point to the fact that what
MLF does in their project may not be called hermeneutical,
in that the tools they use do not translate the actual, literal
perception of these insects and animals.26 It would also be
fair to note that users would not be adequately equipped
to interpret the world as perceived through these tools,
even if their scientific accuracy was beyond reproach. This
would be missing the point. It would be more appropriate
to say that what MLF creates are artistic renditions of what
the authors imagine the world might look like to different
non-human animals. Their projects are best understood,
then, as invitations to imaginatively explore what the Um-
welt of a mosquito, dragonfly, frog, owl, or even a tree might
be made of.
Recall that for Reinerth and Thon, different me-
dia can effectively seek to simulate certain aspects of a sub-
jective experience as perceived by a particular individual by
appealing to different aesthetic or narrative strategies, as
well as the imagination of the user (viewer, reader, player,
etc.).27 What we have yet to explore, however, is whether
VR is capable of simulating experiences that exceed the
boundaries of the human body. And since, as Maurice Mer-
leau-Ponty writes, “I am conscious of the world through
the medium of my body,”28 how the body appears and
functions in VR has far-reaching implications. So while what
MLF (among other artists) creates might look different than
how we see the world, the question still stands as to if and
26 MLF typically collaborates with scientists in relevant fields to help them translate the
data recorded. With that said, Pinotti’s reminder that data represented onscreen for human
consumption is not equivalent to the source stimuli still holds true, lessening any claim these
artistic experiences might want to make as to their accuracy. See Pinotti, “What is it like to be
a hawk?”
27 M.S. Reinerth, J.N. Thon, “Introduction,” in M.S. Reinerth, J.N. Thon, eds., Subjectivity
Across Media: Interdisciplinary and Transmedial Perspectives: 1-25, 3. Original emphasis.
28 M. Merleau-Ponty, The Phenomenology of Perception (New York: Routledge, 2010): 94-95.
PHILIPPE BÉDARD 103 AN-ICON
how might VR allow users to act differently than they can
in their own human bodies.
Embodying the non-human
While the illusion of presence is often acknowl-
edged in discussions of VR, the various kinds of embod-
ied illusions the medium offers are just as relevant, readily
achievable, and arguably even more fundamental.29 It is not
surprising, then, that the body, its representations, and our
perception thereof have received much attention from the
fields of psychology and neuroscience, especially in recent
years. For instance, in their work on the so-called “Proteus
effect,” Nick Yee and Jeremy Bailenson have demonstrat-
ed how “an individual’s behaviour conforms to their digital
self-representation independent of how others perceive
them.”30 While most scholarship that invokes this effect
focuses on the behavioural aftereffects of inhabiting other
kinds of human bodies (e.g., in terms of gender, age, race,
ability, etc.), some have explored the effects derived from
inhabiting non-human bodies.31 These lay the groundwork
for the explorations to which this essay aspires, but it is
possible to go further still.
A great many studies have been conducted on
the topic of the “body ownership illusion,” or the so-called
“body transfer illusion.” These illustrate how our body sche-
ma is amenable to change when presented with sufficiently
29 I use the term “medium” loosely here, as contemporary VR is more appropriately
described as an apparatus which pre-existing media are attempting to adopt. For more on that
debate, see my forthcoming “Many births of VR.”
30 N. Yee, J.N. Bailenson, “The Proteus effect: the effect of transformed self-representation
on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.
org/10.1177/0093650208330254.
31 See S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual
environments increases inclusion of nature in self and involvement with nature,” Journal
of Computer-Mediated Communication 21, no. 6 (2016): 399-419, https://doi.org/10.1111/
jcc4.12173.
PHILIPPE BÉDARD 104 AN-ICON
convincing data.32 Importantly, this adaptation also works
in cases of illusion, when the brain is tricked into adopting
external elements. This process can also be triggered in
virtual reality applications. Starting from the now famous
rubber hand illusion, studies have detailed different ways
in which users can feel ownership of an artificial limb, such
that they are deluded into thinking that this foreign object
is part of their own body.33 Others have focussed on body
transfer illusions, suggesting that even full-body stand-ins
such as mannequins and digital avatars can be absorbed
into a user’s body schema. VR is a particularly powerful
tool for fostering this illusion since, as one notable paper
suggests, “in VR, there are near-infinite opportunities for
both extending and radically altering our virtual (and hence
perceptually real) bodies.”34
The notion of “homuncular flexibility” further
supports the idea that the mind can adapt to “exotic mor-
phologies, distortions, extensions and reductions” of body
32 See M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions
and their relation to Gallagher’s body image and body schema,” Constructivist Foundations
14, no. 1 (2018): 94-105, https://doi.org/10.5167/uzh-162795; S. Seinfeld et al., “User
representations in human-computer interaction,” Human–Computer Interaction 36, no. 5-6
(2021): 400-438, https://doi.org/10.1080/07370024.2020.1724790; A. Maselli, M. Slater, “The
building blocks of the full body ownership illusion,” Frontiers in Human Neuroscience 7 (2013):
1-15, https://doi.org/10.3389/fnhum.2013.00083; M. Botvinick, J. Cohen, “Rubber hands
‘feel’ touch that eyes see,” Nature 391, no. 6669 (1998): 756, https://doi.org/10.1038/35784;
S. J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” N. Yee, J.N. Bailenson, “The
difference between being and seeing: the relative contribution of self-perception and priming
to behavioral changes via digital self-representation,” Media Psychology 12, no. 2 (2009):
195-209, https://doi.org/10.1080/15213260902849943; H. Farmer, A. Tajadura-Jiménez, M.
Tsakiris, “Beyond the colour of my skin: how skin colour affects the sense of body-ownership,”
Consciousness and Cognition 21, no. 3 (2012): 1242-1256, https://doi.org/10.1016/j.
concog.2012.04.011; H. Farmer, L. Maister, M. Tsakiris, “Change my body, change my
mind: the effects of illusory ownership of an outgroup hand on implicit attitudes toward that
outgroup,” Frontiers in Psychology 4, no. 13 (2014), https://doi.org/10.3389/fpsyg.2013.01016;
H. Farmer, L. Maister, “Putting ourselves in another’s skin: using the plasticity of self-
perception to enhance empathy and decrease prejudice,” Social Justice Research 30, no. 4
(2017): 323-354, https://doi.org/10.1007/s11211-017-0294-1.
33 M. Botvinick, J. Cohen, “Rubber hands ‘feel’ touch that eyes see:” 756.
34 W. Steptoe, A. Steed, M. Slater, “Human tails: ownership and control of extended
humanoid avatars,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4
(2013): 583-590, https://doi.org/10.1109/tvcg.2013.32. Notably, the authors also suggest that:
“Our instinctive ability to rapidly and dexterously incorporate such objects and learn how to use
such tools provides a clue to the remarkable plasticity of how the human brain represents the
body and encodes space.”
PHILIPPE BÉDARD 105 AN-ICON
configurations.35 It is interesting to note that already be-
tween 1989 and 1991, ad hoc experiments were being
conducted by VR pioneer Jaron Lanier and his team at VPL
on an individual’s ability to take ownership of “weird ava-
tars that were still usable.”36 Avatars with unusual point of
view placements (e.g., eyes at hip level), extremely long ex-
tremities, and even non-human avatars were experimented
with.37 In the latter case, Lanier reminisces about a lobster
avatar which was designed by Ann Lasko-Harvill, then
Director of Product Design at VPL Research.38 Some of
these informal experiments have since been proven by
more robust studies. Notably, Andrea Stevenson Won and
Jeremy Bailenson teamed up with and Jaron Lanier to test
the ability of users to incorporate supernumerary limbs by
mapping their controls to “the rotation of a wrist, the flex
of an ankle, or some combination of the two.”39 This came
as a response to the limitation of the human body in re-
gard to the fact that, “[a]s the lobster body includes more
limbs than a person, there were not enough parameters
measured by the body suit to drive the lobster avatar in a
one-to-one map.”40
An important limitation to the illusion of body
ownership or transfer which studies on the topic often
35 Ibid. See also A.S. Won et al., “Homuncular flexibility in virtual reality,” Journal of
Computer-Mediated Communication 20, no. 3 (2015): 241-259, https://doi.org/10.1111/
jcc4.12107; A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to
inhabit nonhuman avatars,” Emerging Trends in the Social and Behavioral Sciences: An
Interdisciplinary, Searchable, and Linkable Resource (2015): 1-16.
36 Ibid.: 2.
37 K. Kilteni et al., “Extending body space in immersive virtual reality: a very long arm
illusion,” PloS one 7, no. 7 (2012): 1-15, https://doi.org/10.1371/journal.pone.0040867;
S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” T. Feuchtner, J. Müller,
“Extending the body for interaction with reality,” Proceedings of the 2017 CHI Conference on
Human Factors in Computing Systems (2017), https://doi.org/10.1145/3025453.3025689.
38 J. Lanier, “Homuncular flexibility,” in 2006: What is your Dangerous Idea? Edge: The World
Question Center (2006), https://www.edge.org/response-detail/11182, accessed January 10,
2023.
39 A.S. Won et al., “Homuncular flexibility in virtual reality:” 242. Interestingly, the authors
gesture towards our earlier discussion of “what it is like to be [ ]” when, in the very first line
of their article, they ask: “What if you could become a bat.” Ibid.: 241.
40 A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to inhabit
nonhuman avatars:” 2-3.
PHILIPPE BÉDARD 106 AN-ICON
highlight is the required “realism” of the external object.
That is, “the need for an object to preserve precise, informa-
tive corporeal structural features in order to be integrable as
one’s own body part.”41 In other words, anthropomorphism
is often presented as an important–if not essential–factor in
the illusion of body ownership. Does this mean the move
beyond human perspectives for which I am advocating in
this essay is a nonstarter?
Redemption for this idea might yet be found
in more recent approaches to the illusion of body own-
ership which point to a crucial element that is otherwise
overlooked in the earlier quoted studies. Namely, in their
meta-analysis of “user representations,” Sofía Seinfeld and
colleagues have shown that while “[u]nrealistic visual ap-
pearance, such as the visual discontinuity of the artificial
body, also reduces the feeling of body ownership,” it is
also true that “[b]ody ownership illusions are effectively in-
duced through congruent multisensory stimulation.”42 Earli-
er studies focussed on illusions generated by visual stimuli
supplemented with synchronous tactile feedback (e.g., the
rubber hand is stroked at the same time as the physical
hand). Meanwhile, active engagement with the illusory body
augmentation has been shown to play an important role
in the success of this illusion. For instance, Marte Roel
Lesur et al. suggest that while “the literature shows that
not just any fake body or object can elicit illusory owner-
ship,” at the same time, “in the presence of sensorimotor
coherence, there are some examples of illusory ownership
over implausible virtual bodies.”43 The redeeming quality of
contemporary VR technologies in this regard is precisely
their ability to afford their users agency, interactivity, and
41 A. Maselli, M. Slater, “The building blocks of the full body ownership illusion:” 12.
42 S. Seinfeld et al., “User representations in human-computer interaction:” 416-417.
Emphasis added.
43 M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions and
their relation to Gallagher’s body image and body schema:” 101
PHILIPPE BÉDARD 107 AN-ICON
multisensory feedback which work in concert to create
many of the contingencies that are known to facilitate such
body ownership illusions.
Fig. 3a
Fig. 3b
Fig. 3a and 3b. Non-human bodies in Plastisapiens
(Miri Chekhanovich and Édith Jorisch, 2022). Credit:
National Film Board of Canada (2022)
True as it might be that most recent VR ex-
periences remain tied to humanoid avatars, some have
pushed the boundaries of what counts as realistic body,
while others have experimented with bodies that are alto-
gether non-human. One such notable example is the VR
experience Plastisapiens (Miri Chekhanovich and Édith
Jorisch, 2022), a piece of “surrealist ecofiction” which asks
viewers to imagine a future where human evolution has
been shaped by our exposure to microplastics in the air we
PHILIPPE BÉDARD 108 AN-ICON
breathe, the water we drink, and the food we ingest; the An-
thropocene has here been replaced by what we might call
the Plasticene. Throughout its 15–minutes runtime, Plasti-
sapiens asks its viewers to adopt a number of new bodies,
from a prehistoric betentacled creature to the eponymous
human-plastic hybrid, whose hands seem to be made of
thin plastic (Fig. 3a and 3b). In both cases, “hands” are the
only part of their body users can see, leaving the rest up
to their imagination.
Meanwhile, hand tracking is used to manip-
ulate these new alien-looking appendages. The player’s
agency is made evident in their ability to move their hands
in predictable ways. Here, part of the success for the body
ownership illusion is ensured by the synchronous move-
ment of the hand in physical reality and the appearance of
the corresponding movement of the alien limb, as seen in
the HMD. In my own experience of Plastisapiens, I had no
issue whatsoever knowing how to manipulate my tentacles
to successfully reach the objects in my vicinity, adapting to
their limits and affordances within a matter of seconds. Fur-
thermore, the experience employs haptic feedback through
the controllers to add a sense of multisensory correspon-
dence between what the eye registers the tentacle having
touched, and what the physical (i.e., human) hand feels
having touched as well. Agency, interactivity, and multi-
sensory feedback therefore join forces to foster a sense of
sensorimotor coherence, thereby facilitating the illusion of
body ownership despite the lack of realism of the bodies
on offer.44
44 See also the oft-cited experience Birdly (Somniacs AG, 2015), another good example of
agency and synchronous multisensory feedback contributing to successful illusory ownership
of non-human animal bodies.
PHILIPPE BÉDARD 109 AN-ICON
Conclusion
Fascinated as I am by the possibilities opened
up by the idea of inhabiting non-human bodies, I can-
not help but see the limitations of this kind of temporary
foray into the world of non-human animals. If VR as it
exists today struggles to make us see things from the
perspective of another human being, as so many have
already demonstrated, can it truly show us what it is like
to be an animal, or any other non-human creature for that
matter? Further limitations come up when we begin to
question VR’s efficacy as an illusion. In a recent essay
on the myth of total illusion in virtual reality, Janet Murray
insists that, more than any medium before:
Interactive environments demand more explicit partnership
than just the willing suspension of disbelief; they become real
through the “active creation of belief” by inducing and satis-
fying specific intentional gestures of engagement. As soon as
we stop participating, because we are confused or bored or
uncomfortably stimulated, the illusion vanishes.45
Indeed, Murray is careful to remind us of a
fact that is rarely highlighted in studies on illusions in VR,
namely that effects such as the body ownership illusion
are difficult to achieve and more difficult still to maintain.46
On one hand, I want to join Murray in insist-
ing on the important role played by individual users in
fostering the kinds of illusions for which I am advocat-
ing in this essay. In an earlier paper on empathy in VR, I
came to a conclusion that applies just as well to the idea
45 J.H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27 https://journals.sagepub.com/doi/abs/10.1177/1470412920906253. Emphasis
added. See also J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) (Cambridge MA: MIT Press, 2017): 136-139.
46 “The rubber/virtual hand experiment is truly delusional, but it is important to note that it is
a fragile and momentary delusion.” Ibid.: 17.
PHILIPPE BÉDARD 110 AN-ICON
of imaginatively projecting oneself in the experience of
non-human or non-living beings: “users must know how
and want to use this tool.”47 The non-anthropocentric ef-
fects which I describe in this essay are difficult to achieve
for users who do not know how–or much less care–to
use VR as a tool to explore spaces and bodies which
exceed their natural capabilities. On the other hand, I
also want to recognize that the very idea of optical illu-
sion hinges upon the illusory nature of the phenomenon.
This assumes the automatic and involuntary process by
which we can succumb to illusions; optical or otherwise.
When the necessary conditions are met, we cannot help
but fall victim to illusions. Could VR’s affordances be
used to such effect?
I am also keen on suggesting a fruitful ave-
nue might lie in effects that are not quite illusions, but
rather something we might call “games of perception,”
or even hallucinations.48 Further research could be done
in this regard to echo Crary’s work on subjective vision
as it was utilized in the creation on optical toys in the
18th and 19th centuries. To that effect, we should also
consider the scholarship that has been produced on the
revelatory potentials of optical technologies used in ways
that defy anthropocentric concerns. I am thinking here of
Stan Brakhage’s call for a radical exploration of cinema’s
visual capabilities, as well as of William Wees’ study of
experimental cinema’s ability to “exceed” the limitations
of human vision.49 In both cases, nonnormative uses of
a technology lead to drastic effects, as heretofore dom-
inant modes of representation are swept aside in favour
47 This essay is forthcoming in the Canadian Journal of Film Studies.
48 For more on illusions and hallucinations in VR, see C. Paolucci, “Perception, hallucination,
virtual reality. From controlled hallucination to Resident Evil 7: Biohazard,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 112-128, https://doi.org/10.54103/ai/15443; P. Montani,
“The hallucinatory aspect of virtual reality and the image as a ‘bilderschrift’,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 154-172, https://doi.org/10.54103/ai/15441.
49 W.C. Wees, Light Moving in Time: Studies in the Visual Aesthetics of Avant-Garde Film
(Berkeley: University of California Press, 1992).
PHILIPPE BÉDARD 111 AN-ICON
of more eccentric–or even excessive–ways of engaging
with worldly phenomena. And while both examples re-
late to cinema, there is no reason why VR should not be
amenable to such experimental fancies. Where is VR’s
Brakhage? Its surrealist or Dadaist movement? Its fear-
less pioneers?
PHILIPPE BÉDARD 112 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18458 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18458",
"Description": "In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18458",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Philippe Bédard",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Umwelt",
"Title": "Adventures beyond anthropocentrism in virtual reality art",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-25",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Philippe Bédard",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18458",
"firstpage": null,
"institution": "McGill University ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Umwelt",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Yee, N., Bailenson, J.N., “The Proteus effect: the effect of transformed self-representation on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.org/10.1177/0093650208330254.",
"spatial": null,
"temporal": null,
"title": "Adventures beyond anthropocentrism in virtual reality art",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18458/17774",
"volume": "1"
}
] | Adventures beyond
anthropocentrism
in virtual reality
by Philippe Bédard
art
Virtual Reality
Illusion
Anthropocentrism
Umwelt
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Adventures beyond
anthropocentrism in virtual
reality art
PHILIPPE BÉDARD, McGill University – https://orcid.org/0000-0003-4100-5249
https://doi.org/10.54103/ai/18458
“Imagine an eye unruled by man-made laws of perspective, an eye unpreju-
diced by compositional logic, an eye which does not respond to the name of
everything but which must know each object encountered in life through an
adventure of perception”1
Abstract In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
and limitations of VR’s illusionistic potential. Knowing full
well that certain economic pressures preclude artists from
pursuing the kinds of provocations I describe in this essay,
I nevertheless invite readers to follow along as I explore
alternative potentialities of contemporary VR. Specifically, I
approach VR here in the hopes of finding ways of engaging
with different bodies, spaces, and realities, even if illusorily.
Keywords Virtual reality Illusion Anthropocentrism Umwelt
To quote this essay: P. Bédard, “Adventures beyond anthropocentrism in virtual reality art,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 89-112, https://doi.org/10.54103/ai/18458
1 S. Brakhage, “From Metaphors on Vision,” in P.A. Sitney, ed., The Avant-Garde Film: A
Reader of Theory and Criticism (New York: Anthology Film Archives, 1978): 120.
PHILIPPE BÉDARD 89 AN-ICON
Introduction
Many things have changed between the origi-
nal heyday of virtual reality (VR) in the 1980–1990s and the
current revival of the technology since the early 2010s. But
while today VR might benefit from the leaps and bounds
computers and graphic technologies have witnessed in
the intervening decades, and while it might enjoy greater
commercial success than ever before, I often feel our imag-
ination around the kinds of experiences enabled by VR has
suffered somewhat. We are far removed today from Mere-
dith Bricken’s suggestion that in VR: “You can be the mad
hatter or you can be the teapot; you can move back and
forth to the rhythm of a song. You can be a tiny droplet in
the rain or in the river.”2 Likewise, we seem to have strayed
from Jaron Lanier’s proposition that in virtual reality, “you
can visit the world of the dinosaur, then become a Tyran-
nosaurus. Not only can you see DNA, you can experience
what it’s like to be a molecule.”3 While Jay David Bolter
and Richard Grusin use these two quotes to highlight the
illusion of “perceptual immediacy”4 of immersive virtual
reality experiences, I see in these statements something
else entirely more interesting: the idea that VR might give
us experiences that far exceed the limits of human under-
standing.
In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
2 M. Bricken, “Virtual worlds: no interface to design,” in M. Benedikt, ed., Cyberspace: First
Steps (Cambridge MA: MIT Press, 1991): 363-382, 372.
3 S. Ditlea, “False starts aside, virtual reality finds new roles,” New York Times (March 23,
1998): 97.
4 J. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
2000): 22.
PHILIPPE BÉDARD 90 AN-ICON
and limitations of VR’s illusionistic potential. In so doing, I
also aim to explore how VR might be thought of as more
than a means to foster empathy for other human beings,
whatever the purpose for that endeavour might be.5 This
allows me to discuss immersive technologies and experi-
ences in a context devoid of the problems typically asso-
ciated with discourses around the concept of “empathy
machine.”
I begin this essay by addressing the illusion of
presence in VR, specifically as it relates to our experience of
body-space relations in physical reality. I start by address-
ing what I argue to be the fundamental anthropocentrism
of VR’s dominant mode of experience. This crucial detour
has me discussing whether VR is capable of representing
non-human modes of being in the world. Necessarily, this
also means addressing earlier thought experiments in the
field of psychology, biology, and philosophy that sought to
question “what it is like to be” something other than human.
Having done so, I then consider whether VR might have the
ability to give us access to non-human realities, or whether
it is limited by a fundamental anthropocentrism. Finally, I
5 On the issue of empathy in VR, see J.H. Murray, “Not a film and not an empathy machine,”
Immerse (October 6, 2016): https://immerse.news/not-a-film-and-not-an-empathy-machine-
48b63b0eda93, accessed January 10, 2023; S. Gregory, “Immersive witnessing: from
empathy and outrage to action,” WITNESS blog (2016), https://blog.witness.org/2016/08/
immersive-witnessing-from-empathy-and-outrage-to-action/, accessed January 10, 2023; G.
Bollmer, “Empathy machines,” Media International Australia 165, no. 1 (2017): 63-76, https://
doi.org/10.1177/1329878X17726794; R. Yang, “If you walk in someone else’s shoes, then
you’ve taken their shoes: empathy machines as appropriation machines,” Radiator Blog (April
5, 2017), https://www.blog.radiator.debacle.us/2017/04/if-you-walk-in-someone-elses-shoes-
then.html, accessed January 10, 2023; H. Farmer, “A broken empathy machine,” Immerse
(September 30, 2019), https://immerse.news/a-broken-empathy-machine-can-virtual-reality-
increase-pro-social-behaviour-and-reduce-prejudice-cbcefb30525b, accessed January
10, 2023; P. Roquet, “Empathy for the game master: how virtual reality creates empathy for
those seen to be creating VR,” Journal of Visual Culture 19, no. 1 (2020): 65-80, https://doi.
org/10.1177/1470412920906260; L. Nakamura, “Feeling good about feeling bad: virtuous
virtual reality and the automation of racial empathy,” Journal of Visual Culture 19, no. 1 (2020):
47-64, https://doi.org/10.1177/1470412920906259; G. Bollmer and K. Guinness, “Empathy
and nausea: virtual reality and Jordan Wolfson’s Real Violence,” Journal of Visual Culture 19,
no. 1 (2020): 28-46, https://doi.org/10.1177/1470412920906261.
PHILIPPE BÉDARD 91 AN-ICON
look at experiments relating to illusions of body ownership
in VR, specifically as they relate to non-human bodies.
As will become abundantly clear over the
course of this essay, my goal is speculative—perhaps even
provocative—rather than earnest. I write this text as an
exercise in exploring what I perceive to be a bias towards
anthropocentrism in VR, a medium which has so often been
lauded for its ability to simulate otherwise impossible real-
ities.6 Readers may also see this as a call to action to VR
designers and consumers to open their minds to the pos-
sibilities offered by contemporary immersive technologies
beyond those practices that currently dominate the market.
Knowing full well that certain economic pressures preclude
artists from pursuing the kinds of provocations I describe
in this essay, I nevertheless invite readers to follow along
as I explore alternative potentialities of contemporary VR.7
Specifically, I approach VR here in the hopes of finding
ways of engaging with different bodies, spaces, and real-
ities, even if illusorily.
Virtual reality environments: immediacy
and presence
It has become something of a truism to recog-
nize that VR is able to foster a sense of presence, that is,
the impression of “being there” in a virtual environment dis-
tinct from the physical environment that one’s body is also
occupying. Or, as Mathew Lombard et al. put it, presence
6 I maintain that VR is currently driven by profoundly anthropocentric forces, despite the
“anti-anthropocentric drive which,” according to Andrea Pinotti, “currently characterises
not only the VR world but contemporary visual culture, in various mediums, more
generally.” A. Pinotti, “What is it like to be a hawk?,” in Y. Hadjinicolaou, ed., Visual
Engagements: Image Practices and Falconry (Berlin: De Gruyter, 2020): 30-47, 44, https://
doi.org/10.1515/9783110618587-003. See also R. Grusin, The Nonhuman Turn (Minneapolis:
University of Minnesota Press, 2015).
7 I also want to recognize that there are the effects of VR are not currently fully known and
that much more work must be done to ensure current VR technologies are accessible and
ethical. These pressing issues certainly deserve more attention before we can move towards
more elaborate explorations of the outer limits of VR.
PHILIPPE BÉDARD 92 AN-ICON
describes, “the perceptual illusion of non-mediation.”8 In
this context, the perceived lack of mediation is predicated
on VR’s ability to foster a convincing illusion of a space
that reproduces the way we see the world in our daily lives:
as a three-dimensional volume in which our bodies can
move and act. And while on their own the affordances of
head-mounted displays (HMD) could be used to create any
number of effects and illusions, the dominant practice of
contemporary immersive media has been to reproduce our
habitual modes of (visual) perception: looking ahead from
an upright position through a pair of eyes which we can
move around (either in their orbits, by moving our head, or
our body) to see the surrounding environment.
In an earlier essay, I described VR as inherently
subjective, following Jonathan Crary’s incisive discussion
of “subjective vision.”9 By extension, I would also argue its
default mode of experience–that for which it was designed
and that which is dominant to this day–is also intrinsically
anthropocentric. This is because “subjective,” in this con-
text, refers to the idiosyncrasies of human vision.10 By the
same token, I describe an apparatus which relies on these
unique and fallible qualities of perception as subjective. In
the case of VR, the HMD hinges upon the following sub-
jective qualities of human vision: its binocularity, its “ego-
centric” perspective, and the individual’s ability to move
their point of view on the world through six degrees of
freedom of movement along three dimensions. Here, ego-
centrism describes an approach to body-space relations
8 M. Lombard, T. Ditton, “At the heart of it all: the concept of presence,” Journal of
Computer-Mediated Communication 3, no. 2 (1997), https://doi.org/10.1111/j.1083-6101.1997.
tb00072.x.
9 P. Bédard, “La machine subjective? Les appropriations cinématographiques des dispositifs
immersifs contemporains,” Canadian Journal of Film Studies 28, no. 1 (2019): 66-92, 74,
https://doi.org/10.3138/cjfs.28.1.2019-0012; J. Crary, Techniques of the Observer: On Vision
and Modernity in the Nineteenth Century (Cambridge MA: MIT Press, 1992).
10 See again J. Crary, Techniques of the Observer: On Vision and Modernity in the
Nineteenth Century.
PHILIPPE BÉDARD 93 AN-ICON
which take the individual as a point of reference.11 In other
words, the egocentric perspective considers the human
body as a “pivot around which the three dimensions of
spatial extension arrange themselves and from which they
ultimately proceed.”12 This could just as easily be called
anthropocentric.
I continue to subscribe to the idea that VR’s
apparatus and the default mode of experience it proposes
are subjective, egocentric, and anthropocentric. That is
because in most cases, the illusion of presence fostered
by immersive virtual environments plays off this charac-
teristic centrality of our body in our perception of space.
Head-mounted displays become viewports into different
and often completely fantastical realities, but these spaces
are still explored from an egocentric perspective, with the
body as invariable centre of gravity. If we assume the goal
of most virtual reality experiences is to create a satisfying
illusion of presence in a virtual environment–whatever the
purpose for that may be–it makes perfect sense why this
strategy has remained so dominant. However, this is not
the only avenue. As an example, a slew of recent (flat) vid-
eo games have embraced the affordances of their medi-
um’s monocular perspective to create fascinating optical
illusions and truly impossible body-space relations. The
worlds explored in Antichamber (Demruth, 2013), Superlim-
inal (Pillow Castle Games, 2019), Manifold Garden (William
Chyr, 2019), Spaceflux (Colin Ardelean, 2020), Hyperbolica
(CodeParade, 2022), and Parallelia (SincArt Studio, 2022)
exceed our natural conception of space by presenting all
manner of physically impossible environments: non-Euclid-
ean, hyperbolic, fractal, etc. In so doing, they draw more
inspiration from M.C. Escher’s depictions of space than
11 W.R. Sherman, A.B. Craig, Understanding Virtual Reality: Interface, Application, and
Design (San Francisco: Morgan Kaufman Publishers, 2003): 296.
12 E.S. Casey, The Fate of Place: A Philosophical History (Berkeley: University of California
Press, 1997): 208. Emphasis added.
PHILIPPE BÉDARD 94 AN-ICON
from what we find in Leon Battista Alberti’s theorization of
renaissance perspective. What if VR were to also stray from
the beaten path and indulge in such perspectival fancies?
In the contemporary immersive media land-
scape, precious few experiments with non-anthropocen-
tric spaces have surfaced–at least to my knowledge.13 In
mid-2020, Diego Montoya shared Spacetime, which he
described as a “special relativity VR simulation.” The ex-
periment allows users to explore a room where the speed
of light is much slower than usual: “You can experience
space contraction, time dilation and light Doppler effects
as you move”14 (Fig. 1a and 1b). Among various physical
distortions the experience enables–all of which are impos-
sible to encapsulate in written form–the designer explains
that “[t]he world feels very ‘wobbly’ when moving very close
to the speed of light, almost liquid.” While space remains
Fig. 1a
13 I discuss the limits of any analysis of contemporary virtual reality in P. Bédard, “La
machine subjective? Les appropriations cinématographiques des dispositifs immersifs
contemporains.”
14 D. Montoya (@diego_montoya _), “I built a special #relativity VR simulation for @oculus
Quest, where the speed of light c is much lower than usual. You can experience space
contraction, time dilation and light Doppler effect as you move. 1/n,” Tweet, August 7, 2020,
https://twitter.com/diego_montoya_/status/1291745102700765184, accessed January 10,
2023.
PHILIPPE BÉDARD 95 AN-ICON
Fig. 1a and 1b. Diego Montoya,
Fig. 1b Spacetime, 2020
three-dimensional in Spacetime, the user’s relations to that
space far exceed the limits of our habitual modes of per-
ception. With that said, I would hesitate to say that they
exceed anthropocentrism, since the transformations that
space undergoes throughout the experiment result from
the user’s movements. Space is not transformed. Our per-
ception of it is.
As with the earlier quoted videogames, Mon-
toya’s project is the exception rather than the norm. Indeed,
I still believe that as long as VR remains tied to the three
or six degrees of freedom model of spatial engagement
which takes the body as its centre, there is little it can
do to avoid this egocentric mode of experience. With that
said, nothing is keeping VR designers from creating virtual
environments which are abstract rather than representa-
tional.15 In other words, perhaps the solution to exceeding
anthropocentric perspectives in VR might be to reject the
notion of “perspective” altogether. However, doing so might
15 An example I recently encountered would merit further attention in this regard. In
Lockdown Dreamscape (Nicolas Gebbe, 2022), an innovative visual process was used to
distort the image such that objects seemed to meld into one another. A slow movement
through the distorted space led me to discover novel spatial relations. The experience was at
once nauseating and thrilling.
PHILIPPE BÉDARD 96 AN-ICON
require more nuanced explorations of the affordances of
virtual bodies. It might also ask that we question “what it
is like to be” non-human, and whether VR is at all capable
to furnish an answer to that question.
What it is like to be [ ]
Whether it has been asked about animals, in-
sects, or “things” in general, the question of “what it is like
to be” this or that–whatever it may be–recognizes that our
perspective as human animals is limited and distinct enough
from other forms of being to preclude us from knowing or
even understanding them.16 The reality behind this seem-
ingly impassable chasm between ourselves and others is
made clear through the concept of Umwelt, as theorized
by Jakob von Uexküll. While it is true that all things (living
or otherwise) occupy the same physical reality, Von Uexküll
introduces the notion of Umwelt to suggest that all beings
do not necessarily share the same environment or world.17
The sensorial attunement of different animals varies to such
a degree that the very meaning of “world” differs from one
creature to another.
The word Umwelt can be translated as “self-cen-
tred world.” This suggests the inherently subjective or
egocentric nature of a given entity’s particular version of,
and relation to, a world. This interpretation of Umwelt as
“self-centred” or “subjectively-perceived” world is made
even more evident when looking at the notion of subjectivity
itself, understood here as that which is exclusive to a given
16 This has far-reaching implications within debates on the notion of empathy in virtual reality.
17 J. von Uexküll, A Foray into the Worlds of Animals and Humans with A Theory of Meaning
(1934), trans. J.D. O’Neil (Minneapolis: University of Minnesota Press, 2010). The ties between
von Uexküll’s Umwelt and VR have been highlighted by Andrea Pinotti in an illuminating
chapter. See Pinotti, “What is it like to be a hawk?”
PHILIPPE BÉDARD 97 AN-ICON
individual (i.e., subject).18 Indeed, as Maike Sarah Reinerth
and Jan-Noël Thon define it, “subjectivity” designates that
to which an individual has privileged access. While this
definition of subjectivity does satisfyingly describe the ex-
clusive character of Umwelt, the parallel breaks down when
we realize subjectivity is most often discussed in terms of
the unique way in which a given subject “sees” things. The
reason for this breakdown has far-reaching implications,
specifically when it comes to the non-anthropocentric aims
of this essay.
Where the concept of Umwelt shines and where
the questions of “what it is like to be” something other than
human come into play is precisely when the human sen-
sorium–of which sight is often taken to be the most privi-
leged example–is no longer sufficient. Von Uexküll with his
famous study of the tick, Thomas Nagel with his example
of the bat, and Ian Bogost in his Alien Phenomenology all
focus on the worldly experience of insects, animals and
things that are commonly understood as blind–that is, when
sight is understood from an anthropocentric perspective.19
What drives these thinkers, then, is precisely to understand
how these creatures sense, navigate and exist in a version
of the world that is completely different from that of hu-
mans, even though we might inhabit the same spaces at
any given time. How does the world of the bat differ from
ours when its primary mode of experience is defined by its
use of echolocation? How is the tick’s experience of the
world influenced by its reliance on sensing the heat, fur,
and butyric acid that signify the presence of its main prey,
namely mammals? How different is the world for things
18 M.S. Reinerth, J.N. Thon, eds., Subjectivity Across Media: Interdisciplinary and
Transmedial Perspectives (New York: Routledge, 2017). For a more sustained discussion
of subjectivity in VR, see P. Bédard, “La machine subjective? Les appropriations
cinématographiques des dispositifs immersifs contemporains.”
19 T. Nagel, “What is it like to be a bat?,” The Philosophical Review 83, no. 4 (1974): 435-450,
https://doi.org/10.2307/2183914; I. Bogost, Alien Phenomenology, or, What It’s Like to be a
Thing (Minneapolis: University of Minnesota Press, 2012).
PHILIPPE BÉDARD 98 AN-ICON
whose very mode of existence would even preclude us
from describing them has “experiencing” the world?
“When we ask what it means to be something,”
Bogost summarizes, “we pose a question that exceeds
our own grasp of the being of the world.”20 In brief, these
ask that we set aside our privileged modes of experience
for a moment and engage–even if imaginatively–with other
realities parallel and equal to our own. My interest in ask-
ing these questions in the context of an essay on virtual
reality, then, comes from the fact that I see it as a tool for
exploring and perhaps even exceeding the limits of anthro-
pocentric perspectives.21 Indeed, while Reinerth and Thon
remark upon the impossibility of accessing the subjectivity
of others per se, the editors also suggest that media of
all kinds (from literature, to movies, to games, etc.) can
succeed in fostering a sense of intersubjectivity. This pro-
cess could also be called empathy, namely “the ability to
share and understand the experiences of others,” or, as
Kate Nash defines it, “an affective response grounded in an
imaginative engagement with the experience of the other.”22
Whether we call it intersubjectivity or empathy, the belief
behind these concepts is that different media can make
use of their unique affordances to suggest to users how a
given character might subjectively perceive a given event
or experience. Can VR overcome its fundamental anthropo-
centrism and help users imaginatively project themselves
in the experiences of others, precisely when these exceed
their habitual range of possible experiences?
20 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing: 30. Original emphasis.
21 Pinotti might say that this desire to exceed anthropocentrism is itself anthropocentric, as
it posits humans as having an exceptional capacity to access other modes of being in the
world, which other creatures do not possess. See Pinotti, “What is it like to be a hawk?”.
22 H. Farmer, “A broken empathy machine,” K. Nash, “Virtual reality witness: exploring the
ethics of mediated presence,” Studies in Documentary Film 12, no. 2 (2018): 119-131, 124,
https://doi.org/10.1080/17503280.2017.1340796.
PHILIPPE BÉDARD 99 AN-ICON
Accessing non-human realities through
technology
An initial response to this last question might
be that it cannot. Because VR HMDs are (predominantly)
audiovisual devices and because they are tuned to the hu-
man sensorium, they cannot, by definition, make us see and
hear more than what our eyes and ears can perceive nor-
mally.23 As Andrea Pinotti adroitly explains, such attempts
to represent non-human realities through technology:
[...] cannot patently hope to escape Nagel’s caveat. Since they are
visually rendered on a screen, a compound-eye vision, a left-right-
eye independent vision or an infrared vision will always be visions
processed by a human eye-brain system. Human species-specific
organisation operates as a physiological and phenomenological a
priori that cannot simply be bypassed. This is, of course, true also
for any sort of VR simulation of non-human ways of experiencing
the world: they all ultimately have to be processed by such human
a priori.24
This makes it seemingly impossible for HMDs
to exceed our typical senses of sight and hearing, to say
nothing of being able to use it to go beyond our ordinary
perceptual habitus and perceive the world as a bat, tick, or
other creature might. But does it mean VR cannot help us
imagine what the world might look like to a different being?
The fact is that we already use tools in our dai-
ly lives that make visible to us phenomena to which our
eyes and ears are not sensitive. The clock makes visible
23 To that effect, “[David] Eagleman has noted that the part of the electromagnetic spectrum
that is visible to humans is less than a ten-trillionth of the electromagnetic field, and therefore
much goes undetected in our lives apart from a ‘shockingly small fraction of the surrounding
reality.” L. Jarvis, “Body-swapping: self-attribution and body transfer illusions (BTIs),” in
Immersive Embodiment: Theatres of Mislocalized Sensation (Cham: Springer International
Publishing, 2019): 99-154, 113. See also D. Eagleman, “The Umwelt,” in J. Brockman, ed.,
This Will Make You Smarter (London: Doubleday, 2012): 143-145.
24 A. Pinotti, “What is it like to be a hawk?:” 46.
PHILIPPE BÉDARD 100 AN-ICON
the passage of time, while other instruments transform a
range of different extrasensory stimuli into visible data (e.g.,
spectrometer, barometer, Geiger counter, Magnetic Res-
onance Imaging scanner, etc.). Through these tools, we
can gain access to phenomena that are strictly speaking
“invisible,” yet which become visible all the same thanks to
the appropriate apparatus. Having been made visible, these
phenomena are not necessarily legible to all. As Don Ihde
explains, the relation with the world in which we enter when
using such tools is hermeneutic, meaning it requires that
we possess the knowledge and skills necessary to interpret
the data presented to us through these instruments; one
must know how to speak the machine’s language, and to
read the world through it.25
Thinking of VR as a tool to engage hermeneu-
tically with aspects of the world which we cannot natural-
ly perceive is one possible avenue for thinking of it as a
way to exceed the anthropocentric perspectives to which
it has generally been relegated. We can see traces of this
approach at play in several projects by the artist collective
Marshmallow Laser Feast (MLF), notably in In the Eyes of
the Animal (2015), Treehugger: Wawona (2016), and We
live in an Ocean of Air (2018). In each of these projects,
the artists use “terrestrial laser scanners” to create what
are commonly known as “point clouds.” The density and
colour of these clouds can be changed to create more or
less detailed pointillist representations of physical spaces.
MLF uses these to translate ways of “seeing” or being in
the world that are in excess of human understanding. The
25 “Hermeneutic relations,” Evan Selinger explains, “do not amplify or replicate the body’s
sensory abilities; instead, they engage our linguistic and interpretative aptitudes. In this
context, technologies that facilitate hermeneutic relations are best understood as being ‘text-
like’; their effective utilization requires interpretation through the activity of reading.” E. Selinger,
Postphenomenology: A Critical Companion to Ihde (New York: SUNY Press, 2012): 5. An
example that is closer to art and illusion might be anamorphosis. To see the anamorphosis
hidden in an image, viewers must know how to position themselves in such a way as to reveal
the image. See D.L. Collins, “Anamorphosis and the eccentric observer: inverted perspective
and construction of the gaze,” Leonardo (1992): 73-82, https://www.jstor.org/stable/i270958.
PHILIPPE BÉDARD 101 AN-ICON
effect lies halfway between scientific imagery and impres-
sionism, as sparse arrays of point clouds leave much to the
viewer’s imagination. In the Eyes of the Animal, for example,
puts its viewers in the eyes of four different animals and
insects (owl, frog, dragonfly, and mosquito), each with its
Fig. 2a
Fig. 2b
Fig. 2a and 2b. Marshmallow Laser Feast,
In the Eyes of the Animal, 2015
own way of perceiving a forest (Fig. 2a and 2b). Meanwhile,
Treehugger and Ocean of Air each focus on trees and on
the scope and time frame of their biological processes. Al-
though all the creatures represented in these projects share
the same environments (i.e., the forest), they each have
PHILIPPE BÉDARD 102 AN-ICON
their own Umwelt, which MLF represents through different
densities of point clouds and different colour filters.
Some critics may point to the fact that what
MLF does in their project may not be called hermeneutical,
in that the tools they use do not translate the actual, literal
perception of these insects and animals.26 It would also be
fair to note that users would not be adequately equipped
to interpret the world as perceived through these tools,
even if their scientific accuracy was beyond reproach. This
would be missing the point. It would be more appropriate
to say that what MLF creates are artistic renditions of what
the authors imagine the world might look like to different
non-human animals. Their projects are best understood,
then, as invitations to imaginatively explore what the Um-
welt of a mosquito, dragonfly, frog, owl, or even a tree might
be made of.
Recall that for Reinerth and Thon, different me-
dia can effectively seek to simulate certain aspects of a sub-
jective experience as perceived by a particular individual by
appealing to different aesthetic or narrative strategies, as
well as the imagination of the user (viewer, reader, player,
etc.).27 What we have yet to explore, however, is whether
VR is capable of simulating experiences that exceed the
boundaries of the human body. And since, as Maurice Mer-
leau-Ponty writes, “I am conscious of the world through
the medium of my body,”28 how the body appears and
functions in VR has far-reaching implications. So while what
MLF (among other artists) creates might look different than
how we see the world, the question still stands as to if and
26 MLF typically collaborates with scientists in relevant fields to help them translate the
data recorded. With that said, Pinotti’s reminder that data represented onscreen for human
consumption is not equivalent to the source stimuli still holds true, lessening any claim these
artistic experiences might want to make as to their accuracy. See Pinotti, “What is it like to be
a hawk?”
27 M.S. Reinerth, J.N. Thon, “Introduction,” in M.S. Reinerth, J.N. Thon, eds., Subjectivity
Across Media: Interdisciplinary and Transmedial Perspectives: 1-25, 3. Original emphasis.
28 M. Merleau-Ponty, The Phenomenology of Perception (New York: Routledge, 2010): 94-95.
PHILIPPE BÉDARD 103 AN-ICON
how might VR allow users to act differently than they can
in their own human bodies.
Embodying the non-human
While the illusion of presence is often acknowl-
edged in discussions of VR, the various kinds of embod-
ied illusions the medium offers are just as relevant, readily
achievable, and arguably even more fundamental.29 It is not
surprising, then, that the body, its representations, and our
perception thereof have received much attention from the
fields of psychology and neuroscience, especially in recent
years. For instance, in their work on the so-called “Proteus
effect,” Nick Yee and Jeremy Bailenson have demonstrat-
ed how “an individual’s behaviour conforms to their digital
self-representation independent of how others perceive
them.”30 While most scholarship that invokes this effect
focuses on the behavioural aftereffects of inhabiting other
kinds of human bodies (e.g., in terms of gender, age, race,
ability, etc.), some have explored the effects derived from
inhabiting non-human bodies.31 These lay the groundwork
for the explorations to which this essay aspires, but it is
possible to go further still.
A great many studies have been conducted on
the topic of the “body ownership illusion,” or the so-called
“body transfer illusion.” These illustrate how our body sche-
ma is amenable to change when presented with sufficiently
29 I use the term “medium” loosely here, as contemporary VR is more appropriately
described as an apparatus which pre-existing media are attempting to adopt. For more on that
debate, see my forthcoming “Many births of VR.”
30 N. Yee, J.N. Bailenson, “The Proteus effect: the effect of transformed self-representation
on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.
org/10.1177/0093650208330254.
31 See S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual
environments increases inclusion of nature in self and involvement with nature,” Journal
of Computer-Mediated Communication 21, no. 6 (2016): 399-419, https://doi.org/10.1111/
jcc4.12173.
PHILIPPE BÉDARD 104 AN-ICON
convincing data.32 Importantly, this adaptation also works
in cases of illusion, when the brain is tricked into adopting
external elements. This process can also be triggered in
virtual reality applications. Starting from the now famous
rubber hand illusion, studies have detailed different ways
in which users can feel ownership of an artificial limb, such
that they are deluded into thinking that this foreign object
is part of their own body.33 Others have focussed on body
transfer illusions, suggesting that even full-body stand-ins
such as mannequins and digital avatars can be absorbed
into a user’s body schema. VR is a particularly powerful
tool for fostering this illusion since, as one notable paper
suggests, “in VR, there are near-infinite opportunities for
both extending and radically altering our virtual (and hence
perceptually real) bodies.”34
The notion of “homuncular flexibility” further
supports the idea that the mind can adapt to “exotic mor-
phologies, distortions, extensions and reductions” of body
32 See M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions
and their relation to Gallagher’s body image and body schema,” Constructivist Foundations
14, no. 1 (2018): 94-105, https://doi.org/10.5167/uzh-162795; S. Seinfeld et al., “User
representations in human-computer interaction,” Human–Computer Interaction 36, no. 5-6
(2021): 400-438, https://doi.org/10.1080/07370024.2020.1724790; A. Maselli, M. Slater, “The
building blocks of the full body ownership illusion,” Frontiers in Human Neuroscience 7 (2013):
1-15, https://doi.org/10.3389/fnhum.2013.00083; M. Botvinick, J. Cohen, “Rubber hands
‘feel’ touch that eyes see,” Nature 391, no. 6669 (1998): 756, https://doi.org/10.1038/35784;
S. J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” N. Yee, J.N. Bailenson, “The
difference between being and seeing: the relative contribution of self-perception and priming
to behavioral changes via digital self-representation,” Media Psychology 12, no. 2 (2009):
195-209, https://doi.org/10.1080/15213260902849943; H. Farmer, A. Tajadura-Jiménez, M.
Tsakiris, “Beyond the colour of my skin: how skin colour affects the sense of body-ownership,”
Consciousness and Cognition 21, no. 3 (2012): 1242-1256, https://doi.org/10.1016/j.
concog.2012.04.011; H. Farmer, L. Maister, M. Tsakiris, “Change my body, change my
mind: the effects of illusory ownership of an outgroup hand on implicit attitudes toward that
outgroup,” Frontiers in Psychology 4, no. 13 (2014), https://doi.org/10.3389/fpsyg.2013.01016;
H. Farmer, L. Maister, “Putting ourselves in another’s skin: using the plasticity of self-
perception to enhance empathy and decrease prejudice,” Social Justice Research 30, no. 4
(2017): 323-354, https://doi.org/10.1007/s11211-017-0294-1.
33 M. Botvinick, J. Cohen, “Rubber hands ‘feel’ touch that eyes see:” 756.
34 W. Steptoe, A. Steed, M. Slater, “Human tails: ownership and control of extended
humanoid avatars,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4
(2013): 583-590, https://doi.org/10.1109/tvcg.2013.32. Notably, the authors also suggest that:
“Our instinctive ability to rapidly and dexterously incorporate such objects and learn how to use
such tools provides a clue to the remarkable plasticity of how the human brain represents the
body and encodes space.”
PHILIPPE BÉDARD 105 AN-ICON
configurations.35 It is interesting to note that already be-
tween 1989 and 1991, ad hoc experiments were being
conducted by VR pioneer Jaron Lanier and his team at VPL
on an individual’s ability to take ownership of “weird ava-
tars that were still usable.”36 Avatars with unusual point of
view placements (e.g., eyes at hip level), extremely long ex-
tremities, and even non-human avatars were experimented
with.37 In the latter case, Lanier reminisces about a lobster
avatar which was designed by Ann Lasko-Harvill, then
Director of Product Design at VPL Research.38 Some of
these informal experiments have since been proven by
more robust studies. Notably, Andrea Stevenson Won and
Jeremy Bailenson teamed up with and Jaron Lanier to test
the ability of users to incorporate supernumerary limbs by
mapping their controls to “the rotation of a wrist, the flex
of an ankle, or some combination of the two.”39 This came
as a response to the limitation of the human body in re-
gard to the fact that, “[a]s the lobster body includes more
limbs than a person, there were not enough parameters
measured by the body suit to drive the lobster avatar in a
one-to-one map.”40
An important limitation to the illusion of body
ownership or transfer which studies on the topic often
35 Ibid. See also A.S. Won et al., “Homuncular flexibility in virtual reality,” Journal of
Computer-Mediated Communication 20, no. 3 (2015): 241-259, https://doi.org/10.1111/
jcc4.12107; A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to
inhabit nonhuman avatars,” Emerging Trends in the Social and Behavioral Sciences: An
Interdisciplinary, Searchable, and Linkable Resource (2015): 1-16.
36 Ibid.: 2.
37 K. Kilteni et al., “Extending body space in immersive virtual reality: a very long arm
illusion,” PloS one 7, no. 7 (2012): 1-15, https://doi.org/10.1371/journal.pone.0040867;
S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” T. Feuchtner, J. Müller,
“Extending the body for interaction with reality,” Proceedings of the 2017 CHI Conference on
Human Factors in Computing Systems (2017), https://doi.org/10.1145/3025453.3025689.
38 J. Lanier, “Homuncular flexibility,” in 2006: What is your Dangerous Idea? Edge: The World
Question Center (2006), https://www.edge.org/response-detail/11182, accessed January 10,
2023.
39 A.S. Won et al., “Homuncular flexibility in virtual reality:” 242. Interestingly, the authors
gesture towards our earlier discussion of “what it is like to be [ ]” when, in the very first line
of their article, they ask: “What if you could become a bat.” Ibid.: 241.
40 A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to inhabit
nonhuman avatars:” 2-3.
PHILIPPE BÉDARD 106 AN-ICON
highlight is the required “realism” of the external object.
That is, “the need for an object to preserve precise, informa-
tive corporeal structural features in order to be integrable as
one’s own body part.”41 In other words, anthropomorphism
is often presented as an important–if not essential–factor in
the illusion of body ownership. Does this mean the move
beyond human perspectives for which I am advocating in
this essay is a nonstarter?
Redemption for this idea might yet be found
in more recent approaches to the illusion of body own-
ership which point to a crucial element that is otherwise
overlooked in the earlier quoted studies. Namely, in their
meta-analysis of “user representations,” Sofía Seinfeld and
colleagues have shown that while “[u]nrealistic visual ap-
pearance, such as the visual discontinuity of the artificial
body, also reduces the feeling of body ownership,” it is
also true that “[b]ody ownership illusions are effectively in-
duced through congruent multisensory stimulation.”42 Earli-
er studies focussed on illusions generated by visual stimuli
supplemented with synchronous tactile feedback (e.g., the
rubber hand is stroked at the same time as the physical
hand). Meanwhile, active engagement with the illusory body
augmentation has been shown to play an important role
in the success of this illusion. For instance, Marte Roel
Lesur et al. suggest that while “the literature shows that
not just any fake body or object can elicit illusory owner-
ship,” at the same time, “in the presence of sensorimotor
coherence, there are some examples of illusory ownership
over implausible virtual bodies.”43 The redeeming quality of
contemporary VR technologies in this regard is precisely
their ability to afford their users agency, interactivity, and
41 A. Maselli, M. Slater, “The building blocks of the full body ownership illusion:” 12.
42 S. Seinfeld et al., “User representations in human-computer interaction:” 416-417.
Emphasis added.
43 M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions and
their relation to Gallagher’s body image and body schema:” 101
PHILIPPE BÉDARD 107 AN-ICON
multisensory feedback which work in concert to create
many of the contingencies that are known to facilitate such
body ownership illusions.
Fig. 3a
Fig. 3b
Fig. 3a and 3b. Non-human bodies in Plastisapiens
(Miri Chekhanovich and Édith Jorisch, 2022). Credit:
National Film Board of Canada (2022)
True as it might be that most recent VR ex-
periences remain tied to humanoid avatars, some have
pushed the boundaries of what counts as realistic body,
while others have experimented with bodies that are alto-
gether non-human. One such notable example is the VR
experience Plastisapiens (Miri Chekhanovich and Édith
Jorisch, 2022), a piece of “surrealist ecofiction” which asks
viewers to imagine a future where human evolution has
been shaped by our exposure to microplastics in the air we
PHILIPPE BÉDARD 108 AN-ICON
breathe, the water we drink, and the food we ingest; the An-
thropocene has here been replaced by what we might call
the Plasticene. Throughout its 15–minutes runtime, Plasti-
sapiens asks its viewers to adopt a number of new bodies,
from a prehistoric betentacled creature to the eponymous
human-plastic hybrid, whose hands seem to be made of
thin plastic (Fig. 3a and 3b). In both cases, “hands” are the
only part of their body users can see, leaving the rest up
to their imagination.
Meanwhile, hand tracking is used to manip-
ulate these new alien-looking appendages. The player’s
agency is made evident in their ability to move their hands
in predictable ways. Here, part of the success for the body
ownership illusion is ensured by the synchronous move-
ment of the hand in physical reality and the appearance of
the corresponding movement of the alien limb, as seen in
the HMD. In my own experience of Plastisapiens, I had no
issue whatsoever knowing how to manipulate my tentacles
to successfully reach the objects in my vicinity, adapting to
their limits and affordances within a matter of seconds. Fur-
thermore, the experience employs haptic feedback through
the controllers to add a sense of multisensory correspon-
dence between what the eye registers the tentacle having
touched, and what the physical (i.e., human) hand feels
having touched as well. Agency, interactivity, and multi-
sensory feedback therefore join forces to foster a sense of
sensorimotor coherence, thereby facilitating the illusion of
body ownership despite the lack of realism of the bodies
on offer.44
44 See also the oft-cited experience Birdly (Somniacs AG, 2015), another good example of
agency and synchronous multisensory feedback contributing to successful illusory ownership
of non-human animal bodies.
PHILIPPE BÉDARD 109 AN-ICON
Conclusion
Fascinated as I am by the possibilities opened
up by the idea of inhabiting non-human bodies, I can-
not help but see the limitations of this kind of temporary
foray into the world of non-human animals. If VR as it
exists today struggles to make us see things from the
perspective of another human being, as so many have
already demonstrated, can it truly show us what it is like
to be an animal, or any other non-human creature for that
matter? Further limitations come up when we begin to
question VR’s efficacy as an illusion. In a recent essay
on the myth of total illusion in virtual reality, Janet Murray
insists that, more than any medium before:
Interactive environments demand more explicit partnership
than just the willing suspension of disbelief; they become real
through the “active creation of belief” by inducing and satis-
fying specific intentional gestures of engagement. As soon as
we stop participating, because we are confused or bored or
uncomfortably stimulated, the illusion vanishes.45
Indeed, Murray is careful to remind us of a
fact that is rarely highlighted in studies on illusions in VR,
namely that effects such as the body ownership illusion
are difficult to achieve and more difficult still to maintain.46
On one hand, I want to join Murray in insist-
ing on the important role played by individual users in
fostering the kinds of illusions for which I am advocat-
ing in this essay. In an earlier paper on empathy in VR, I
came to a conclusion that applies just as well to the idea
45 J.H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27 https://journals.sagepub.com/doi/abs/10.1177/1470412920906253. Emphasis
added. See also J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) (Cambridge MA: MIT Press, 2017): 136-139.
46 “The rubber/virtual hand experiment is truly delusional, but it is important to note that it is
a fragile and momentary delusion.” Ibid.: 17.
PHILIPPE BÉDARD 110 AN-ICON
of imaginatively projecting oneself in the experience of
non-human or non-living beings: “users must know how
and want to use this tool.”47 The non-anthropocentric ef-
fects which I describe in this essay are difficult to achieve
for users who do not know how–or much less care–to
use VR as a tool to explore spaces and bodies which
exceed their natural capabilities. On the other hand, I
also want to recognize that the very idea of optical illu-
sion hinges upon the illusory nature of the phenomenon.
This assumes the automatic and involuntary process by
which we can succumb to illusions; optical or otherwise.
When the necessary conditions are met, we cannot help
but fall victim to illusions. Could VR’s affordances be
used to such effect?
I am also keen on suggesting a fruitful ave-
nue might lie in effects that are not quite illusions, but
rather something we might call “games of perception,”
or even hallucinations.48 Further research could be done
in this regard to echo Crary’s work on subjective vision
as it was utilized in the creation on optical toys in the
18th and 19th centuries. To that effect, we should also
consider the scholarship that has been produced on the
revelatory potentials of optical technologies used in ways
that defy anthropocentric concerns. I am thinking here of
Stan Brakhage’s call for a radical exploration of cinema’s
visual capabilities, as well as of William Wees’ study of
experimental cinema’s ability to “exceed” the limitations
of human vision.49 In both cases, nonnormative uses of
a technology lead to drastic effects, as heretofore dom-
inant modes of representation are swept aside in favour
47 This essay is forthcoming in the Canadian Journal of Film Studies.
48 For more on illusions and hallucinations in VR, see C. Paolucci, “Perception, hallucination,
virtual reality. From controlled hallucination to Resident Evil 7: Biohazard,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 112-128, https://doi.org/10.54103/ai/15443; P. Montani,
“The hallucinatory aspect of virtual reality and the image as a ‘bilderschrift’,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 154-172, https://doi.org/10.54103/ai/15441.
49 W.C. Wees, Light Moving in Time: Studies in the Visual Aesthetics of Avant-Garde Film
(Berkeley: University of California Press, 1992).
PHILIPPE BÉDARD 111 AN-ICON
of more eccentric–or even excessive–ways of engaging
with worldly phenomena. And while both examples re-
late to cinema, there is no reason why VR should not be
amenable to such experimental fancies. Where is VR’s
Brakhage? Its surrealist or Dadaist movement? Its fear-
less pioneers?
PHILIPPE BÉDARD 112 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19595 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19595",
"Description": "From the outset, the inventors of 3D, VR/AR and analogue and digital immersion thought of these devices as functional models of our perceptive capacities, serving to expand our sensory knowledge and to support our communications based on multisensory storytelling. How is it that a solid critical tradition then assimilates them to hallucinatory phenomena? The answer lies in marketing techniques that have always associated dreams and illusions with the desire to play with reality. But there is a deeper, epistemic reason.The sources of scientific thought of hallucinations are marked, in the 19th century, by the theory of “sensations without objects.” Perception being distorted, the knowledge it provides is pointless. It is therefore possible to replace the vacant object with our desires to act out subjectively the real. This conviction initiated by Dr. Jean-Étienne Dominique Esquirol has survived to the present day. However, the history of the scientific approach of hallucinations shows another theoretical framework, particularly prolific but curiously forgotten: the theory of reality monitoring and arbitration of sources of information provided from Dr. Henri Ey. We propose to forge on these concepts a critical tool of the current mediadesign.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19595",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Marcin Sobieszczanski",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Classical theories and perspectives",
"Title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-01-07",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Marcin Sobieszczanski",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19595",
"firstpage": null,
"institution": "Université Côte d'Azur ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Classical theories and perspectives",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wellek, R., Warren, A., Theory of Literature (Harcourt Brace, and Company, 1948).",
"spatial": null,
"temporal": null,
"title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19595/17775",
"volume": "1"
}
] | Hallucinatory
syndromes / Immersion
in the image. Classical theories
and perspectives
by Marcin Sobieszczanski
Hallucinatory syndromes
Immersion in the image
Classical theories and perspectives
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Hallucinatory syndromes
/ Immersion in the image.
Classical theories and
perspectives
MARCIN SOBIESZCZANSKI, Université Côte d’Azur – https://orcid.org/0000-0002-8024-8780
https://doi.org/10.54103/ai/19595
Abstract From the outset, the inventors of 3D, VR/AR and
analogue and digital immersion thought of these devices as
functional models of our perceptive capacities, serving to
expand our sensory knowledge and to support our commu-
nications based on multisensory storytelling. How is it that a
solid critical tradition then assimilates them to hallucinatory
phenomena? The answer lies in marketing techniques that
have always associated dreams and illusions with the desire
to play with reality. But there is a deeper, epistemic reason.
The sources of scientific thought of hallucinations are marked,
in the 19th century, by the theory of “sensations without ob-
jects.” Perception being distorted, the knowledge it provides
is pointless. It is therefore possible to replace the vacant
object with our desires to act out subjectively the real. This
conviction initiated by Dr. Jean-Étienne Dominique Esquirol
has survived to the present day. However, the history of the
scientific approach of hallucinations shows another theoret-
ical framework, particularly prolific but curiously forgotten:
the theory of reality monitoring and arbitration of sources of
information provided from Dr. Henri Ey. We propose to forge
on these concepts a critical tool of the current mediadesign.
Keywords Hallucinatory syndromes Immersion in the image
Classical theories and perspectives
To quote this essay: M. Sobieszczanski, “Hallucinatory syndromes / Immersion in the image.
Classical theories and perspectives,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433]
2 (2022): 113-132, https://doi.org/10.54103/ai/19595
MARCIN SOBIESZCZANSKI 113 AN-ICON
What if we were to compare immersion in artifi-
cial sensoriality (or “virtual” - although this last word is more
of a showcase than a solid concept) to all the phenomena
of treachery, feints, and sensory artifices, phosphenes, il-
lusions, dreams, effects of psychotropic substances, and
more specifically to hallucinatory states?
This is, obviously, a marketing slogan for vari-
ous VR devices, but let’s not forget that in the similar con-
text of the appearance of technical novelties in the cinema
of the 1970s, Jean-Louis Baudry1 has been able to make a
banality forged in extra-scientific circles the foundation of
an important vein in the theory of filmic narration. It was also
at this time that the controversy around the “oneiric” char-
acter of cinema sometimes led to accusations of oneirism,
the latter term clearly designating a mental disorder. If then
today, we evoke the comparison VR / illusion, it is to take
advantage of the heuristic potential of this metaphor. In-
deed, the long history of scientific understanding of illusion
phenomena and their methods of remediation can provide
an interesting intellectual tool for clarifying the relationship
between cultural practices in VR and reality. We will pro-
ceed in parallel, on the perceptual level, by approaching the
comparison between the episodes of disturbed perception
and the sessions of immersion in the sensory peripherals
of computers acting on the mode of interactivity and vi-
sual and sound spatialization, as well as on the intelligible
content plan, by approaching the comparison between the
construction of illusory meaning by the subject presenting
nosologies relating to perception, and the construction of
narrative meaning during the use of VR products.
This approach will first lead to the highlighting
of contrasting results, similarities and dissimilarities be-
tween the mechanisms of perception in different types of
perceptual failure and of perception in immersive environ-
ments. Secondly, faced with a certain lack of intelligibility
in the relationship between VR practices and the real world,
we will take advantage of a brief history of the theories of
1 J.-L. Baudry, “The device,” Communications 23 (1975): 56-72.
MARCIN SOBIESZCZANSKI 114 AN-ICON
sensory dysfunctions and hallucinations which, after a ter-
minological reframing in the light of standards in the current
cognitive sciences, will allow us to propose, on the inspi-
ration of the theory of monitoring of informational sources
of Dr. Ey, a critical epistemology of Virtual and Extended
Reality.
Nature of sensory experiences in
immersive devices: towards the digital
modeling of vision and gesture
In the register of symbolic behaviors, the visual
production of Man started, according to the facts attested
since 100,000 BP, probably by adornment and the addition
of aesthetic elements to natural or artificial objects such
as tools, to then pour in the production of artifacts aimed
at reproducing, in a gesture of externalization, the retinal
image and the process of its mental treating, the vision
of the world. Thus, appeared pictorial artefacts, around
40,000 BP and sculptural and architectural productions
(additions to natural shelters) around 32,000 BP. The first
representations (the bestiary) already implicitly composed
with the notion of dimension, first by spreading out over the
surfaces (2D + the roughness of the natural surface) and
then by regaining the rudiments of perspective, which is a
way of raising awareness of the constraints of the process
of visual perception: the light imprint of reality in three di-
mensions, its projection on the retina (in 2D + the concave
nature of the back of the eye) and the cerebral processing
of the image retinal reconstruction, thanks to the various
3D indices, the reality of the spatial relationships present
in the ecological niche.2,3
The ergonomics of vision dispenses with the 3D
image since the human brain is capable of restoring depth
from the flat image. But it should be noted that if it is just
2 T. Deacon, Symbolic Species (New York: W.W. Norton, 1997); J.-L. Baudry, “The device:”
56-72.
3 D. Lewis-Williams, The Mind in the Cave: Consciousness and the Origins of Art (New York:
Thames and Hudson, 2002).
MARCIN SOBIESZCZANSKI 115 AN-ICON
suggested in the 2D image by the elements of perspective
reproducing the indices of depth, spatiality is present in
the imagery from the art of caves and rocky surfaces, also
by the bias of the accumulation of the sources of visual
information, an accumulation which, once again by cere-
bral processing, reproduces the immersion of the cognitive
subject in the environment parameterized in three dimen-
sions. Humans have never ceased to reproduce space in
their visual symbolic productions, from rock walls, through
the vaults of temples and dwellings, to immersive “analog”
installations such as “circular perspectives” or the “vedute.”
Digital immersive devices, which appeared in
the mid-1960s, took over the game of 3D/2D/3D transition,
first optical and then mental. But unlike previous devices,
the pioneer of digital graphics and VR, Ivan Sutherland,
drawing inspiration from Gestalt Theory, by descent from
Köhler, passing through Green, Wallach, O’Connell and
Gibson, adds an important element, by placing ourselves
from the start on the level of bio-inspiration that we also
call cognitive realism.4
The fundamental idea behind the three-dimensional display is to
present the user with a perspective image which changes as
he moves. The retinal image of the real objects which we see
is, after all, only two-dimensional. Thus, if we can place suitable
two-dimensional images on the observer’s retinas, we can create
the illusion that he is seeing a three-dimensional object. Although
stereo presentation is important to the three-dimensional illusion,
it is less important than the change that takes place in the image
when the observer moves his head. The image presented by the
three-dimensional display must change in exactly the way that the
image of a real object would change for similar motions of the us-
er’s head. Psychologists have long known that moving perspective
images appear strikingly three-dimensional even without stereo
4 B.F. Green, “Figure coherence in the kinetic depth effect,” Journal of Experimental
Psychology 62, no. 3 (1961): 272-282, https://doi.org/10.1037/h0045622; H. Wallach, D.N.
O’Connell, “The kinetic depth effect,” Journal of Experimental Psychology 45, no. 4 (1953):
205; J.J. Gibson, The Perception of the Visual World (Cambridge: The Riverside Press, 1950),
https://doi.org/10.1037/h0056880.
MARCIN SOBIESZCZANSKI 116 AN-ICON
presentation; the three-dimensional display described in this paper
depends heavily on this “kinetic depth effect.”5
The physiological approach adopted by the
inventors of immersive environments places us not only
in the 3D image, in the saturation of the visual field by the
circular and spatial character of this image or by the accu-
mulation of images imitating the surrounding space, but it
also allows us to add to our relationship to the image, the
motor and gestural dimension, through which we regain
one more stage in the process of symbolic representation
of reality: its “kinesthetic” and “manipulative” dimension,
the possibility of acting on the image inspired by the actions
that the Human exercises on his environment.
In an experience of immersive cave or a semi-im-
mersive installation, we are subject to the perceptual action
of a 3D image produced by the display device: the projec-
tion run by a computer equipped with graphic synthesis
capabilities of a synthetic image itself produced by graphics
software or resulting from the capture of reality as it is the
case with a digital image captured by photography, vide-
ography, or scanning then synthesized as a 3D model of
this captured reality. The visual effects of the embossed
image, which is not a real 3D model that can be positioned
at will within the geometrically simulated 3D space and
be used, but rather a handling of the image reduced to its
positioning relative to the surface of objects and not with
the conservation of truthful reports of depth. This narrow
depth technique is broadly used in 3D cinema which, for
obvious economic reasons, using the twin-lens cameras
with surface relief vision more often than real “full” 3D mod-
els constructed geometrically or raised by algorithms. In
several installations, the 3D image is also reinforced by the
stimulations coming from other sensory generators. This
image, alone or reinforced, fills a large part of our sensory
field. It imposes itself as perceived reality so much so that
5 I.E. Sutherland, “A head-mounted three-dimensional display,” Proceeding AFIPS ‘68,
(1968) https://doi.org/10.1145/1476589.1476686.
MARCIN SOBIESZCZANSKI 117 AN-ICON
it constitutes a partial substitution of reality that coexists
with the other fragments of reality felt through the active
fields of the senses that are not, or not entirely affected by
the 3D image or by generators of complementary sensa-
tions. In this way, the perceptual field6 of the subject in the
immersive experience is composed of a blend of sensations
coming from the directly perceived external and internal
reality, and sensations coming from a digital generator of
3D images often combined with other digital generators of
sensations, auditory, olfactory, or even tactile.
Review of illusion-producing phenomena
The phosphene was commented on by the An-
cient Greeks as a specific mode of appearance of images,
by the pressure7 of the eyeball. The famous South African
anthropologist David Lewis-Williams attributes to the phos-
phene a preponderant role in the creation of non-figurative
parietal icons of the Upper Paleolithic. Hermann von Helm-
holtz was passionate about the study of this phenomenon
and recorded several varieties of it. Produced by direct,
mechanical, or electromagnetic stimulation of the sight’s
organs, the phosphene constitutes an experience often
founding the awareness of the functioning of the sensory
pathways in juvenile subjects, experience of the duality
and at the same time of the interdependence of the ocular
and mental image.
The illusions, studied since antiquity among
the peoples of the Mediterranean region but also in Asia,
especially in India, they are first linked to the problem of
apparent and relative magnitudes in astronomical obser-
vations of the celestial vault, and then to atmospheric phe-
nomena, to the role of shadow and finally to all sorts of
6 Also called “receptive field” and defined as follows: “A specific region of sensory space
in which an appropriate stimulus can drive an electrical response in a sensory neuron.” D.H.
Hubel, T.N. Wiesel, Brain and Visual Perception: The Story of a 25-year Collaboration (Oxford-
New York: Oxford University Press, 2005).
7 O.J. Gruesser, M. Hagner, “On the history of deformation phosphenes and the idea of
internal light generated in the eye for the purpose of vision,” Documenta Ophthalmologica 74
(1990): 57-85.
MARCIN SOBIESZCZANSKI 118 AN-ICON
optical reverberations produced by different “screens,” va-
pors, smooth surfaces, and liquid surfaces. Although the
Platonic philosophical teaching of perceptual skepticism
derives directly from this experience, the study of illusions
nevertheless leads to the beginning of sensory realism.8 The
Platonic analysis of the cave with “screen” effects (projec-
tions, reflections, traces, etc.)9 is also one of the first trea-
tises on perception in which the foundation of all prescien-
tific and scientific theories of knowledge (gnoseology), the
dichotomy “perception versus cognition” clearly appears.
From an epistemic perspective, it should be remembered
that perception is considered in Antiquity as an interaction
between the sensory organs, the medium (undulatory, ca-
loric, material, etc.) of contact with the thing, and the thing
itself, the object of perception, while the term cognition is
reserved for the mental interpretation of the signal that the
sensory organs transmit to the understanding. Both Plato,
Aristotle, and philosophers of late Antiquity like Plotinus
attached great importance to the versatile nature of the
contact medium which under different conditions and un-
der different surrounding constraints can give the distorted
image of the thing. The role of the mind, the understanding
or the intellection is above all to exercise control over the
sensory sphere. Current cognitive sciences have a rather
unitary vision of the nervous system and consider the sen-
sory organs as extensions of the brain...
Oneiric activities provide Ancient Humanity
with an enormous reservoir of stories that are both mne-
sic and premonitory. The imaginary, the abductive force of
the creative projection on the “commonplace” world pro-
duces a reasoning that confirms the subject in his role, if
not central then certainly active, in the gnostic process. In
short, the dream is an omnipresent source of the explana-
tory hypotheses of reality, as Baudry says when relating the
contributions of the dreamlike sphere discovered by Freud:
8 M. Sobieszczanski, “Two key factors in the history of communicating immersive
environments: mix of reality vs. cognitive realism,” LINKs-series, no. 1-2 (2019), https://hal.
archives-ouvertes.fr/hal-02281583.
9 Plato, The Republic, Book VII.
MARCIN SOBIESZCZANSKI 119 AN-ICON
The transformations wrought by the sleep in the psychic appara-
tus: removal of cathexis, lability of the different systems, return to
narcissism, withdrawal of motor skills (impossibility of resorting to
the reality test), contribute to producing the specific characteristics
of the dream: its capacity for figuration, translation of thought into
image, reality accorded to representations.10
Another experience, at the individual level, and
- among all prehistoric peoples - strongly collective, is pro-
vided using psychotropic substances. The inoculation of
a chemical factor modifying both, perception, and con-
sciousness, affects as well the centripetal sensory afferents,
and their centrifugal control, most often thalamic but also
caused by neocortical intellectual patterns. And if in cur-
rent societies the practice of narcotics is mainly associated
with personal deviance and destructuring addictions, in
prehistory and antiquity, drugs served as a (bio)chemical
substrate for divinatory trances. These states were both
reserved for the use by a restricted class of hierophants,
and essential for social regulation in general and for the
management of individuals, particularly during initiation
rites and rites of passage.11
Towards the clinical approach of
hallucinatory phenomena
Often times, individuals performing the same
types of behaviors without the (bio)chemical support are
viewed by the Ancients as representatives of the deity itself,
and their verbal and iconic creations as direct expressions
of religious truths that may serve as a vehicle for the intelli-
gibility of reality. Western science began to take interest in
the pathological dimension of these people and to associ-
ate different clinics with them. Thus, the head doctor of the
10 J.L. Baudry, “The device:” 56-72.
11 J. Clottes, D. Lewis-Williams, Les Chamans de la Préhistoire. Trans et Magie dans
les Grottes Ornées (Paris: Le Seuil, 1996); E. Guerra-Doce, “The origins of inebriation:
archaeological evidence of the consumption of fermented beverages and drugs in prehistoric
Eurasia,” Journal of Archaeological Method and Theory Theory 22 (2014): 751-782 https://doi.
org/10.1007/s10816-014-9205-z.
MARCIN SOBIESZCZANSKI 120 AN-ICON
Salpêtrière, Jean-Étienne Dominique Esquirol, interpreted
in 1838 the difference between illusions and hallucinations
based on the nature of their references to reality, which
led him to the definition of pathological hallucinations by
preterition. “Perception without an object” is a normative
view of the phenomenon which insists on its perceptual
nature while denying the percept of this perception, and
ultimately its object, in accordance with a “common sense.”
Relayed without any critical readjustment by later research-
ers, J. Baillarger, J.-P. Falret, E. Régis or P. Guiraud,12 this
conception had to wait for the second half of the twentieth
century to finally, in the research of Dr. Henri Ey, lead to the
study of the nature of the hallucinatory process itself.
The much-vaunted merit of Ey’s synthesis is
first of all its distinction between hallucinosic eidolia and
delirious hallucinations which are, alone, hallucinations
properly speaking.
“The eidolia do not come from a delusional func-
tioning of the patient and are compatible with reason, in this
they can be qualified as ‘psychonomy’. It is a ‘non-delusion-
al hallucinatory modality’. The subject finds them ‘unreal’,
incongruous in relation to his perceptual experience: he
knows that he is hallucinating.”13
We will return to this definition in the context
of certain immersive experiences with virtual spaces, such
as vacuum or narrowing, producing effects of somatic re-
actions even though the subject is aware of the “virtuality”
of these spaces and their characteristics.
On the other hand, the definition of delusional
hallucinations provides us with another important theoret-
ical dimension:
Thus, for Ey “The hallucinatory phenomenon experienced by the
subject must [...] have a double character: that of affecting his
sensitivity or his sensoriality and that of being projected out of his
subjectivity” ([2] p. 44-45). The patient must thus be able to attest
12 G. Gimenez, M. Guimont, J. Pedinielli, “Study of the evolution of the concept of
hallucination in classical psychiatric literature,” L’evolution psychiatrique 68 (2003): 289-298.
13 Ibid.
MARCIN SOBIESZCZANSKI 121 AN-ICON
to a sensory experience (“I see, I hear, I feel”) by his reference to
the attributes of sensoriality and support the objectivity and reality
of this experience.14
This means, in essence, that a cerebral effect
positioned in the sensory information processing areas, in
certain clinical circumstances, can be correlated by intra-
cerebral communication pathways with a cortical effect
that mobilizes the oscillation between knowledge current
(operational) and the thought of presumption, inclinations,
convictions (doxic).
In this situation, it is clear that there is a de-
tachment of the sensory areas from the sensory organs,
or rather a functional doubling of the cerebral support. On
the one hand, there is evidence that patients suffering from
hallucinations often achieve to conceive that the people
accompanying them, the caregivers in this case, are not
subject to the same phenomenon. On the other hand, the
same patient simultaneously develops a hallucinatory syn-
drome. The sensations “with object” do not disappear, on
the contrary, the “generic” sensory excitations accompany
the delirious subject throughout his “specific” experiences.
In the article by G. Gimenez, M. Guimont, J.-
L. Pedinielli, we read: “Minkowsky’s remarkable text on
Le temps vivant, and in particular the chapter ‘Towards
a psychopathology of space’, which shows very well the
possible cohabitation, in the same subject, of a hallucina-
tory neo-reality and a perceptual reality, often remaining
actively separated by processes of splitting.”15
The “Perception without an object” was biased
by its implicit use of the physiologically improbable, direct
inversion of nervous influx16 in the optic or auditory nerves.
In reality, the sick subject carries out two processes both
highly demanding in terms of synaptic energy: that of the
14 Ibid. Here the article refers to H. Ey, Treatise on Hallucinations, vol. 2 (Paris: Masson and
Co, 1973).
15 Ibid. The article refers to E. Minkowsky, The Lived Time. Phenomenological and
Psychopathological Studies (Neuchatel: Delachaux and Niesle, 1933).
16 The blocking of the inversion is ensured by the mechanism of the alternation of refractory
periods and periods of excitability of the elementary nerve cell.
MARCIN SOBIESZCZANSKI 122 AN-ICON
control of the real and that of the control of his own cere-
bral activities of the sensory areas pathologically auton-
omized to the point of competing with the gnosic results
of perception. Under the light of current neuroscience re-
sults supported by functional cerebral imaging, MRI and
positron emission device, the etiology and consequently
the nosography of delusional pathologies is shifting from
the psychoanalytical vision where the sphere of symbolic
topics takes pathologically precedence on the phenomenal
sphere, towards a neuro-cognitivist vision compatible with
the hypotheses of Dr. Ey, as Thomas Rabeyron states it:
hallucinations should first be considered from the point of view
of “reality monitoring,” a process that is part of a larger whole
called “source monitoring.” According to Bentall (1990), hallucina-
tions would thus be the consequence of a bad categorization: an
internal perception, a representation, or a reminiscence, instead
of being represented as coming from inside, would be categorized
by the brain as coming from outside. There would therefore be
confusion between internal source and external source, confusion
being more specifically at the level of the thalamus, a real system
for filtering information reaching the cerebral cortex.17
In fact, we are here in a process of intracerebral
communication where, both in the presence of a meticu-
lous monitoring of reality18 and independently of its gnosic
results and its metacognitive achievements,19 the different
neocortical areas exchange with each other. In this play,
essentially triangular, the central position is ensured by (1)
the thalamic zones which seem to distribute flows joining
(2) the prefrontal cortex with (3) sensory, parietal or posterior,
17 T. Rabeyron, “Exceptional experiences: between neuroscience and psychoanalysis,”
Research in Psychoanalysis, no. 8 (2009). The reference “Bentall (1990)” refers to R.P. Bentall,
“The illusion of reality: at review and integration of psychological research on hallucinations,”
Psychological Bulletin 107, no. 1 (1990): 82.
18 Let us remember the experiences cited by Merleau-Ponty where schizophrenics
systematically thwarted attempts at scenographies recalling their imaginary world: M.
Merleau-Ponty, Phénoménologie de la Perception (1945) (Paris: Gallimard, 2011). See also the
connection between Merleau-Ponty and Dr. Ey, in: T. Grohmann, “Délire et hallucination en
schizophrénie: une perspective phénoménologique,” Phainomenon 28 (2018): 103-125.
19 On this subject, see the “Higher-order thought theory” by David Rosenthal, in D.
Rosenthal, Consciousness and Mind (Oxford-New York: Oxford University Press, 2005).
MARCIN SOBIESZCZANSKI 123 AN-ICON
somatosensory, auditory and visual areas. The implication
of the latter is proved indirectly by research combining the
pathological phenomenon of synesthesia, the non-volun-
tary association of sensations originating from different sen-
sory modes, and hallucinatory sensations. This particular
research has produced increasing evidences since Binet’s
founding experiments.20
Reality monitoring
With the dimension of “reality monitoring,” the
theories of hallucinations begin to move away from their
origins anchored in a naive realism where the third instance
of a healthy observer arbitrated, in the light of “common”
and “objective” representations, the pathological represen-
tations of reality produced by the sick subject. In fact, they
also abandon the solipsistic simplifications of a “a world to
yourself” in which the patient would have been locked up.
We are here within the framework of a duality where the
two gnosic procedures hold comparable “realizing” forces
from the point of view of their aesthesies. The nosological
qualification of dysfunctions no longer consists in arbitrat-
ing between the flow of consciousness of the sick subject
and the flow of consciousness of the healthy subject, but
in qualifying the way in which a subject oscillates between
the two gnosic modes reputed to be constructive.
It is therefore the attentional processes that
make the nosology of delusional mental behaviors and not
the hallucinations themselves, or again, in other words: we
speak on hallucinations when the “fictio-creative” activities
occur, by the alteration of the attentional processes, to sub-
stitute themselves to the interoceptive and exteroceptive
controls of reality.
Attentional processes, whether defined accord-
ing to peripheral filter theories or central manager theories,
cannot be associated with an organic function or, even less,
with a delimited convolution or a particular nerve bundle.
20 A. Binet, “The problem of colored hearing,” Revue des Deux Mondes 113 (1892): 586-614.
MARCIN SOBIESZCZANSKI 124 AN-ICON
These are complex states of mobilization of cognitive re-
sources assembling different parts of the nervous system,
appearing to be identifiable with the different functional
aspects of the circuits assigned to the different other pur-
poses, as it is the case of the reticular system disposed on
the path joining the lower bulbar region to the lateral and
posterior hypothalamus. Following the inventory of con-
vergent experimental facts, some theories on the rhythms
of cerebral electro-biological activities, detectable at the
cortical and subcortical level, propose here some interest-
ing hypotheses, in particular on the role of theta waves.21
These processes are also associated with the presence of
certain cognitive event-related potential (ERP) and in par-
ticular the famous N400 discovered in 1978 by Kutas and
Hillyard.22
The attentional processes have the capacity
23
to move, by means of calibration and thalamic reinforce-
ments, not only in the direction of association or selection
of external sources of sensory stimuli but also in the direc-
tion of interchange and variation of the internal sources,24
among which we count usually different kinds of memo-
ry,25 but also hallucinogenic stimuli.26 It is at this level that
the problem of indissociation between the veracity and
21 M.C.M. Bastiaansen et al., “I see what you mean: theta power increases are involved in
the retrieval of lexical semantic information,” Brain and Language 106 (2008): 15-28, https://
doi.org/10.1016/j.bandl.2007.10.006.
22 M. Kutas, K.D. Federmeier, “Electrophysiology reveals semantic memory use in language
comprehension,” Trends in Cognitive Sciences 4, no. 12 (2000): 463-470, https://doi.
org/10.1016/S1364-6613(00)01560-6.
23 M.I. Posner, “Orienting of attention,” Quarterly Journal of Experimental Psychology 32
(1980): 3-25.
24 J.K. Roth et al., “Similar and dissociable mechanisms for attention to internal versus
external information,” NeuroImage 48 (2009): 601-608.
25 E. Awh, E.K. Vogel, S.H. Oh, “Interactions between attention and working memory,”
Neuroscience 139, no. 1 (2006): 201-208, https://doi.org/10.1016/j.neuroscience.2005.08.023.
26 R.P. Bentall, “The illusion of reality: at review and integration of psychological research
on hallucinations,” Psychological Bulletin 107, no. 1 (1990): 82, https://doi.org/10.1037/0033-
2909.107.1.82; M.K. Johnson, C.L. Raye, “Reality monitoring,” Psychological Review 88
(1981): 67-85, https://psycnet.apa.org/doi/10.1037/0033-295X.88.1.67; M.K. Johnson,
S. Hashtroudi, D.S. Lindsay, “Source monitoring,” Psychlogical Bulletin 114 (1993): 3-28,
https://doi.org/10.1037/0033-2909.114.1.3; G. Brébion et al., “Reality monitoring failure in
schizophrenia: The role of selective attention,” Schizophrenia Research 22, no. 2 (15 Nov.
1996): 173-180, https://doi.org/10.1016/S0920-9964(96)00054-0; A. Schnider, “Spontaneous
confabulation, reality monitoring, and the limbic system - a review,” Brain Research Reviews
36, no. 2–3 (2001): 150-160, https://doi.org/10.1016/S0165-0173(01)00090-X; J.K. Roth et
al., “Similar and dissociable mechanisms for attention to internal versus external information,”
NeuroImage 48 (2009): 601-608.
MARCIN SOBIESZCZANSKI 125 AN-ICON
the coherence of different topics, imaginary and sensory,
must occur. From then on, the fictitious topics that we will
begin to call fictional (see below), can exercise a “realizing”
role they can effectively embed into the sensible real, by
the means of intensity of esthesia (contribution from sen-
sory areas), sequential plausibility, and causal relevance
(contributions from frontal areas). From the moment when
the “realization” efficiency is obtained, the altered attention
moves indiscriminately from the external to the internal
and withdraws from its task as a source checker. Thus, on
the double psychic substrate, emerges an internal fiction
without the subject being able to exercise any criticism
towards it. In the patient, the source of suffering stems
more from the awareness of this impotence of discernment
than from the disconcerting contents of the hallucinations
themselves. Even if the patient still has the possibility of
diverting his attention, what his attention points to is, in both
directions, internal and external, impetuously “real.” As Dr.
Ey said, delusional work is characterized by “foreignness,
incoercibility, assertiveness and aesthesis.” Foreignness,
because the internal and external sources have the same
rank of veracity and can therefore be interchangeable; in-
coercibility because this process prevails over the mecha-
nisms of anti-hallucinatory coercion; assertiveness because
the sequences of topics obtained through hallucinations
can serve as a basis for the subject’s discursive activities;
and aesthesia because the subject is aware of the fact
that thanks to the strident aesthesia of his hallucinations
he can distinguish them from ordinary memory material,
but cannot to mobilize enough to distinguish them from
perceptual sensations.
We are touching here on the doxic status of
hallucinations and in this the comparison between sensory
immersion with artificial origin and hallucinations becomes
for us more than a superficial metaphor. In schizophrenia,
the activations of sensory areas stimulated by prefrontal
activities and categorized by thalamic operations bring out
a threshold effect beyond which the complex neural sub-
strate is ready to exercise a creative role and generates
MARCIN SOBIESZCZANSKI 126 AN-ICON
a fictional “effect.” This “effect” is both gnosic, active in
the symbolic sphere, and assertoric in the domain of the
subject’s discursive approach. To summarize, in patholog-
ical states of this type, fiction begins to compete, through
attentional maneuvers, with the real apprehended by the
sensorial way.27
Hallucinogenic function vs. Cultural and
artistic creations
It is obvious that the comparison between
immersion in artificial sensory devices and hallucinatory
states overlaps with the very old theoretical concerns of
specialists in literature and cinema, notably René Wellek
and Austin Warren,28 and Jean-Louis Baudry,29 concerning
the status of the “presented reality” in the verbal story and
in the visual narration. On this topic, for methodological
reasons, we propose to dissociate two blocks of questions:
what comes from diếgêsis and what comes from mimesis,
in order to better synthesize them later on.30
On the one hand, the comparison of immersion
and hallucination appears as existential experiences. We
call “existential” the situations and the experiences that
are attached to them, when it is a question, for a human
subject, of facing an immediate environment, offering to his
perception the sensory substrate which allows him to carry
out his habitual activities: standing, sitting, walking, etc.,
27 The subject being aware of the imbalance between the respective parts of the internal
fiction and of its “reality monitoring,” falls into the suffering stemming from the anxiety of
failing in reality. In this, schizophrenia involves a double danger: that which stems from
the often disconcerting nature of the “visions” and that of the depression provoked by the
awareness of one’s own failures in the duty of reality.
28 R. Wellek, A. Warren, Theory of Literature (New York: Harcourt, Brace, 1948). “As Wellek
and Warren (La Théorie littéraire) point out, there is a use for these invented stories, which
is to entertain and instruct, a use that should not be confused with forgetting boredom.
Fiction triggers desire, pleasure, escape and knowledge, without the seriousness of a duty to
accomplish, a lesson to learn. This plural pleasure is to live adventures that daily life refuses us,
to which we access by proxy. The knowledge transmitted by fiction is of a different order from
that provided by science, philosophy or history.” Yves Chemla about F. Tremblay, La Fiction
en Question (Balzac-Le Griot editor, 1999) coll. Littératures à l’essai, Montréal, in Acta Fabula,
Autumn 2000, vol. 1, no 2, Ecole Normale Supérieure, Paris.
29 J.L. Baudry, “The device:” 56-72.
30 E. Souriau, “The structure of the film universe and the vocabulary of filmology,” Revue
internationale de filmologie 7-8 (1951).
MARCIN SOBIESZCZANSKI 127 AN-ICON
activities whose purpose lacks a delayed-causal goal, the
“short-term” behavior. The notion of immediacy must also
be addressed. Situations are immediate when the goals
pursued by the subject affect his current vital needs, unlike
the pursuit of medium and long-term goals. In this sense,
we are forced to separate, for example, the expectation
of resolution of a legal case that mobilizes our energy for
several years, from the posture that we adopt in the last
minutes before the last trial, although the lasting experience
conditions, to a certain extent, the momentary behaviors,
and vice versa; the punctual and immediate existential ex-
perience merges, in a certain way, with the image and the
memory that we have of the entire event.31
On the other hand, the immersion can be com-
pared with the effects of fiction which are elaborated in the
brain of the readers of literary stories and the spectators
of cinematographic storytelling. Here, it is not a question
of evaluating the effects of immersion by the yardstick of
immediate perceptions, which can feed temporary postural
reactions, move in the relative field of vision, explore its
space immediately adjoining our body or behave according
to the volumes found, suggested by the 3D image-models
of the show unfolding before the eyes of the subject, but
it is a question of listing the psychological and somatic
effects of a “world” which is constructed in the process of
mediated communication, through signs and their bodi-
ly and technical supports, i.e. writing, icon, image-move-
ment. It is a question, for example, of distinguishing two
perceptual occurrences, in the complex reaction that we
can have when seeing and manipulating, including by our
movements, the model of the staircase of the Capitol of
Washington drawn up for the CAVE at California Institute for
Telecommunications and Information Technology (CALIT2)
in San Diego: the monumental effect of architecture and
the symbolic effect produced by the political heritage of the
31 In The Trial of Franz Kafka, the literary effect of “reversal of experiences” consists
precisely in this substitution of the momentary experiences of the waiting corridors in the legal
institutions of the Austro-Hungarian Empire, for the synthetic experience of the long period
between the indictment and the execution of the sentence.
MARCIN SOBIESZCZANSKI 128 AN-ICON
United States. Although the distance separating the sign
from its denotat is arranged as a continuum running from
presence, through deferred presence and through the trace
of presence, to the sign of presence, the consciousness
and gnosic processes arising therefrom are categorized
according to the jurisdiction of discrete boundaries. Verbal
and visual narrations do not lead to the same results as
immediate perceptions, coming from the real environment.
Our hypothesis is that the productions of hu-
man culture both generate and use the same human abili-
ties to produce fiction, without this process resulting from
any pathology. In other words, in the healthy creative sub-
ject, fiction benefits from substantially the same psychic
substrate as hallucinations in schizophrenics, but the at-
tentional processes retain all their effectiveness in them.
In delirious patients, there is an increase of the psychic
substrate which manages and admits to the doxic sphere
the different sources, internal and external, without mak-
ing any discernment between them, or rather transgresses
this discernment. In the healthy creative human, the same
fictional process does not come from a doubling of the psy-
chic apparatus but from an externalization of the psychic
contents “projected” on an apparatus or a device which in
the process of communication exercises a fictional function.
In humans as “consumer” of culture and receivers of the
creative message, there is no confusion between the two
flows either, there is, on the other hand, from his point of
view, a duplication of the substrate of cultural productions,
a substrate that sometimes can be apprehended in what it
offers as affordances to direct sensory and postural cog-
nitive actions, and sometimes as a generator of fiction on
the basis of quasi-affordances that can be seized by the
sensory-motor brain areas correlated to the frontal areas
via the weighting of the thalamic zone. This latter process
can be initiated by the action of the mirror neuron system.
The person subject to hallucinations oscillates
between the two streams of consciousness, the creator
mobilizes his attentional processes in order to work on the
perceived reality in a manner similar to the ways fictional
MARCIN SOBIESZCZANSKI 129 AN-ICON
topics inhabit him. And since the parity of the flows of the
“intus” and of the flows of the “extra” is in him maintained
and oriented according to the precedence of the perceptual,
his internal fiction is itself “perception oriented.”
Perspectives of applied research in 360°
imaging
The tradition of research definitely established
since the 2010s, especially at the continuation of the theo-
retical work of David Bordwell,32 first in different academic
centers, in Japan,33 in the United States,34 and then spread
in vast circles of internationals researchers,35 offers ex-
perimental research involving spectators, individual and
collective,36 engaged in actions of narrative construction
based on the video-film creations. In our book from 201537
we commented on the difference between the spatio-sym-
bolic narrative construction in the frontal cinema with cen-
tral and oriented projection and attempts of the spherical
and interactive cinema. In this latter area the theory pre-
dominant seems to be organized around the environmental
concept of enaction.38 Note that this concept also applies
32 D. Bordwell, Narration in the Fiction Film (London-New York: Routledge, 1987).
33 M. Kimura et al., “Human visual system automatically encodes sequential regularities of
discrete events,” Journal of Cognitive Neurosciences 22, no. 6 (2010): 1124-1139, https://doi.
org/10.1162/jocn.2009.21299.
34 J.E. Cutting, “Perceiving scenes in film and in the world,” in J.D. Anderson, B.F. Anderson,
eds., Moving Image Theory: Ecological Considerations (Carbondale: Southern Illinois
University Press, 2005): 9-27.
35 K.S. Heimann et al., “Cuts in action: a high-density EEG study investigating the neural
correlates of different editing techniques in film,” Cognitive Science 41 (2017): 1555-1588,
https://doi.org/10.1111/cogs.12439; K. Pajunen, Immersed in Illusion, an Ecological Approach
to the Virtual (Jyväskylä: Bookwell, Acta Universitatis Lapponiensis, 2012); P. Francuz, E.
Zabielska-Mendyk, “Does the brain differentiate between related and unrelated cuts when
processing audiovisual messages? An ERP study,” Media Psychology 16, no. 4 (2013): 461-
475; P. Tikka et al., “Enactive cinema paves way for understanding complex real-time social
interaction in neuroimaging experiments,” Frontiers in Human Neuroscience (2012), https://doi.
org/10.3389/fnhum.2012.00298.
36 K. Lankine et al., “Consistency and similarity of MEG- and fMRI-signal time courses
during movie viewing,” NeuroImage 173 (2018): 361-369.
37 M. Sobieszczanski, Les Médias Immersifs Informatisés. Raisons Cognitives de la Ré-
analogisation (Bern: Peter Lang, 2015): 300.
38 P. Tikka, V. Rasmus, K. Mauri, “Narrative logic of enactive cinema: obsession,” Digital
Creativity 17, no. 4 (2006): 205-212, http://dx.doi.org/10.1080/14626260601074078.
MARCIN SOBIESZCZANSKI 130 AN-ICON
to classical cinema, as has been underlined in Bordwell’s
founding works...
Can we believe that going through the com-
parison between hallucinations and cognitive effects of
the interactive and immersive cinema can provide us with
a tool, both theoretical and empirical, even more powerful?
If we imagine a multi-scale analysis proving the existence
of a multi-layered and harmonized neural substrate, spe-
cialized in performing arbitration tasks between different
sources of information: external, internal, and those used
for weighting memory of sensory-motor anticipations, we
can hope that the monitoring of reality can become this
powerful tool.
There are three preliminary problems to pose
as the epistemological background before proceeding to
analysis of information sources in video-film products.
Frontal cinema operates its management of
attentional points within the framework of a language put
into place through the process of acculturation for 120
years. This device, both technical, grammatical and se-
mantic shapes the audience of the cinema by constituting
a quasi-cognitive functionality which participates in the
construction of the image of the world in the broad sense.
There is here a kind of sloping of a cultural function in the
field of generic cognition. Experiences in spectation and the
construction of the image of the world, both: from truthful
world and the world as illusion, must first take care to put
out of the game the artefact of the appearance of classic
cinema.
Immersive or spherical cinema is part of an-
other “grammar.” Its “editing,” the rules of his language, is
a “natural editing,” called for by Pasolini,39 is operated by
bodily movements, gaze movements and ocular saccades.
The same “objective” real can be looked at in different
39 “When we talk about the semiology of cinematographic language, we must at the same
time talk about the semiology of reality,” extract from an interview with Pier Paolo Pasolini by
André S. Labarthe on 15/11/1966.
MARCIN SOBIESZCZANSKI 131 AN-ICON
ways by the same person and by the different spectators,
according to their own management of attentional points.
And finally, immersive cinema manages its spa-
tio-temporal referential external to the device of the same
way that it manages the spatiality and the dynamics of
the contents which are presented into the device. In other
words, the grammar of cutting and exploring of the sen-
sitive, natural and artefactual material, is the same as that
which governs our spatio-temporal relationship to the world.
The perspective of empirical research on the hallucinatory
illusion can then lead to the establishment of a normative
system allowing people subject to hallucinations to ex-
change with their caregivers not by means of art-therapy,
but by means of the shared control of sources of informa-
tion on reality.
MARCIN SOBIESZCZANSKI 132 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19595 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19595",
"Description": "From the outset, the inventors of 3D, VR/AR and analogue and digital immersion thought of these devices as functional models of our perceptive capacities, serving to expand our sensory knowledge and to support our communications based on multisensory storytelling. How is it that a solid critical tradition then assimilates them to hallucinatory phenomena? The answer lies in marketing techniques that have always associated dreams and illusions with the desire to play with reality. But there is a deeper, epistemic reason.The sources of scientific thought of hallucinations are marked, in the 19th century, by the theory of “sensations without objects.” Perception being distorted, the knowledge it provides is pointless. It is therefore possible to replace the vacant object with our desires to act out subjectively the real. This conviction initiated by Dr. Jean-Étienne Dominique Esquirol has survived to the present day. However, the history of the scientific approach of hallucinations shows another theoretical framework, particularly prolific but curiously forgotten: the theory of reality monitoring and arbitration of sources of information provided from Dr. Henri Ey. We propose to forge on these concepts a critical tool of the current mediadesign.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19595",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Marcin Sobieszczanski",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Classical theories and perspectives",
"Title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-01-07",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Marcin Sobieszczanski",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19595",
"firstpage": null,
"institution": "Université Côte d'Azur ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Classical theories and perspectives",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wellek, R., Warren, A., Theory of Literature (Harcourt Brace, and Company, 1948).",
"spatial": null,
"temporal": null,
"title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19595/17775",
"volume": "1"
}
] | Hallucinatory
syndromes / Immersion
in the image. Classical theories
and perspectives
by Marcin Sobieszczanski
Hallucinatory syndromes
Immersion in the image
Classical theories and perspectives
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Hallucinatory syndromes
/ Immersion in the image.
Classical theories and
perspectives
MARCIN SOBIESZCZANSKI, Université Côte d’Azur – https://orcid.org/0000-0002-8024-8780
https://doi.org/10.54103/ai/19595
Abstract From the outset, the inventors of 3D, VR/AR and
analogue and digital immersion thought of these devices as
functional models of our perceptive capacities, serving to
expand our sensory knowledge and to support our commu-
nications based on multisensory storytelling. How is it that a
solid critical tradition then assimilates them to hallucinatory
phenomena? The answer lies in marketing techniques that
have always associated dreams and illusions with the desire
to play with reality. But there is a deeper, epistemic reason.
The sources of scientific thought of hallucinations are marked,
in the 19th century, by the theory of “sensations without ob-
jects.” Perception being distorted, the knowledge it provides
is pointless. It is therefore possible to replace the vacant
object with our desires to act out subjectively the real. This
conviction initiated by Dr. Jean-Étienne Dominique Esquirol
has survived to the present day. However, the history of the
scientific approach of hallucinations shows another theoret-
ical framework, particularly prolific but curiously forgotten:
the theory of reality monitoring and arbitration of sources of
information provided from Dr. Henri Ey. We propose to forge
on these concepts a critical tool of the current mediadesign.
Keywords Hallucinatory syndromes Immersion in the image
Classical theories and perspectives
To quote this essay: M. Sobieszczanski, “Hallucinatory syndromes / Immersion in the image.
Classical theories and perspectives,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433]
2 (2022): 113-132, https://doi.org/10.54103/ai/19595
MARCIN SOBIESZCZANSKI 113 AN-ICON
What if we were to compare immersion in artifi-
cial sensoriality (or “virtual” - although this last word is more
of a showcase than a solid concept) to all the phenomena
of treachery, feints, and sensory artifices, phosphenes, il-
lusions, dreams, effects of psychotropic substances, and
more specifically to hallucinatory states?
This is, obviously, a marketing slogan for vari-
ous VR devices, but let’s not forget that in the similar con-
text of the appearance of technical novelties in the cinema
of the 1970s, Jean-Louis Baudry1 has been able to make a
banality forged in extra-scientific circles the foundation of
an important vein in the theory of filmic narration. It was also
at this time that the controversy around the “oneiric” char-
acter of cinema sometimes led to accusations of oneirism,
the latter term clearly designating a mental disorder. If then
today, we evoke the comparison VR / illusion, it is to take
advantage of the heuristic potential of this metaphor. In-
deed, the long history of scientific understanding of illusion
phenomena and their methods of remediation can provide
an interesting intellectual tool for clarifying the relationship
between cultural practices in VR and reality. We will pro-
ceed in parallel, on the perceptual level, by approaching the
comparison between the episodes of disturbed perception
and the sessions of immersion in the sensory peripherals
of computers acting on the mode of interactivity and vi-
sual and sound spatialization, as well as on the intelligible
content plan, by approaching the comparison between the
construction of illusory meaning by the subject presenting
nosologies relating to perception, and the construction of
narrative meaning during the use of VR products.
This approach will first lead to the highlighting
of contrasting results, similarities and dissimilarities be-
tween the mechanisms of perception in different types of
perceptual failure and of perception in immersive environ-
ments. Secondly, faced with a certain lack of intelligibility
in the relationship between VR practices and the real world,
we will take advantage of a brief history of the theories of
1 J.-L. Baudry, “The device,” Communications 23 (1975): 56-72.
MARCIN SOBIESZCZANSKI 114 AN-ICON
sensory dysfunctions and hallucinations which, after a ter-
minological reframing in the light of standards in the current
cognitive sciences, will allow us to propose, on the inspi-
ration of the theory of monitoring of informational sources
of Dr. Ey, a critical epistemology of Virtual and Extended
Reality.
Nature of sensory experiences in
immersive devices: towards the digital
modeling of vision and gesture
In the register of symbolic behaviors, the visual
production of Man started, according to the facts attested
since 100,000 BP, probably by adornment and the addition
of aesthetic elements to natural or artificial objects such
as tools, to then pour in the production of artifacts aimed
at reproducing, in a gesture of externalization, the retinal
image and the process of its mental treating, the vision
of the world. Thus, appeared pictorial artefacts, around
40,000 BP and sculptural and architectural productions
(additions to natural shelters) around 32,000 BP. The first
representations (the bestiary) already implicitly composed
with the notion of dimension, first by spreading out over the
surfaces (2D + the roughness of the natural surface) and
then by regaining the rudiments of perspective, which is a
way of raising awareness of the constraints of the process
of visual perception: the light imprint of reality in three di-
mensions, its projection on the retina (in 2D + the concave
nature of the back of the eye) and the cerebral processing
of the image retinal reconstruction, thanks to the various
3D indices, the reality of the spatial relationships present
in the ecological niche.2,3
The ergonomics of vision dispenses with the 3D
image since the human brain is capable of restoring depth
from the flat image. But it should be noted that if it is just
2 T. Deacon, Symbolic Species (New York: W.W. Norton, 1997); J.-L. Baudry, “The device:”
56-72.
3 D. Lewis-Williams, The Mind in the Cave: Consciousness and the Origins of Art (New York:
Thames and Hudson, 2002).
MARCIN SOBIESZCZANSKI 115 AN-ICON
suggested in the 2D image by the elements of perspective
reproducing the indices of depth, spatiality is present in
the imagery from the art of caves and rocky surfaces, also
by the bias of the accumulation of the sources of visual
information, an accumulation which, once again by cere-
bral processing, reproduces the immersion of the cognitive
subject in the environment parameterized in three dimen-
sions. Humans have never ceased to reproduce space in
their visual symbolic productions, from rock walls, through
the vaults of temples and dwellings, to immersive “analog”
installations such as “circular perspectives” or the “vedute.”
Digital immersive devices, which appeared in
the mid-1960s, took over the game of 3D/2D/3D transition,
first optical and then mental. But unlike previous devices,
the pioneer of digital graphics and VR, Ivan Sutherland,
drawing inspiration from Gestalt Theory, by descent from
Köhler, passing through Green, Wallach, O’Connell and
Gibson, adds an important element, by placing ourselves
from the start on the level of bio-inspiration that we also
call cognitive realism.4
The fundamental idea behind the three-dimensional display is to
present the user with a perspective image which changes as
he moves. The retinal image of the real objects which we see
is, after all, only two-dimensional. Thus, if we can place suitable
two-dimensional images on the observer’s retinas, we can create
the illusion that he is seeing a three-dimensional object. Although
stereo presentation is important to the three-dimensional illusion,
it is less important than the change that takes place in the image
when the observer moves his head. The image presented by the
three-dimensional display must change in exactly the way that the
image of a real object would change for similar motions of the us-
er’s head. Psychologists have long known that moving perspective
images appear strikingly three-dimensional even without stereo
4 B.F. Green, “Figure coherence in the kinetic depth effect,” Journal of Experimental
Psychology 62, no. 3 (1961): 272-282, https://doi.org/10.1037/h0045622; H. Wallach, D.N.
O’Connell, “The kinetic depth effect,” Journal of Experimental Psychology 45, no. 4 (1953):
205; J.J. Gibson, The Perception of the Visual World (Cambridge: The Riverside Press, 1950),
https://doi.org/10.1037/h0056880.
MARCIN SOBIESZCZANSKI 116 AN-ICON
presentation; the three-dimensional display described in this paper
depends heavily on this “kinetic depth effect.”5
The physiological approach adopted by the
inventors of immersive environments places us not only
in the 3D image, in the saturation of the visual field by the
circular and spatial character of this image or by the accu-
mulation of images imitating the surrounding space, but it
also allows us to add to our relationship to the image, the
motor and gestural dimension, through which we regain
one more stage in the process of symbolic representation
of reality: its “kinesthetic” and “manipulative” dimension,
the possibility of acting on the image inspired by the actions
that the Human exercises on his environment.
In an experience of immersive cave or a semi-im-
mersive installation, we are subject to the perceptual action
of a 3D image produced by the display device: the projec-
tion run by a computer equipped with graphic synthesis
capabilities of a synthetic image itself produced by graphics
software or resulting from the capture of reality as it is the
case with a digital image captured by photography, vide-
ography, or scanning then synthesized as a 3D model of
this captured reality. The visual effects of the embossed
image, which is not a real 3D model that can be positioned
at will within the geometrically simulated 3D space and
be used, but rather a handling of the image reduced to its
positioning relative to the surface of objects and not with
the conservation of truthful reports of depth. This narrow
depth technique is broadly used in 3D cinema which, for
obvious economic reasons, using the twin-lens cameras
with surface relief vision more often than real “full” 3D mod-
els constructed geometrically or raised by algorithms. In
several installations, the 3D image is also reinforced by the
stimulations coming from other sensory generators. This
image, alone or reinforced, fills a large part of our sensory
field. It imposes itself as perceived reality so much so that
5 I.E. Sutherland, “A head-mounted three-dimensional display,” Proceeding AFIPS ‘68,
(1968) https://doi.org/10.1145/1476589.1476686.
MARCIN SOBIESZCZANSKI 117 AN-ICON
it constitutes a partial substitution of reality that coexists
with the other fragments of reality felt through the active
fields of the senses that are not, or not entirely affected by
the 3D image or by generators of complementary sensa-
tions. In this way, the perceptual field6 of the subject in the
immersive experience is composed of a blend of sensations
coming from the directly perceived external and internal
reality, and sensations coming from a digital generator of
3D images often combined with other digital generators of
sensations, auditory, olfactory, or even tactile.
Review of illusion-producing phenomena
The phosphene was commented on by the An-
cient Greeks as a specific mode of appearance of images,
by the pressure7 of the eyeball. The famous South African
anthropologist David Lewis-Williams attributes to the phos-
phene a preponderant role in the creation of non-figurative
parietal icons of the Upper Paleolithic. Hermann von Helm-
holtz was passionate about the study of this phenomenon
and recorded several varieties of it. Produced by direct,
mechanical, or electromagnetic stimulation of the sight’s
organs, the phosphene constitutes an experience often
founding the awareness of the functioning of the sensory
pathways in juvenile subjects, experience of the duality
and at the same time of the interdependence of the ocular
and mental image.
The illusions, studied since antiquity among
the peoples of the Mediterranean region but also in Asia,
especially in India, they are first linked to the problem of
apparent and relative magnitudes in astronomical obser-
vations of the celestial vault, and then to atmospheric phe-
nomena, to the role of shadow and finally to all sorts of
6 Also called “receptive field” and defined as follows: “A specific region of sensory space
in which an appropriate stimulus can drive an electrical response in a sensory neuron.” D.H.
Hubel, T.N. Wiesel, Brain and Visual Perception: The Story of a 25-year Collaboration (Oxford-
New York: Oxford University Press, 2005).
7 O.J. Gruesser, M. Hagner, “On the history of deformation phosphenes and the idea of
internal light generated in the eye for the purpose of vision,” Documenta Ophthalmologica 74
(1990): 57-85.
MARCIN SOBIESZCZANSKI 118 AN-ICON
optical reverberations produced by different “screens,” va-
pors, smooth surfaces, and liquid surfaces. Although the
Platonic philosophical teaching of perceptual skepticism
derives directly from this experience, the study of illusions
nevertheless leads to the beginning of sensory realism.8 The
Platonic analysis of the cave with “screen” effects (projec-
tions, reflections, traces, etc.)9 is also one of the first trea-
tises on perception in which the foundation of all prescien-
tific and scientific theories of knowledge (gnoseology), the
dichotomy “perception versus cognition” clearly appears.
From an epistemic perspective, it should be remembered
that perception is considered in Antiquity as an interaction
between the sensory organs, the medium (undulatory, ca-
loric, material, etc.) of contact with the thing, and the thing
itself, the object of perception, while the term cognition is
reserved for the mental interpretation of the signal that the
sensory organs transmit to the understanding. Both Plato,
Aristotle, and philosophers of late Antiquity like Plotinus
attached great importance to the versatile nature of the
contact medium which under different conditions and un-
der different surrounding constraints can give the distorted
image of the thing. The role of the mind, the understanding
or the intellection is above all to exercise control over the
sensory sphere. Current cognitive sciences have a rather
unitary vision of the nervous system and consider the sen-
sory organs as extensions of the brain...
Oneiric activities provide Ancient Humanity
with an enormous reservoir of stories that are both mne-
sic and premonitory. The imaginary, the abductive force of
the creative projection on the “commonplace” world pro-
duces a reasoning that confirms the subject in his role, if
not central then certainly active, in the gnostic process. In
short, the dream is an omnipresent source of the explana-
tory hypotheses of reality, as Baudry says when relating the
contributions of the dreamlike sphere discovered by Freud:
8 M. Sobieszczanski, “Two key factors in the history of communicating immersive
environments: mix of reality vs. cognitive realism,” LINKs-series, no. 1-2 (2019), https://hal.
archives-ouvertes.fr/hal-02281583.
9 Plato, The Republic, Book VII.
MARCIN SOBIESZCZANSKI 119 AN-ICON
The transformations wrought by the sleep in the psychic appara-
tus: removal of cathexis, lability of the different systems, return to
narcissism, withdrawal of motor skills (impossibility of resorting to
the reality test), contribute to producing the specific characteristics
of the dream: its capacity for figuration, translation of thought into
image, reality accorded to representations.10
Another experience, at the individual level, and
- among all prehistoric peoples - strongly collective, is pro-
vided using psychotropic substances. The inoculation of
a chemical factor modifying both, perception, and con-
sciousness, affects as well the centripetal sensory afferents,
and their centrifugal control, most often thalamic but also
caused by neocortical intellectual patterns. And if in cur-
rent societies the practice of narcotics is mainly associated
with personal deviance and destructuring addictions, in
prehistory and antiquity, drugs served as a (bio)chemical
substrate for divinatory trances. These states were both
reserved for the use by a restricted class of hierophants,
and essential for social regulation in general and for the
management of individuals, particularly during initiation
rites and rites of passage.11
Towards the clinical approach of
hallucinatory phenomena
Often times, individuals performing the same
types of behaviors without the (bio)chemical support are
viewed by the Ancients as representatives of the deity itself,
and their verbal and iconic creations as direct expressions
of religious truths that may serve as a vehicle for the intelli-
gibility of reality. Western science began to take interest in
the pathological dimension of these people and to associ-
ate different clinics with them. Thus, the head doctor of the
10 J.L. Baudry, “The device:” 56-72.
11 J. Clottes, D. Lewis-Williams, Les Chamans de la Préhistoire. Trans et Magie dans
les Grottes Ornées (Paris: Le Seuil, 1996); E. Guerra-Doce, “The origins of inebriation:
archaeological evidence of the consumption of fermented beverages and drugs in prehistoric
Eurasia,” Journal of Archaeological Method and Theory Theory 22 (2014): 751-782 https://doi.
org/10.1007/s10816-014-9205-z.
MARCIN SOBIESZCZANSKI 120 AN-ICON
Salpêtrière, Jean-Étienne Dominique Esquirol, interpreted
in 1838 the difference between illusions and hallucinations
based on the nature of their references to reality, which
led him to the definition of pathological hallucinations by
preterition. “Perception without an object” is a normative
view of the phenomenon which insists on its perceptual
nature while denying the percept of this perception, and
ultimately its object, in accordance with a “common sense.”
Relayed without any critical readjustment by later research-
ers, J. Baillarger, J.-P. Falret, E. Régis or P. Guiraud,12 this
conception had to wait for the second half of the twentieth
century to finally, in the research of Dr. Henri Ey, lead to the
study of the nature of the hallucinatory process itself.
The much-vaunted merit of Ey’s synthesis is
first of all its distinction between hallucinosic eidolia and
delirious hallucinations which are, alone, hallucinations
properly speaking.
“The eidolia do not come from a delusional func-
tioning of the patient and are compatible with reason, in this
they can be qualified as ‘psychonomy’. It is a ‘non-delusion-
al hallucinatory modality’. The subject finds them ‘unreal’,
incongruous in relation to his perceptual experience: he
knows that he is hallucinating.”13
We will return to this definition in the context
of certain immersive experiences with virtual spaces, such
as vacuum or narrowing, producing effects of somatic re-
actions even though the subject is aware of the “virtuality”
of these spaces and their characteristics.
On the other hand, the definition of delusional
hallucinations provides us with another important theoret-
ical dimension:
Thus, for Ey “The hallucinatory phenomenon experienced by the
subject must [...] have a double character: that of affecting his
sensitivity or his sensoriality and that of being projected out of his
subjectivity” ([2] p. 44-45). The patient must thus be able to attest
12 G. Gimenez, M. Guimont, J. Pedinielli, “Study of the evolution of the concept of
hallucination in classical psychiatric literature,” L’evolution psychiatrique 68 (2003): 289-298.
13 Ibid.
MARCIN SOBIESZCZANSKI 121 AN-ICON
to a sensory experience (“I see, I hear, I feel”) by his reference to
the attributes of sensoriality and support the objectivity and reality
of this experience.14
This means, in essence, that a cerebral effect
positioned in the sensory information processing areas, in
certain clinical circumstances, can be correlated by intra-
cerebral communication pathways with a cortical effect
that mobilizes the oscillation between knowledge current
(operational) and the thought of presumption, inclinations,
convictions (doxic).
In this situation, it is clear that there is a de-
tachment of the sensory areas from the sensory organs,
or rather a functional doubling of the cerebral support. On
the one hand, there is evidence that patients suffering from
hallucinations often achieve to conceive that the people
accompanying them, the caregivers in this case, are not
subject to the same phenomenon. On the other hand, the
same patient simultaneously develops a hallucinatory syn-
drome. The sensations “with object” do not disappear, on
the contrary, the “generic” sensory excitations accompany
the delirious subject throughout his “specific” experiences.
In the article by G. Gimenez, M. Guimont, J.-
L. Pedinielli, we read: “Minkowsky’s remarkable text on
Le temps vivant, and in particular the chapter ‘Towards
a psychopathology of space’, which shows very well the
possible cohabitation, in the same subject, of a hallucina-
tory neo-reality and a perceptual reality, often remaining
actively separated by processes of splitting.”15
The “Perception without an object” was biased
by its implicit use of the physiologically improbable, direct
inversion of nervous influx16 in the optic or auditory nerves.
In reality, the sick subject carries out two processes both
highly demanding in terms of synaptic energy: that of the
14 Ibid. Here the article refers to H. Ey, Treatise on Hallucinations, vol. 2 (Paris: Masson and
Co, 1973).
15 Ibid. The article refers to E. Minkowsky, The Lived Time. Phenomenological and
Psychopathological Studies (Neuchatel: Delachaux and Niesle, 1933).
16 The blocking of the inversion is ensured by the mechanism of the alternation of refractory
periods and periods of excitability of the elementary nerve cell.
MARCIN SOBIESZCZANSKI 122 AN-ICON
control of the real and that of the control of his own cere-
bral activities of the sensory areas pathologically auton-
omized to the point of competing with the gnosic results
of perception. Under the light of current neuroscience re-
sults supported by functional cerebral imaging, MRI and
positron emission device, the etiology and consequently
the nosography of delusional pathologies is shifting from
the psychoanalytical vision where the sphere of symbolic
topics takes pathologically precedence on the phenomenal
sphere, towards a neuro-cognitivist vision compatible with
the hypotheses of Dr. Ey, as Thomas Rabeyron states it:
hallucinations should first be considered from the point of view
of “reality monitoring,” a process that is part of a larger whole
called “source monitoring.” According to Bentall (1990), hallucina-
tions would thus be the consequence of a bad categorization: an
internal perception, a representation, or a reminiscence, instead
of being represented as coming from inside, would be categorized
by the brain as coming from outside. There would therefore be
confusion between internal source and external source, confusion
being more specifically at the level of the thalamus, a real system
for filtering information reaching the cerebral cortex.17
In fact, we are here in a process of intracerebral
communication where, both in the presence of a meticu-
lous monitoring of reality18 and independently of its gnosic
results and its metacognitive achievements,19 the different
neocortical areas exchange with each other. In this play,
essentially triangular, the central position is ensured by (1)
the thalamic zones which seem to distribute flows joining
(2) the prefrontal cortex with (3) sensory, parietal or posterior,
17 T. Rabeyron, “Exceptional experiences: between neuroscience and psychoanalysis,”
Research in Psychoanalysis, no. 8 (2009). The reference “Bentall (1990)” refers to R.P. Bentall,
“The illusion of reality: at review and integration of psychological research on hallucinations,”
Psychological Bulletin 107, no. 1 (1990): 82.
18 Let us remember the experiences cited by Merleau-Ponty where schizophrenics
systematically thwarted attempts at scenographies recalling their imaginary world: M.
Merleau-Ponty, Phénoménologie de la Perception (1945) (Paris: Gallimard, 2011). See also the
connection between Merleau-Ponty and Dr. Ey, in: T. Grohmann, “Délire et hallucination en
schizophrénie: une perspective phénoménologique,” Phainomenon 28 (2018): 103-125.
19 On this subject, see the “Higher-order thought theory” by David Rosenthal, in D.
Rosenthal, Consciousness and Mind (Oxford-New York: Oxford University Press, 2005).
MARCIN SOBIESZCZANSKI 123 AN-ICON
somatosensory, auditory and visual areas. The implication
of the latter is proved indirectly by research combining the
pathological phenomenon of synesthesia, the non-volun-
tary association of sensations originating from different sen-
sory modes, and hallucinatory sensations. This particular
research has produced increasing evidences since Binet’s
founding experiments.20
Reality monitoring
With the dimension of “reality monitoring,” the
theories of hallucinations begin to move away from their
origins anchored in a naive realism where the third instance
of a healthy observer arbitrated, in the light of “common”
and “objective” representations, the pathological represen-
tations of reality produced by the sick subject. In fact, they
also abandon the solipsistic simplifications of a “a world to
yourself” in which the patient would have been locked up.
We are here within the framework of a duality where the
two gnosic procedures hold comparable “realizing” forces
from the point of view of their aesthesies. The nosological
qualification of dysfunctions no longer consists in arbitrat-
ing between the flow of consciousness of the sick subject
and the flow of consciousness of the healthy subject, but
in qualifying the way in which a subject oscillates between
the two gnosic modes reputed to be constructive.
It is therefore the attentional processes that
make the nosology of delusional mental behaviors and not
the hallucinations themselves, or again, in other words: we
speak on hallucinations when the “fictio-creative” activities
occur, by the alteration of the attentional processes, to sub-
stitute themselves to the interoceptive and exteroceptive
controls of reality.
Attentional processes, whether defined accord-
ing to peripheral filter theories or central manager theories,
cannot be associated with an organic function or, even less,
with a delimited convolution or a particular nerve bundle.
20 A. Binet, “The problem of colored hearing,” Revue des Deux Mondes 113 (1892): 586-614.
MARCIN SOBIESZCZANSKI 124 AN-ICON
These are complex states of mobilization of cognitive re-
sources assembling different parts of the nervous system,
appearing to be identifiable with the different functional
aspects of the circuits assigned to the different other pur-
poses, as it is the case of the reticular system disposed on
the path joining the lower bulbar region to the lateral and
posterior hypothalamus. Following the inventory of con-
vergent experimental facts, some theories on the rhythms
of cerebral electro-biological activities, detectable at the
cortical and subcortical level, propose here some interest-
ing hypotheses, in particular on the role of theta waves.21
These processes are also associated with the presence of
certain cognitive event-related potential (ERP) and in par-
ticular the famous N400 discovered in 1978 by Kutas and
Hillyard.22
The attentional processes have the capacity
23
to move, by means of calibration and thalamic reinforce-
ments, not only in the direction of association or selection
of external sources of sensory stimuli but also in the direc-
tion of interchange and variation of the internal sources,24
among which we count usually different kinds of memo-
ry,25 but also hallucinogenic stimuli.26 It is at this level that
the problem of indissociation between the veracity and
21 M.C.M. Bastiaansen et al., “I see what you mean: theta power increases are involved in
the retrieval of lexical semantic information,” Brain and Language 106 (2008): 15-28, https://
doi.org/10.1016/j.bandl.2007.10.006.
22 M. Kutas, K.D. Federmeier, “Electrophysiology reveals semantic memory use in language
comprehension,” Trends in Cognitive Sciences 4, no. 12 (2000): 463-470, https://doi.
org/10.1016/S1364-6613(00)01560-6.
23 M.I. Posner, “Orienting of attention,” Quarterly Journal of Experimental Psychology 32
(1980): 3-25.
24 J.K. Roth et al., “Similar and dissociable mechanisms for attention to internal versus
external information,” NeuroImage 48 (2009): 601-608.
25 E. Awh, E.K. Vogel, S.H. Oh, “Interactions between attention and working memory,”
Neuroscience 139, no. 1 (2006): 201-208, https://doi.org/10.1016/j.neuroscience.2005.08.023.
26 R.P. Bentall, “The illusion of reality: at review and integration of psychological research
on hallucinations,” Psychological Bulletin 107, no. 1 (1990): 82, https://doi.org/10.1037/0033-
2909.107.1.82; M.K. Johnson, C.L. Raye, “Reality monitoring,” Psychological Review 88
(1981): 67-85, https://psycnet.apa.org/doi/10.1037/0033-295X.88.1.67; M.K. Johnson,
S. Hashtroudi, D.S. Lindsay, “Source monitoring,” Psychlogical Bulletin 114 (1993): 3-28,
https://doi.org/10.1037/0033-2909.114.1.3; G. Brébion et al., “Reality monitoring failure in
schizophrenia: The role of selective attention,” Schizophrenia Research 22, no. 2 (15 Nov.
1996): 173-180, https://doi.org/10.1016/S0920-9964(96)00054-0; A. Schnider, “Spontaneous
confabulation, reality monitoring, and the limbic system - a review,” Brain Research Reviews
36, no. 2–3 (2001): 150-160, https://doi.org/10.1016/S0165-0173(01)00090-X; J.K. Roth et
al., “Similar and dissociable mechanisms for attention to internal versus external information,”
NeuroImage 48 (2009): 601-608.
MARCIN SOBIESZCZANSKI 125 AN-ICON
the coherence of different topics, imaginary and sensory,
must occur. From then on, the fictitious topics that we will
begin to call fictional (see below), can exercise a “realizing”
role they can effectively embed into the sensible real, by
the means of intensity of esthesia (contribution from sen-
sory areas), sequential plausibility, and causal relevance
(contributions from frontal areas). From the moment when
the “realization” efficiency is obtained, the altered attention
moves indiscriminately from the external to the internal
and withdraws from its task as a source checker. Thus, on
the double psychic substrate, emerges an internal fiction
without the subject being able to exercise any criticism
towards it. In the patient, the source of suffering stems
more from the awareness of this impotence of discernment
than from the disconcerting contents of the hallucinations
themselves. Even if the patient still has the possibility of
diverting his attention, what his attention points to is, in both
directions, internal and external, impetuously “real.” As Dr.
Ey said, delusional work is characterized by “foreignness,
incoercibility, assertiveness and aesthesis.” Foreignness,
because the internal and external sources have the same
rank of veracity and can therefore be interchangeable; in-
coercibility because this process prevails over the mecha-
nisms of anti-hallucinatory coercion; assertiveness because
the sequences of topics obtained through hallucinations
can serve as a basis for the subject’s discursive activities;
and aesthesia because the subject is aware of the fact
that thanks to the strident aesthesia of his hallucinations
he can distinguish them from ordinary memory material,
but cannot to mobilize enough to distinguish them from
perceptual sensations.
We are touching here on the doxic status of
hallucinations and in this the comparison between sensory
immersion with artificial origin and hallucinations becomes
for us more than a superficial metaphor. In schizophrenia,
the activations of sensory areas stimulated by prefrontal
activities and categorized by thalamic operations bring out
a threshold effect beyond which the complex neural sub-
strate is ready to exercise a creative role and generates
MARCIN SOBIESZCZANSKI 126 AN-ICON
a fictional “effect.” This “effect” is both gnosic, active in
the symbolic sphere, and assertoric in the domain of the
subject’s discursive approach. To summarize, in patholog-
ical states of this type, fiction begins to compete, through
attentional maneuvers, with the real apprehended by the
sensorial way.27
Hallucinogenic function vs. Cultural and
artistic creations
It is obvious that the comparison between
immersion in artificial sensory devices and hallucinatory
states overlaps with the very old theoretical concerns of
specialists in literature and cinema, notably René Wellek
and Austin Warren,28 and Jean-Louis Baudry,29 concerning
the status of the “presented reality” in the verbal story and
in the visual narration. On this topic, for methodological
reasons, we propose to dissociate two blocks of questions:
what comes from diếgêsis and what comes from mimesis,
in order to better synthesize them later on.30
On the one hand, the comparison of immersion
and hallucination appears as existential experiences. We
call “existential” the situations and the experiences that
are attached to them, when it is a question, for a human
subject, of facing an immediate environment, offering to his
perception the sensory substrate which allows him to carry
out his habitual activities: standing, sitting, walking, etc.,
27 The subject being aware of the imbalance between the respective parts of the internal
fiction and of its “reality monitoring,” falls into the suffering stemming from the anxiety of
failing in reality. In this, schizophrenia involves a double danger: that which stems from
the often disconcerting nature of the “visions” and that of the depression provoked by the
awareness of one’s own failures in the duty of reality.
28 R. Wellek, A. Warren, Theory of Literature (New York: Harcourt, Brace, 1948). “As Wellek
and Warren (La Théorie littéraire) point out, there is a use for these invented stories, which
is to entertain and instruct, a use that should not be confused with forgetting boredom.
Fiction triggers desire, pleasure, escape and knowledge, without the seriousness of a duty to
accomplish, a lesson to learn. This plural pleasure is to live adventures that daily life refuses us,
to which we access by proxy. The knowledge transmitted by fiction is of a different order from
that provided by science, philosophy or history.” Yves Chemla about F. Tremblay, La Fiction
en Question (Balzac-Le Griot editor, 1999) coll. Littératures à l’essai, Montréal, in Acta Fabula,
Autumn 2000, vol. 1, no 2, Ecole Normale Supérieure, Paris.
29 J.L. Baudry, “The device:” 56-72.
30 E. Souriau, “The structure of the film universe and the vocabulary of filmology,” Revue
internationale de filmologie 7-8 (1951).
MARCIN SOBIESZCZANSKI 127 AN-ICON
activities whose purpose lacks a delayed-causal goal, the
“short-term” behavior. The notion of immediacy must also
be addressed. Situations are immediate when the goals
pursued by the subject affect his current vital needs, unlike
the pursuit of medium and long-term goals. In this sense,
we are forced to separate, for example, the expectation
of resolution of a legal case that mobilizes our energy for
several years, from the posture that we adopt in the last
minutes before the last trial, although the lasting experience
conditions, to a certain extent, the momentary behaviors,
and vice versa; the punctual and immediate existential ex-
perience merges, in a certain way, with the image and the
memory that we have of the entire event.31
On the other hand, the immersion can be com-
pared with the effects of fiction which are elaborated in the
brain of the readers of literary stories and the spectators
of cinematographic storytelling. Here, it is not a question
of evaluating the effects of immersion by the yardstick of
immediate perceptions, which can feed temporary postural
reactions, move in the relative field of vision, explore its
space immediately adjoining our body or behave according
to the volumes found, suggested by the 3D image-models
of the show unfolding before the eyes of the subject, but
it is a question of listing the psychological and somatic
effects of a “world” which is constructed in the process of
mediated communication, through signs and their bodi-
ly and technical supports, i.e. writing, icon, image-move-
ment. It is a question, for example, of distinguishing two
perceptual occurrences, in the complex reaction that we
can have when seeing and manipulating, including by our
movements, the model of the staircase of the Capitol of
Washington drawn up for the CAVE at California Institute for
Telecommunications and Information Technology (CALIT2)
in San Diego: the monumental effect of architecture and
the symbolic effect produced by the political heritage of the
31 In The Trial of Franz Kafka, the literary effect of “reversal of experiences” consists
precisely in this substitution of the momentary experiences of the waiting corridors in the legal
institutions of the Austro-Hungarian Empire, for the synthetic experience of the long period
between the indictment and the execution of the sentence.
MARCIN SOBIESZCZANSKI 128 AN-ICON
United States. Although the distance separating the sign
from its denotat is arranged as a continuum running from
presence, through deferred presence and through the trace
of presence, to the sign of presence, the consciousness
and gnosic processes arising therefrom are categorized
according to the jurisdiction of discrete boundaries. Verbal
and visual narrations do not lead to the same results as
immediate perceptions, coming from the real environment.
Our hypothesis is that the productions of hu-
man culture both generate and use the same human abili-
ties to produce fiction, without this process resulting from
any pathology. In other words, in the healthy creative sub-
ject, fiction benefits from substantially the same psychic
substrate as hallucinations in schizophrenics, but the at-
tentional processes retain all their effectiveness in them.
In delirious patients, there is an increase of the psychic
substrate which manages and admits to the doxic sphere
the different sources, internal and external, without mak-
ing any discernment between them, or rather transgresses
this discernment. In the healthy creative human, the same
fictional process does not come from a doubling of the psy-
chic apparatus but from an externalization of the psychic
contents “projected” on an apparatus or a device which in
the process of communication exercises a fictional function.
In humans as “consumer” of culture and receivers of the
creative message, there is no confusion between the two
flows either, there is, on the other hand, from his point of
view, a duplication of the substrate of cultural productions,
a substrate that sometimes can be apprehended in what it
offers as affordances to direct sensory and postural cog-
nitive actions, and sometimes as a generator of fiction on
the basis of quasi-affordances that can be seized by the
sensory-motor brain areas correlated to the frontal areas
via the weighting of the thalamic zone. This latter process
can be initiated by the action of the mirror neuron system.
The person subject to hallucinations oscillates
between the two streams of consciousness, the creator
mobilizes his attentional processes in order to work on the
perceived reality in a manner similar to the ways fictional
MARCIN SOBIESZCZANSKI 129 AN-ICON
topics inhabit him. And since the parity of the flows of the
“intus” and of the flows of the “extra” is in him maintained
and oriented according to the precedence of the perceptual,
his internal fiction is itself “perception oriented.”
Perspectives of applied research in 360°
imaging
The tradition of research definitely established
since the 2010s, especially at the continuation of the theo-
retical work of David Bordwell,32 first in different academic
centers, in Japan,33 in the United States,34 and then spread
in vast circles of internationals researchers,35 offers ex-
perimental research involving spectators, individual and
collective,36 engaged in actions of narrative construction
based on the video-film creations. In our book from 201537
we commented on the difference between the spatio-sym-
bolic narrative construction in the frontal cinema with cen-
tral and oriented projection and attempts of the spherical
and interactive cinema. In this latter area the theory pre-
dominant seems to be organized around the environmental
concept of enaction.38 Note that this concept also applies
32 D. Bordwell, Narration in the Fiction Film (London-New York: Routledge, 1987).
33 M. Kimura et al., “Human visual system automatically encodes sequential regularities of
discrete events,” Journal of Cognitive Neurosciences 22, no. 6 (2010): 1124-1139, https://doi.
org/10.1162/jocn.2009.21299.
34 J.E. Cutting, “Perceiving scenes in film and in the world,” in J.D. Anderson, B.F. Anderson,
eds., Moving Image Theory: Ecological Considerations (Carbondale: Southern Illinois
University Press, 2005): 9-27.
35 K.S. Heimann et al., “Cuts in action: a high-density EEG study investigating the neural
correlates of different editing techniques in film,” Cognitive Science 41 (2017): 1555-1588,
https://doi.org/10.1111/cogs.12439; K. Pajunen, Immersed in Illusion, an Ecological Approach
to the Virtual (Jyväskylä: Bookwell, Acta Universitatis Lapponiensis, 2012); P. Francuz, E.
Zabielska-Mendyk, “Does the brain differentiate between related and unrelated cuts when
processing audiovisual messages? An ERP study,” Media Psychology 16, no. 4 (2013): 461-
475; P. Tikka et al., “Enactive cinema paves way for understanding complex real-time social
interaction in neuroimaging experiments,” Frontiers in Human Neuroscience (2012), https://doi.
org/10.3389/fnhum.2012.00298.
36 K. Lankine et al., “Consistency and similarity of MEG- and fMRI-signal time courses
during movie viewing,” NeuroImage 173 (2018): 361-369.
37 M. Sobieszczanski, Les Médias Immersifs Informatisés. Raisons Cognitives de la Ré-
analogisation (Bern: Peter Lang, 2015): 300.
38 P. Tikka, V. Rasmus, K. Mauri, “Narrative logic of enactive cinema: obsession,” Digital
Creativity 17, no. 4 (2006): 205-212, http://dx.doi.org/10.1080/14626260601074078.
MARCIN SOBIESZCZANSKI 130 AN-ICON
to classical cinema, as has been underlined in Bordwell’s
founding works...
Can we believe that going through the com-
parison between hallucinations and cognitive effects of
the interactive and immersive cinema can provide us with
a tool, both theoretical and empirical, even more powerful?
If we imagine a multi-scale analysis proving the existence
of a multi-layered and harmonized neural substrate, spe-
cialized in performing arbitration tasks between different
sources of information: external, internal, and those used
for weighting memory of sensory-motor anticipations, we
can hope that the monitoring of reality can become this
powerful tool.
There are three preliminary problems to pose
as the epistemological background before proceeding to
analysis of information sources in video-film products.
Frontal cinema operates its management of
attentional points within the framework of a language put
into place through the process of acculturation for 120
years. This device, both technical, grammatical and se-
mantic shapes the audience of the cinema by constituting
a quasi-cognitive functionality which participates in the
construction of the image of the world in the broad sense.
There is here a kind of sloping of a cultural function in the
field of generic cognition. Experiences in spectation and the
construction of the image of the world, both: from truthful
world and the world as illusion, must first take care to put
out of the game the artefact of the appearance of classic
cinema.
Immersive or spherical cinema is part of an-
other “grammar.” Its “editing,” the rules of his language, is
a “natural editing,” called for by Pasolini,39 is operated by
bodily movements, gaze movements and ocular saccades.
The same “objective” real can be looked at in different
39 “When we talk about the semiology of cinematographic language, we must at the same
time talk about the semiology of reality,” extract from an interview with Pier Paolo Pasolini by
André S. Labarthe on 15/11/1966.
MARCIN SOBIESZCZANSKI 131 AN-ICON
ways by the same person and by the different spectators,
according to their own management of attentional points.
And finally, immersive cinema manages its spa-
tio-temporal referential external to the device of the same
way that it manages the spatiality and the dynamics of
the contents which are presented into the device. In other
words, the grammar of cutting and exploring of the sen-
sitive, natural and artefactual material, is the same as that
which governs our spatio-temporal relationship to the world.
The perspective of empirical research on the hallucinatory
illusion can then lead to the establishment of a normative
system allowing people subject to hallucinations to ex-
change with their caregivers not by means of art-therapy,
but by means of the shared control of sources of informa-
tion on reality.
MARCIN SOBIESZCZANSKI 132 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17297 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17297",
"Description": "Touch represents one of the latest and most complex frontiers of virtuality: a sense which historically seems to have carried the burden of proof on reality, by definition resistant to illusory environments. The paper begins from this assumption to trace a history of illusion across authors and theorists that have debated the statute of haptics, building a dialogue between philosophical dilemmas and technological developments. Moving both from an aesthetic and psychophysiological viewpoint, the article will root its analysis in an historical-artistic account, augmenting the discussion with a series of case studies from the museum sector. The introduction of haptic technologies within cultural institutions, which dates back to the last three decades, proves an interesting field to test the functions which touch plays in both educational and imaginative scenarios. The open question being whether modern technologies should aim at replicating haptic realism in miming phenomenological accuracy, or whether the most innovative applications need to aspire to a more environmental employment of touch.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17297",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Anna Calise",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Museums",
"Title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-02-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Anna Calise",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17297",
"firstpage": null,
"institution": "Università IULM",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Museums",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Weiss, T., “Phantom sensations,” in Grunwald M. ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008): 283-294.",
"spatial": null,
"temporal": null,
"title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17297/17787",
"volume": "1"
}
] | The haptics of
illusion: an account
of touch across theories,
technologies and museums
by Valentina Bartalesi and Anna Calise
Haptic
Technology
Illusion
Virtuality
Museums
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The haptics of il usion.
An account of touch across
theories, technologies
and museums
VALENTINA BARTALESI, Università IULM – https://orcid.org/0000-0002-8596-4014
ANNA CALISE, Università IULM – https://orcid.org/0000-0002-2966-7613
https://doi.org/10.54103/ai/17297
Abstract Touch represents one of the latest and most
complex frontiers of virtuality: a sense which historical-
ly seems to have carried the burden of proof on reality,
by definition resistant to illusory environments. The paper
begins from this assumption to trace a history of illusion
across authors and theorists that have debated the stat-
ute of haptics, building a dialogue between philosophical
dilemmas and technological developments. Moving both
from an aesthetic and psychophysiological viewpoint, the
article will root its analysis in an historical-artistic account,
augmenting the discussion with a series of case studies
from the museum sector. The introduction of haptic tech-
nologies within cultural institutions, which dates back to
the last three decades, proves an interesting field to test
the functions which touch plays in both educational and
imaginative scenarios. The open question being whether
modern technologies should aim at replicating haptic re-
alism in miming phenomenological accuracy, or whether
the most innovative applications need to aspire to a more
environmental employment of touch.
Keywords Haptic Technology Illusion Virtuality Museums
To quote this essay: V. Bartalesi, A. Calise, “The haptics of illusion. An account of touch across theories,
technologies and museums,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022):
133-161, https://doi.org/10.54103/ai/17297
VALENTINA BARTALESI, ANNA CALISE 133 AN-ICON
Fig 1. Creation of a new style of media art using digital paints in a
harmonization of the senses of vision and touch.
It seems that we have so often been warned not to touch
that we are reluctant to probe the tactile world even with our minds.
Constance Classen
The Deepest Sense. A Cultural History of Touch, 2012
Introduction
In his Post-Scriptum addendum, alongside his
monumental survey on the polysemy of touch in Nancy
through the history of Western philosophy, Derrida de-
nounced a widespread prejudice whereby “one sponta-
neously has the tendency to believe that touching resists
virtualization.”1 Through this acute remark, the French phi-
losopher underlies a consolidated topos that attributes to
the sense of touch the ability to convey a direct and objec-
tive knowledge of the things of the world, captured in their
physical and even theoretical dimension.2 By questioning
the supposed identity relationship between touch and ob-
jectivity, the author opens a new perspective on the sub-
ject, widening the ways in which the world of haptics could
be conceptualized and practiced. For the purpose of the
1 J. Derrida, On Touching – Jean-Luc Nancy (Stanford: Stanford University Press, 2005): 300.
2 Cfr. J.-L. Nancy, Corpus (Paris: Metailie, 1992): 76; M. Paterson, The Sense of Touch:
Haptics, Affects and Technologies (Oxford: Berg, 2007): 2-3; C. Classen, D. Howes, Ways of
Sensing (New York: Routledge, 2014): 89; A. Gallace, C. Spence, In Touch with the Future:
The Sense of Touch from Cognitive Neuroscience to Virtual Reality, (Oxford: Oxford University
Press, 2014): 3.
VALENTINA BARTALESI, ANNA CALISE 134 AN-ICON
argument presented here, Derrida’s considerations prove
pivotal: the aim will be to try and deepen his assumption,
investigating the relationship between illusion, haptic per-
ception and works of art. Addressing the possibility that
both the theory and practice which anticipate and guide
haptic experiences and technologies account for an illusory
character, escaping the grounds of undeniable certainty
and adherence to reality which are at times linked to the
discourse on touch.
This study will in fact envisage the possibility
that illusion imposes itself as a constitutive figure of haptic
feeling both on a theoretical level and on a technical one.
The research will focus on how the experience of touching
plastic objects changes from the analogical dimension to
the digital one, first from a theoretical point of view and
then across a range of case studies within the museum
sector. In the peculiar phenomenon of touching sculpture
in a virtual environment employing haptic devices, the il-
lusion changes its function: before a theoretical figure, it
becomes an experiential strategy. Not necessarily aimed
at generating a phenomenological surplus, which as we
will see most technologies are not able to offer, but at of-
fering the possibility of a semantic shift on an emotional
and aesthetic level. The study will begin with an assess-
ment of Derrida’s theorizing on the haptic and on virtuality,
highlighting the inherent illusory character that seems to
be shared by both virtual haptic museological experiences
and the theorizing of “haptic” itself, a link captured by the
author already in his work On Touching. While borrowing
from Derrida the relevance of museum practices as case
studies for the discussion on the haptic, this article will
however assess evidentiary accounts in the second sec-
tion of the text. Before addressing the case studies, it was
deemed necessary to elaborate two relevant premises. On
the one hand, a thorough account of haptic technologies
and of the current theoretical issues that guide their design
will be presented, with reference to the challenges posed
by haptic illusions. On the other hand, a historiographic
account of the fundamental role that the concept of illusion
VALENTINA BARTALESI, ANNA CALISE 135 AN-ICON
has played in the theorizing of the haptic discourse will be
offered. Through this analysis, we aim to hopefully demon-
strate the structural role played by the figure of illusion in
both theoretical and technological designs, strengthening
the rationale which serves as the guiding principle of the
discussion at hand. The second section, following Derrida’s
intuition and using museological haptic technologies case
studies, will try to assess how these premises relate to the
cultural offer available to the public. Beginning from the
relationship between touching and cultural artifacts, and
more specifically sculptures, which has played a central
role in both philosophical and museological undertakings,
a history of touch in museums will be briefly traced, con-
necting contemporary endeavors to their historical pre-
decessors. Then a series of relevant case studies will be
presented, trying to understand, by looking closely at their
design and reception, what aspect of the haptic experience
they aimed to leverage on, and therefore which epistemic
and experiential qualities were privileged. It will emerge
that when museums are trying to reinstate the evidentiary
nature of the haptic experience, and focus on mimicking
a reductive understanding of the phenomenology of touch,
the results might be scientifically interesting yet not experi-
entially powerful. By contrast, when the more evocative and
illusory qualities of the haptic are investigated, exploiting a
more environmental and multifaceted account of the haptic
experience, a new and promising use of haptic technolo-
gies is possible.3
“Tact beyond the possible:”4 illusion
as a figure of the haptic between
historiography and psycho-aesthetics
The teleological value of the human hand as a
pro toto organ of the sense of touch is a recurring trope in
the history of philosophy, from Kant, through Herder, de
3 Although the paper is the result of a collective research and reflection work made by the two
authors, the first section was written by Valentina Bartalesi, the second one by Anna Calise.
4 J. Derrida, On Touching: 66.
VALENTINA BARTALESI, ANNA CALISE 136 AN-ICON
Miran, Husserl, until Katz, Focillon, Révész, and Gibson.5
In Derrida’s analysis the haptic, assumed as a not stric-
tu sensu6 sense that “virtually” involves the sensorium in
its obscure intricacy,7 is qualified by the peculiar “motor
activity”8 of the human hand. Yet, while recognizing the
constitutive motility of this sensory faculty, Derrida refus-
es such preliminary immediacy, claiming with Nancy its
“local, fractal, modal” nature.9 If these adjectives partially
complicate the meaning of touching on an ontological level,
they seem to encourage the reflection towards a technical
sphere, according to an address that Derrida tries to verify.
As a proof of the fragility of a way of thinking that a priori
denies the possibility of virtualizing touch, the philosopher
presents a significant case study for that time: the Haptic
Museum in California.10
In spite of the limited evidence still available
with regards to this institution, its mission appears clear. As
Margaret L. Mclaughlin of the Integrated Media Systems
Center (University of Southern California) states:
Our IMSC team has used haptics to allow museum visitors to ex-
plore three-dimensional works of art by “touching” them, some-
thing that is not possible in ordinary museums due to prevailing
“hands-off” policies. Haptics involves the modality of touch-the
sensation of shape and texture an observer feels when exploring
5 J. Derrida, On Touching: 41-42, 95, 122, 140. See in this respect: L.A. Jones, S.J. Lederman,
Human Hand Function (Oxford: Oxford University Press, 2006): 6; A. Benjamin, “Endless
touching: Herder and sculpture,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 4, no. 1,
(2011): 73-92, https://doi.org/10.13128/Aisthesis-10983; H. Focillon, “Éloge de la main” (1934),
in Vie des Formes (Paris: Presses Universitaires de France, 1981); G. Révész, The Human
Hand (London: Routledge & Kegan Paul, 1958); J.J. Gibson, “Observations on active touch,”
Psychological Review 69, no. 6 (November 1962): 477-491, https://doi.org/10.1037/h0046962.
6 J. Derrida, On Touching: 53, 149.
7 Ibid.: 42.
8 Ibid.: 142.
9 As noted by: “But there again-and this, too, has to be clear only upon the condition that tact
does not concentrate, does not lay claim as Descartes’s touching does to the privilege given
to immediacy, which would bring about the fusion of all the senses and of ‘sense.’ Touching,
too, touching, first, is local, modal, fractal”, J.L. Nancy, Corpus: 76.
10 J. Derrida, On Touching: 300-301; M.L. Mclaughlin et al., “The haptic museum,”
Conference: Proc. of the EVA 2000 Florence Conf. on Electronic Imaging and the Visual Arts
(March 2000), https://www.researchgate.net/publication/229433104_The_Haptic_Museum,
accessed December 11, 2022.
VALENTINA BARTALESI, ANNA CALISE 137 AN-ICON
a virtual object, such as a 3D model of a piece of pottery or art
glass.11
Although presumably the first example of a
haptic museum equipped with exosomatic technologies,12
Derrida’s case includes many factors that have become
constitutive in subsequent museological proposals. By in-
teracting with the PHANToM haptic device13 or wearing
the exoskeleton glove CyberGrasp,14 at those times fu-
turistic apparatuses, visitors could proceed to the manual
exploration of virtual artifacts, digitized by employing 3D
cameras such as ColorScan or Virtuoso.15 Technically, the
“haptic human-computer interaction (HCI)” requires a struc-
tural triad composed of “human user, interface device, and
virtual environment synthesized by computer.”16 Through
“haptic-rendering algorithms,”17 the device provides spe-
cific stimuli arising from the interaction between the “hap-
tic device representation” (the user’s avatar) and the
11 M.L. Mclaughlin et al., “The haptic museum:” w.p.
12 Among the twentieth-century experiences, one of the first tactile museum exhibitions
dedicated to blind people was organized by The American Museum of New York in 1909.
While in the 1970s, numerous worldwide museums realized tactile pathways dedicated to
the visually impaired, the first Haptic Gallery was opened by the National Portrait Gallery
in Washington D.C. on March 1st 1979, as the Smithsonian Archive documentation
testifies. See in this respect: H.F. Osborn, The American Museum of Natural History: its
origin, its history, the growth of its departments to December 31, 1909 (New York: The
American Museum of Natural History, 1909): 148; Chronology of Smithsonian History,
“NPH Haptic Gallery Opens” (March 1st 1979): https://siris-sihistory.si.edu/ipac20/ipac.
jsp?&profile=all&source=~!sichronology&uri=full=3100001~!1462~!0#focus accessed
December 11, 2022; Council on Museums and Education in the Visual Arts, The art museum
as educator: a collection of studies as guides to practice and policy (Berkeley: University of
California Press, 1978).
13 Designed by the MIT Artificial Intelligence Laboratory in 1994, “PHANToM is a convenient
desktop device which provides a force-reflecting interface between a human user and a
computer.” Inserting the index fingertip into a thimble or interacting with a stick, PHANToM
consists in “a system capable of presenting convincing sensations of contact, constrained
motion, surface compliance, surface friction, texture and other mechanical attributes of virtual
objects.” T.H. Massie, J.K. Salisbury, “The PHANToM haptic interface: a device for probing
virtual objects,” Dynamic Systems and Control 55, no. 1 (1994): w.p.
14 Commercialized in 2009, “the CyberGrasp device is a lightweight, force-reflecting
exoskeleton that fits over a CyberGlove data glove (wired version) and adds resistive
force feedback to each finger. With the CyberGrasp force feedback system, users are
able to feel the size and shape of computer-generated 3D objects in a simulated virtual
world.” Please see: CyberGrasp, CyberGlove System: https://static1.squarespace.com/
static/559c381ee4b0ff7423b6b6a4/t/5602fc01e4b07ebf58d480fb/1443036161782/
CyberGrasp_Brochure.pdf, accessed December 11, 2022.
15 M.L. Mclaughlin et al., “The haptic museum:” w.p.
16 D. Wang et al., “Haptic display for virtual reality: progress and challenges,” Virtual Reality
& Intelligent Hardware 1, no. 2 (April 2019): 137 https://doi.org/10.3724/SP.J.2096-
5796.2019.0008.
17 Ibid.: 141-143.
VALENTINA BARTALESI, ANNA CALISE 138 AN-ICON
photogrammetric restitution of the object in a virtual en-
vironment (the haptic image).18 Hence, according to the
object-relational data model, users receive tactile and kin-
esthetic feedback geared towards the stimulation of the
mechanoreceptors on the fingertip (for PHANToM) and on
the whole hand surface (if wearing CyberGrasp) during the
exploration of the virtual object.19 More specifically, the sub-
ject perceives vibrotactile feedback which should make him
or her feel those sensations that are connotative of touching
the physical object,20 absent in its ilemorphic habitus albeit
realistically tangible in its morphological properties of size,
weight, surface, and texture.21
Beyond the issues more strictly related to the
physiology of the experience, it is here relevant to examine
how these researchers have recorded the act of touching
a virtual object. Unexpectedly, the members of the Califor-
nian IMSC, as well as the French philosopher, feel the need
to put in inverted commas locutions such as “touching,”
“remote touching,” or “realistic sensations of touching.”22
The grammatical escamotage of the quotation marks clear-
ly betrays the necessity, be it more or less incidental, to
denounce the presence of expressions bent to a “special
or translated” use. In the technical gesture that the Haptic
Museum visitor makes exploring virtual artifacts, Derrida
glimpses the theoretical locus where “immediate contact”23
discloses its own illusory and ontologically fictitious dimen-
sion, opening a chasm within the very meaning of touch:
ultimately, what is the object of touch? Is this an illusion of
18 K. Salisbury, F. Conti, F. Barbagli, “Haptic rendering: introductory concepts,” IEEE
Computer Society 24, no. 2 (March/April 2004): 25-26, https://doi.org/10.1109/
MCG.2004.1274058.
19 P.P. Pott, “Haptic Interfaces,” in L. Manfredi, ed., Endorobotics. Design, R&D, Future Trends
(Academic Press, 2022).
20 Even if, according to Salisbury and Srinivasan “the resulting sensations prove startling, and
many first-time users are quite surprised at the compelling sense of physical presence they
encounter when touching virtual objects,” the improvement of haptic feedback constitutes one
of the main purposes of this kind of technology. J.K. Salisbury, M.A. Srinivasan, “Phantom-
based haptic interaction with virtual objects,” IEEE (September/October 1997): 6-10, https://
doi.org/10.1109/MCG.1997.1626171.
21 As Derrida notes, describing the above-mentioned experience, “we can thus feel
the weight, form, and structure of the surface of a Chinese vase while ‘holding’ a three-
dimensional digital model,” J. Derrida, On Touching: 301.
22 Ibid.
23 Ibid.
VALENTINA BARTALESI, ANNA CALISE 139 AN-ICON
touch or what Madalina Diacuno prefers to define in terms
of “illusionary touch”?24 If so, how to illustrate the phenom-
enology of such an illusion?
The noun “illusion,” from the Latin illudere (in,
“against,” ludere “to play”), describes an “act of deception;
deceptive appearance, apparition; delusion of the mind.”25
However, in the specialist lexicon on haptic perception
the expression “haptic illusion” more rigorously recounts
a “disruption of the physical coherence between real move-
ment and feedback forces, used to create the illusion of
a non-existent feature or to compensate with the illusion
the sensation of an undesired detail.”26 As convincingly
established by the critical literature since Révész, several
haptic illusions have been codified and are currently under
investigation.27 It should also be noted that a similar illusion,
even though different in terms of the neurological reaction
experienced with haptic prostheses in virtual environments,
is daily negotiated by the user in the interaction with touch
screens. The most recent media-archeological studies have
investigated this ambiguous nature of “touching,” recording
the hiatus which systematically occurs when the consum-
er digitally interacts with the contents that pass through
the “display.”28 In this regard, Simone Arcagni has recently
pointed out how touch screens solicit a kind of experience
“as if there were no longer a mediation between the idea
of doing and the action that takes place in our hands” by
24 M. Diaconu, “Illusionary touch, and touching illusions,” in A. Tymieniecka, ed., Analecta
Husserliana. The Yearbook of Phenomenological Research. Human Creation Between Reality
and Illusion, vol. 87 (Cham: Springer, 2005): 115-125.
25 “Illusion,” Online Etymology Dictionary: https://www.etymonline.com/word/illusion,
accessed December 11, 2022.
26 M. Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser,
2008): 649.
27 The main haptic illusions include “size-weight illusion,” a tangible version of the “Muller-
Lyer illusion,” the “horizontal-vertical illusion” and the “Ponzio illusion.” See in this regard:
M.A. Heller, E. Gentaz, “Illusions,” in M.A. Heller, E. Gentaz, eds., Psychology of Touch and
Blindness (New York-London: Psychology Press - Taylor & Francis Group, 2014): 61-78.
28 F. Casetti, “Primal screens,” in C. Buckley, R. Campe, F. Casetti, eds., Screen Genealogies.
From Optical Device to Environmental Medium (Amsterdam: Amsterdam University Press,
2019): 45; F. Casetti, “Che cos’è uno schermo, oggi?,” Rivista di Estetica 55 (2014): 28-
34 https://doi.org/10.4000/estetica.969. According to Francesco Casetti, touch screens
represent the most effective type of display (ibid.: 29), a device that the author links to an
instant, “passive” and disengaged communication. Consistently to the current hypertrophic
consumption of images, Casetti’s display “exhibits, not reveals. It offers, not engages” (ibid.)
and this happens because the touch screen “puts images in our hands” (ibid.).
VALENTINA BARTALESI, ANNA CALISE 140 AN-ICON
intensifying the sensation of proximity between user and
content.29 Raising attention to the dangers inherent in the
automation of touching, David Parisi has introduced the mil-
itary phrase “Fingerbombing,” highlighting the “distanced,
detached and destructive” nature of interaction with the
touchscreen of a Nintendo DS.30 Furthermore, citing Thom-
as Hirschhorn’s brutal video clip Touching Reality (2012),
Wanda Strauven has denounced the moral and technical
break between screen and display, whereby the object of
touch results in the screen and not the images passing
through it.31 Once more, what do the subjects touch and
what do they perceive by touching and consuming?32
In light of this ontological uncertainty, the abil-
ity to confer and simulate the highest degree of realism
to the haptic experience of virtual content through a het-
erogeneous range of devices – among the most futuristic
devices should be mentioned AirPiano,33 VibroWeight,34
WeHAPTIC35 – is generally considered one of the overriding
29 S. Arcagni, Visioni Digitali: Video, Web e Nuove tecnologie (Torino: Einaudi, 2016): 301.
30 D. Parisi, “Fingerbombing, or ‘Touching is Good’: The Cultural Construction of
Technologized Touch,” in M. Elo, M. Luoto, eds., Figure of Touch: Sense, Technics,
Body (Helsinki: The Academy of Fine Arts at the University of the Arts Helsinki, Tallinna
Raamatutrükikoja OÜ, 2018): 83.
31 W. Strauven, Touchscreen Archeology (Lüneberg: Meson Press, 2021): 112-116. Cfr. W.
Strauven, “Marinetti’s tattilismo revisited hand travels, tactile screens, and touch cinema in the
21st Century,” in R. Catanese, ed., Futurist Cinema (Amsterdam: Amsterdam University Press,
2018): 70.
32 See in this respect: M. Racat, S. Capelli, “Touching without touching: the paradox of the
digital age,” in M. Racat, S. Capelli, eds., Haptic Sensation and Consumer Behavior. The
Influence of Tactile Stimulation in Physical and Online Environments (Nature Switzerland:
Springer, 2020).
33 AirPiano constitutes “an enhanced music playing system to provide touchable experiences
in HMD-based virtual reality with mid-air haptic feedback”. For more information see: I. Hwang
et. al., “AirPiano: enhancing music playing experience in virtual reality with mid-air haptic
feedback,” 2017 IEEE World Haptics Conference (WHC): 213-218 https://doi.org/10.1109/
WHC.2017.7989903.
34 VibroWeight represents “low-cost hardware prototype with liquid metal” employing
“bimodal feedback cues in VR, driven by adaptive absolute mass (weights) and gravity shift:” X.
Wang et. al., “VibroWeight: simulating weight and center of gravity changes of objects in virtual
reality for enhanced realism,” Human Computer Interaction (2022): https://doi.org/10.48550/
arXiv.2201.07078.
35 WeHAPTIC (Wearable Haptic interface for Accurate Position Tracking and Interactive force
Control) “shows improved performances in terms of finger motion measurement and force
feedback compared with existing systems such as finger joint angle calculation and precise
force control:” Y. Park et. al., “WeHAPTIC: a Wearable Haptic interface for Accurate Position
Tracking and Interactive force Control,” Mechanism and Machine Theory 153, (November
2020): https://doi.org/10.1016/j.mechmachtheory.2020.104005.
VALENTINA BARTALESI, ANNA CALISE 141 AN-ICON
objectives for improving these technologies.36 Furthermore,
even though since the invention of the first haptic device in
194837 continuous improvements have been made, contem-
porary interfaces present both a qualitative and quantitative
deficit compared to the human haptic sensitivity, calling for
“urgent requirement to improve the realism of haptic feed-
back for VR systems, and thus to achieve equivalent sen-
sation comparable to the interaction in a physical world.”38
While the expression “haptic realism,” coined
by the philosopher of science Mazviita Chirimuuta in 2016,
opens the hypothesis of a scientific perspectivism based
on interaction with the world,39 the same expression when
related to haptic interfaces assumes a more technical con-
notation. As Sushma Subramanian points out in a conversa-
tion during the 2020 World Haptics Conference with Ed Col-
gate, Professor of Mechanical Engineering at Northwestern
University, although haptic technologies still go through
a “primitive” state, the short-term goal in their design is
to “develop a new tactile language that mimics the kinds
of maneuvers we make with three-dimensional objects” in
which “the challenging part is to make us feel them.”40 A
leading producer such as the Berlin-based Lofelt attempts
to make interaction with the touch screen more realistic by
combining sounds with the corresponding haptic vibrations
36 A. Brogni, D.G. Caldwell, M. Slater, “Touching sharp virtual objects produces a haptic
illusion,” in R. Shumaker, ed., Virtual and Mixed Reality (Berlin Heidelberg: Springer, 2011):
234-242; A. Gallace, M. Girondini, “Social touch in virtual reality,” Current Opinion in Behavioral
Sciences 43 (February 2022): 249-254, https://doi.org/10.1016/j.cobeha.2021.11.006. It
should be noted how the design of “pseudo-haptic feedback” is also nodal to the experience
of touching in virtual environments. See in this regard A. Maehigashi et. al., “Virtual weight
illusion: weight perception of virtual objects using weight illusion,” CHI ’21 Extended Abstracts
(May 2021), https://doi.org/10.1145/3411763.3451842. Furthermore, the design of an effective
haptic illusion in a virtual environment is related to scale and precisely to the so-called “Body-
scaling effect”: P. Abtahi, “From illusions to beyond-real interactions in virtual reality,” UIST ‘21:
The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and
Technology (October 2021): 153-157, https://doi.org/10.1145/3474349.3477586.
37 As David Parisi reports, the invention of the first mechanical force feedback master-
slave manipulator in nuclear field is due to the engineer Raymond Goertz of the Atomic
Energy Commission for the Argonne National Laboratory. D. Parisi, Archaeologies of Touch.
Interfacing with Haptics from Electricity to Computing (Minneapolis, London: University of
Minnesota Press, 2018): 220-221.
38 D. Wang, “Haptic display:” 137.
39 M. Chirimuuta, “Vision, perspectivism, and haptic realism,” Philosophy of Science 83, no. 5
(December 2016), 746-756 https://doi.org/10.1086/687860.
40 S. Subramanian, How to Feel. The Science and Meaning of Touch (New York: Columbia
University Press, 2021): 250-251.
VALENTINA BARTALESI, ANNA CALISE 142 AN-ICON
so that the user participates in an immersive experience.
As Lofelt founder Daniel Büttner asserts: “it is all an illu-
sion, but it seems incredibly real.”41 In a similar direction,
the most advanced research conducted by the Intelligent
Haptic program of the Max Planck Institute for Intelligence
System aims to implement the sensitivity of electrovibra-
tions.42 Evidence that haptic perception is one of the most
promising experimental fields for the virtual world is reflect-
ed in the great number of HORIZON programs supported
by the European Union in the last five years,43 mainly dedi-
cated to Mid-Air and Mixed Haptic Feedback technologies.
Ultrahaptics, launched in 2013, consists in a haptic device
system in which the force feedback is positioned
above interactive surfaces and requires no contact with either
tool, attaching to the surface itself. Instead, haptic sensations are
projected through a screen and directly onto the user’s hands. It
employs the principle of acoustic radiation force whereby a phased
array of ultrasonic transducers is used to exert forces on a target
in mid-air.44
H-Reality devices, on the other hand, employing
mixed haptic feedback technology “aim at combining the
contactless haptic technology with the contact haptic tech-
nology and then apply it into virtual and augmented reality
41 R. Banham, “Haptic happenings: how touch technologies are taking on new meaning,”
Dell Technologies (October 21, 2019): https://www.delltechnologies.com/en-us/perspectives/
haptic-happenings-how-touch-technologies-are-taking-on-new-meaning/, accessed
December 11, 2022.
42 Y. Vardar, K.J. Kuchenbeker, L. Behringer, “Challenging the design of electrovibrations to
generate a more realistic feel,” Haptic Intelligence Max Planck Institute for Intelligent Systems
(April 6, 2021): https://hi.is.mpg.de/news/challenging-the-design-of-electrovibrations-to-
generate-a-more-realistic-feel, accessed December 11, 2022.
43 Among them we point out: Horizon 2020 (CORDIS), TACTIle Feedback Enriched Virtual
Interaction through Virtual RealITY and beyond, (July 1, 2019-September 30, 2022): https://
cordis.europa.eu/project/id/856718/it, accessed December 11, 2022; Horizon 2020 (CORDIS),
Multimodal Haptic with Touch Devices (March 1, 2020-February 29, 2024): https://cordis.
europa.eu/project/id/860114/it, accessed December 11.
44 T. Carter et. al., “Ultrahaptics: multi-point mid-air haptic feedback for touch surfaces,”
UIST ‘13: Proceedings of the 26th Annual ACM Symposium on User Interface Software and
Technology (St. Andrews, UK: October 8-11, 2013): 505-506.
VALENTINA BARTALESI, ANNA CALISE 143 AN-ICON
technologies.”45 These projects encourage “to achieve
high-fidelity sensations through technology that is easy
and comfortable to use, for both interactive augmented
reality (AR) and immersive virtual reality (VR) experiences”;46
rendering potentially less unreachable that horizon of touch
virtualisation from which Derrida took his cue.
In assessing the role that illusion plays for the
effective functioning of haptic technologies, it can be ques-
tioned whether this prevalent position is distinctive of the
digital era or if it represents a consolidated trope in haptic
historiography, often centered on the theoretical and prac-
tical opportunity to touch – or not! – sculpture, at times
accused of being the least illusory of the arts.47 In under-
taking the investigation from “haptics”48 to “haptic,”49 we
will proceed in a parallel line to the essentially optical one
45 “H-Reality,” FET FX. Our future today (2020): http://www.fetfx.eu/project/h-reality/; see
also: X. de Tinguy, C. Pacchierotti, A. Lécuyer, “Capacitive sensing for improving contact
rendering with tangible objects in VR,” IEEE Trans Vis Comput Graph – IEEE Transactions
on Visualization and Computer Graphics 27, no. 4 (December 2020): 2481-2487, https://doi.
org/10.1109/TVCG.2020.3047689.
46 Horizon 2020 (CORDIS), Mixed Haptic Feedback for Mid-Air Interactions in Virtual and
Augmented Realities (October 1, 2018- March 31, 2022): https://cordis.europa.eu/project/
id/801413/it, accessed December 11, 2022.
47 Is given below the renowned passage in Benedetto Varchi’s Paragone (1547) in which
painters vituperate sculpture by stating: “They argue again from the difficulty of art, where,
distinguishing the difficulty into two parts: in fatigue of body, and this as ignoble they leave to
sculptors: and in fatigue of wit, and this as noble they reserve for them, saying that, besides
the different manners and ways of working and coloring, in fresco, oil, tempera, glue and
gouache, painting makes a figure foreshorten, [it] makes it seem round and raised in a flat
field, making it break through and seem far away with all the appearances and vagueness
that can be desired, giving to all their works lumens and shadows well observed according to
the lumens and reverberations, which they hold to be a most difficult thing; and in conclusion
they say that they make appear what is not: in which thing they seek effort and infinite artifice”,
B. Varchi, Lezzione. Nella quale si disputa della maggioranza delle arti e qual sia più nobile, la
scultura o la pittura (Firenze: Fondazione Memofonte, 1547): 38.
48 The plural noun haptics, deriving from the Greek feminine haptikós and the Neo-Latin
hapticē, a term coined in 1685 by Isaac Barrow in Lectiones Mathematicae XXIII, is literally
translated as “science of touch”. Haptics refers to the science of touch in a techno-media
perspective, denoting the tactile feedback generated by those devices which, by sending
artificial stimuli at proprioceptive, limbic and muscular levels, simulate the sensation of actual
contact: “Haptics,” Merriam-Webster Dictionary (online): https://www.merriam-webster.com/
dictionary/haptics, accessed December 11, 2022.
49 The Greek etymon haptō, from which derive the word haptos (tangible, sensitive), the
predicate háptein and the adjective haptikós, from which derive the French haptique, the
German haptisch/Haptik and the English haptic, means variously “able to come into contact
with” (haptikós) and “to clasp, grasp, lace” (háptein).
VALENTINA BARTALESI, ANNA CALISE 144 AN-ICON
stabilized by Riegl,50 bearer of a critical fortune culminating
with the later reworkings elaborated by Deleuze,51 Mald-
iney,52 Dufrenne53, Marks54 and Barker.55 Concerning the
covertly panoptic conception of the haptic that had been
spreading in German Kunstwissenschaft since Hildebrand’s
studies,56 it is necessary to turn our attention to the de-
velopments taking place in the psychophysiological area
around the same years. In the wake of Heinrich Weber’s
pioneering studies on the sense of touch, in which sensory
illusions after limbs amputation57 (the so-called Phantom
Sensations)58 were classified as not accidentally probed;
the first use of the term haptic in 1892 by another eclectic
Berliner, Max Dessoir, was systematized almost simulta-
neously by Edward Titchener.59 The rehabilitation of this
50 As Andrea Pinotti notes via Révész, “It is significant that, the year after the publication of
Kunstindustrie, in an article in which he argues with Strzygowski, Riegl admits that the term
taktisch (tastbar, from the Latin tangere) can lead to misunderstandings, and declares himself
willing to adopt instead the term haptisch (from the Greek hapto), which the physiological
literature had since long employed in its research on sensoriality. Perhaps a way, that of
moving from Latin to Greek, to avoid any possible reference to the actual manual palpation
and reaffirm the fundamental strength of the haptisch,” A. Pinotti, “Guardare o toccare?
Un’incertezza herderiana,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 2, no. 1 (2009):
186, https://doi.org/10.13128/Aisthesis-10953, trans. mine. For a first bibliographical framing
of Riegl’s haptic construction see: M.R. Olin, Forms of Representation in Alois Riegl’s Theory
of Art (University Park: Pennsylvania State University Press, 1992); M. Iversen, Alois Riegl:
Art History and Theory (Cambridge, MA: MIT Press, 1993); S. Melville, “The temptation of
new perspectives” (1990), in D. Preziosi, ed., The Art Of Art History. A Critic (Oxford: Oxford
University Press, 2009): 274-283; G. Vasold, “‘Das Erlebnis des Sehens’. Zum Begriff der
Haptik im Wiener fin de siècle,” Maske und Kothurn 62 (2016): 46-70.
51 G. Deleuze, Francis Bacon. Logic of Sensation (1981), trans. D.W. Smith (London-New
York: Continuum, 2003): 122, 189.
52 See in this regard: A. Pinotti, “Style, rythme, souffle: Maldiney and kunstwissenschaft,”
in J.-P. Charcosset, ed., Parole Tenue: Colloque du Centenaire du Maldiney á Lyon (Milan:
Mimesis Edizioni, 2014): 49-59.
53 See in this respect: A. Pinotti, ed., Alois Riegl. Grammatica storica delle arti figurative
(Macerata: Quodlibet, 2018), XLVI.
54 We refer specifically to the postcolonial construct of haptic visuality that Laura Marks
derives and resemantizes from the lesson of Regl’s heritage: L.U. Marks, Touch: Sensuous
Theory and Multisensory Media (Minneapolis-London: University of Minnesota Press, 2002):
4-7; L.U. Marks, The Skin of the Film. Intercultural Cinema, Embodiment, and the Senses
(Durham-London: Duke University Press, 2000): 162-171.
55 J.M. Barker, The Tactile Eye. Touch and the Cinematic Experience (Berkeley-Los Angeles-
London: University of California Press, 2009): 37-38.
56 See in this regard: A. Pinotti, Il corpo dello stile. Storia dell’arte come storia dell’estetica
a partire da Semper, Riegl, Wölfflin (Milano: Mimesis, 2001). See specifically the third section
entitled “Occhio e mano:” 179-221.
57 M. Grunwald, M. John, “German pioneers of research into human haptic perception,” in M.
Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008):
19.
58 T. Weiss, “Phantom sensations,” in M. Grunwald, ed., Human Haptic Perception. Basics
and Applications (Basel: Birkhäuser, 2008): 283-294.
59 D. Parisi, Archaeologies of Touch: 105.
VALENTINA BARTALESI, ANNA CALISE 145 AN-ICON
obsolete Greek term, already Homeric and Aristotelian,60
reflects Dessoir’s will to deepen the investigation on touch
by distinguishing the sensations of contact from the active
exploration (Pselaphesie).61 This distinction, destined to
become normative, emerged in the context of a network of
experimental psychology laboratories scattered through-
out the United States and orbiting around the Harvard
Psychological Laboratory, inaugurated in 1875 by William
James, although active only since 1892.62 While in 1890,
James was able to discuss the “fallacy of the senses,” tak-
ing his cue from the prominent Aristotelic finger illusion,63
consulting Harvard Laboratory appendix for the two years
1892-1893 shows how scientific trials on touch proceeded
simultaneously to the study of optical illusions.64 A similar
experimental path would culminate in 1893 with the pre-
sentation of the Apparatus for Simultaneous Touches by
William Krohn at Clark University.65
On the plexus mentioned above, the aestheti-
cal and historiographical discourses are inserted and inter-
twined, sanctioning the passage from the properly physio-
logical illusion of touching to a metaphorical one, embodied
by the rhetorical figure of “as if,” direct relative of Derrida’s
inverted commas. That such a rhetorical stratagem con-
stitutes a much older matter is recalled by the well-known
querelle of Herderian uncertainty. As already pointed out by
Andrea Pinotti, in his aesthetic treatise Plastik, Herder seems
to allude to the possibility of a virtual touch, reproaching
the sculptor who has never touched, not even in a dream,
60 M. Perniola, Il Sex Appeal dell’Inorganico (Torino: Einaudi, 1994): 95.
61 M. Dessoir, Über den Hautsinn (Separat-Abzug aus Archiv für Anatomie und Physiologie:
Physiologische Abtheilung. 1892): 242.
62 G. Bruno, “Film, aesthetics, science: Hugo Münsterberg’s laboratory of moving images,”
Grey Room 36 (Summer 2009): 88-113, https://doi.org/10.1162/grey.2009.1.36.88.
63 W. James, The Principles of Psychology (Ontario: York University, 1890): 87.
64 H. Munsterberg, Psychological Laboratory of Harvard University (Harvard: Harvard
University Press, 1893). Munsterberg recorded notes include: “Instrument for studying the
fusion of touch sensations. After Krohn; made in Cambridge”; “Instrument for touch reaction,
etc;” “Touch-reaction instrument, with twenty different stimuli. By Elbs, Freiburg. $20”. See
also: Bruno, “Film”: 101-102.
65 W.O. Krohn, “Facilities in experimental psychology in the colleges of the United States”
(1894), in C.D. Green, ed., Classics in the History of Psychology (Toronto: Tork University):
https://www.sapili.org/subir-depois/en/ps000128.pdf; D. Parisi, Archaeologies: 144-147.
VALENTINA BARTALESI, ANNA CALISE 146 AN-ICON
his creation.66 “The illusion has worked,”67 the philosopher
will add, when the eye takes on the movements of the hand
and then of a very thin ray, an emissary of the soul, which
kinaesthetically embraces the sculpture as it becomes a
body. In the wake of Konrad Lange’s Illusionsästhetik68 and
J.H. Kirchmann and E. Von Hartmann’s doctrine of illusional
feelings, the already mentioned Dessoir would achieve an
even more drastic conclusion. Declaring that every work of
art mainly satisfies a single sensory channel, this sensorial
limitation “guarantees its illusory character,” generating the
paradoxical situation of “a conscious self-deception, of a
continued and deliberate confusion of reality and illusion.”69
However, it was not until the art-historical de-
bate of the early 1950s – while the earliest haptic devices
were designed – that an open polarization was reached
regarding whether or not sculptures should be touched. On
the one hand Herbert Read, moving from the psychological
studies of Arnheim, Wundt, Lowenfeld, and Révész, could
argue that “for the sculptor, tactile values are not an illusion
to be created on a two-dimensional plane: they constitute a
reality of being conveyed directly, as existent mass. Sculp-
ture is an art of palpation.”70 On the other hand, a fervent
detractor such as the modernist Greenberg would have
drastically overturned this assumption.71 Both consistent
readers of Berenson, whose normative and ambivalent
66 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Sculpture. Some Observations on Shape
and Form from Pygmalion’s Creative Dream (1778), ed. J. Gaiger (Chicago-London: The
University of Chicago Press, 2002): 41.
67 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Some Observations: 41.
68 For an introduction to the subject see: D. Romand, “Konrad Lange on ‘the Illusion of
Materials’ in painting and visual arts: revisiting a psychoaesthetic theory of the perception
of material properties,” in J. Stumpel, M. Wijntjes, eds., Art and Perception. An International
Journal of Art and Perception Science, Special Issue: The Skin of Things: On the Perception
and Depiction of Materials 7, no. 3-4 (2021): 283-289.
69 M. Dessoir, Aesthetics and Theory of Art. Ästhetik und Allgemeine Kunstwissenschaft
(1906), trans. S.A. Emery, (Detroit, Wayne State University Press, 1970): 53.
70 H. Read, The Art of Sculpture (London: Faber & Faber, 1954): 49.
71 We are referring specifically to Greenberg’s harsh and inflexible review of Read’s
monograph: C. Greenberg, “Roundness isn’t all,” (November 25, 1956), in J. O’ Brian, ed.,
Clement Greenberg: Collected Essays and Criticism 3 (Chicago: The University of Chicago
Press, 1995): 272.
VALENTINA BARTALESI, ANNA CALISE 147 AN-ICON
“tactile values”72 find a more truthful attestation in the cor-
ollary categories of “ideated sensations,” “ideated satisfac-
tions” and “ideal sensation of contact,”73 Read and Green-
berg finally reached an unexpected consonance. Whilst
Read claimed the experience of sculpture as distinctive of
haptic perception and, specifically, for the prehensility of
the hand; Greenberg denied the appropriateness of such
fruition, attributing tactile stimuli to the visual sphere. Mean-
while, Herder’s uncertainty remains. Indeed, as David J.
Getsy noted, it is ultimately unclear whether Read wished
for a knowledge of the plastic work through its palpation
or maintained such contact on a substantially preliminary
and physiological condition.74
In order to enrich the corpus of sources of such
a querelle numerous other examples could be made; none-
theless, one of the most promising scenarios for its analysis,
as prophetically announced by Derrida, is offered by the
exploration through haptic interfaces of digitized artifacts in
museums. When the veto of touching the work of art lapses
and the distinction between actual and fictional flattens out,
which horizons are opened by the possibility of touching?
Will it be a “tactile vertigo” in the sense of Baudrillard, in
which the virtual object expired at the status of a trompe-
l’œil image soliciting a “tactile hyper presence of things, as
though one could hold them,” despite its phantasmagorical
essence?75 Can these finally touchable bodies add much
72 A. Brown, “Bernard Berenson and ‘tactile values’ in Florence,” in J. Connors, ed., Bernard
Berenson: Formation and Heritage (Cambridge, Massachusetts: Villa I Tatti, The Harvard
University Center for Italian Renaissance Studies, 2014). For an analysis highlighting the subtle
pantheism underlying Berenson’s work, see: A. Pinotti, “The touchable and the untouchable.
Merleau-Ponty and Bernard Berenson,” Phenomenology 2005 3, no. 2, (2007): 479-498.
73 B. Berenson, Aesthetics and History (New York: Doubleday & Company, 1948): 24-25, 74.
74 As David J. Getsy pointedly notes: “Read did not necessarily argue that the viewer
must touch the sculpture in order to appreciate it, as Greenberg would have us believe.
Rather, it was the aggregate experience of tactility that provides us with an ability to assess
ponderability and the non-visual traits of any object. Our haptic sensibility and our sense of
the physical environment are both closely tied to our own ever-developing repertoire of tactile
and physical experiences”; D.J. Getsy, “Tactility or opticality, Henry Moore or David Smith:
Herbert Read and Clement Greenberg on The Art of Sculpture, 1956,” in R. Peabody, ed.,
Anglo-American Exchange in Postwar Sculpture, 1945–1975 (Los Angeles: Getty Publication,
2011): 111-112.
75 J. Baudrillard, Seduction (1979), trans. B. Singer (Montréal: New World Perspectives.
Culture Text Series, 1990): 62-63.
VALENTINA BARTALESI, ANNA CALISE 148 AN-ICON
to the illusory palpation of the work of art on a semantic
level, if not on a phenomenological one?
Haptic technologies and museums,
the imaginative frontiers of the
phenomenology of touch
In order to present a critical account of how
haptic technologies are being employed in museums, and
to investigate to what extent the projects designed within
these environments fully explore the illusory potential of vir-
tual haptic experiences, a preliminary discussion on analog
touch in museums is needed. The use of haptic technolo-
gies within museum settings,76 which has widely increased
in the last decades, is in fact not something new to cultural
experiential models,77 and more the reinstatement of prac-
tices which had been common policies in museums from
their foundation to the middle of the nineteenth century.
While today it is “generally taken for granted that museums
collections are not for touching”78 seventeenth- and eigh-
teenth-century museum visitors were customarily free to
pick up precious and delicate relics, enjoying their sense
of touch as a fundamental part of their overall experience.
More specifically, touch in early museums was used for
four different reasons:79 learning (as touching an object
provided relevant information that through sight could not
be obtained, like its weight), aesthetic appreciation (touch
was considered to allow an embodied understanding of the
76 For a comprehensive account on how the importance of touch has been re-evaluated in
the museum sector in the past three decades please cfr. G. Black, The Engaging Museum:
Developing Museums for Visitor Involvement (Oxford: Routledge, 2005); E. Pye, The Power
of Touch: Handling Objects in Museums and Heritage Contexts (Walnut Creek, CA: Left
Coast Press, 2007), H. Chatterjee, Touch in Museums: Policy and Practice in Object Handling
(Oxford: Berg, 2008); F. Candlin, Art, Museums and Touch (Manchester: University of
Manchester Press: 2010), and S. Dudley, ed., Museum Objects: Experiencing the Properties of
Things (London: Routledge, 2012).
77 C. Classen, The Deepest Sense. A Cultural History of Touch (Chicago: University of Illinois
Press, 2012): 136-146.
78 Ibid.: 137.
79 A synthetic account of the reasons why touch was a common practice in museums can be
found in Classen, The Deepest Sense: 139-142. For other discussions on the topic please cfr.
D. Howes, “Introduction to sensory museology,” The Senses and Society 9, no. 3 (2014): 259-
267 https://doi.org/10.2752/174589314X14023847039917 and R.F. Ovenell, The Ashmolean
Museum, 1683–1894 (Oxford: Clarendon Press, 1986).
VALENTINA BARTALESI, ANNA CALISE 149 AN-ICON
nature of the display), imaginary potential (by holding an ar-
tifact visitors could get emotionally in touch with its original
owner or maker) and healing powers (especially religious
relics, when touched or eaten,80 where deemed able to cure
illnesses and pains). As it appears evident already from this
first account, not all yet some of the functions of touch in
museums had to do with the potential to empower imagina-
tive accounts, associating the role of touching not only with
evidentiary information, yet also with intangible and elusive,
even powerful, qualities. From the mid of the nineteenth
century touch was banned from museums:81 conservation
matters became more and more relevant, while parallelly
touch in itself came to be classified as a secondary sense,
one “associated with irrationality and primitivism.”82 These
two reasons account for two extremely different discourses,
one linked to practical aspects and to the preservation of
cultural heritage, the second pertaining to a conceptual
sphere, having to do with epistemic premises and their
museological consequences.
Today, well into the third decade of the 21st
century, the situation in museums seems to be closer to that
of three centuries ago than to the end of the last Millenium.
Touch seems to have regained its epistemic status,83 and
modern haptic technologies allow its employment without
the need to endanger precious artifacts. The great differ-
ence, however, is that machines and proxies mediate the
haptic experience, defining its phenomenology. The ques-
tion which arises, at this point, seems to be to what extent
these technologies are and will be designed with the aim
80 For a historical account of the healing powers of ancient religious relics cfr. K. Arnold,
“Skulls, mummies and unicorns’ horns: medicinal chemistry in early english museums,” in
R.G.W. Anderson et al., Enlightening the British: Knowledge, Discovery and the Museum in the
Eighteenth Century (London: The British Museum Press, 2003), also E. Brown, An Account
of Several Travels through a Great Part of Germany (London: Benjamin Tooke, 1677), and
D. Murray, Museums: Their History and Use, vol. 1. (Glasgow: James MacLehose and Sons,
1904): 40, 50, 73.
81 For an account of the historical reasons which led to this change cfr. Classen, The Deepest
Sense: 143-146, and F. Candlin, Art, Museums and Touch.
82 C. Classen, The Deepest Sense. A Cultural History of Touch: XIV.
83 For a discussion on the epistemic value of touch please cfr. C. Classen, The Book of Touch
(Oxford: Berg Publishers, 2005), M. Peterson, The Senses of Touch (London: Routledge, 2007),
M.P. Gadoua, “Making sense through touch. Handling collections with Inuit Elders at the
McCord Museum,” The Senses and Society 9, no. 3 (2014): 323-341 https://doi.org/10.2752/1
74589314X14023847039719.
VALENTINA BARTALESI, ANNA CALISE 150 AN-ICON
to mirror the original analog functions of touch, or whether
they will be built and employed with the goal to expand the
potential of the haptic experience. With regards to this, it
will be important to understand on which of the qualities
of touch – amongst the seventeenth century list aforemen-
tioned – they will leverage on. Whilst, on the one hand, they
could aim at faithfully reproducing the phenomenological
qualities of touch, the paragraphs above have shown how
there is a wider illusory character that these technologies
could be aiming at capturing, one which could hopefully
open up new experiential frontiers.
Whilst there isn’t one single comprehensive ac-
count which maps the state of the arts of haptic technolog-
ical development in the museum system, literature in this
field has been growing recently. This thanks to researches
that discuss the regained relevance of touch in educational
settings, together with publications which analyze individ-
ual projects designed and carried through by museum re-
search centers.84 A vast number of these studies highlight
how haptic technologies allow visitors to “explore new par-
adigms of interaction”85 leveraging on the “quality and use-
fulness of computer-based exhibits.”86 This is granted as
the sense of touch “is an essential part of how we interact,
explore, perceive and understand our surroundings”87 and
therefore incorporating object based learning in museum
84 For other interesting case studies analyzing the role of haptic technologies in museums
please cfr. R. Comes, “Haptic devices and tactile experiences in museum exhibitions,”
Journal of Ancient History and Archeology 3, no. 4 (2016) https://doi.org/10.14795/j.v3i4.205;
F. Fischnaller “The last supper interactive project. The illusion of reality: perspective and
perception,” in G. Amoruso, ed., Putting Tradition into Practice: Heritage, Place and Design,
Lecture Notes in Civil Engineering 3, (Cham: Springer International Publishing, 2018) https://
doi.org/10.1007/978-3-319-57937-5_73; M.H. Jamil et al., “The role of haptics in digital
archaeology and heritage recording processes”, 2018 IEEE International Symposium on
Haptic, Audio and Visual Environments and Games (HAVE) (2018): 1-6 https://doi.org/10.1109/
HAVE.2018.8547505.
85 A. Frisoli et al., “Evaluation of the pure-form haptic displays used for exploration of works of
art at museums,” report on the project findings, 2005 retrieved at https://www.researchgate.
net/publication/228584199_Evaluation_of_the_pure-form_haptic_displays_used_for_
exploration_of_works_of_art_at_museums/ related on the 31/01/2022.
86 S. Brewster, “The impact of haptic ‘touching’ technology on cultural applications,” in J.
Hemsley, V. Cappellini, G. Stanke, eds., Digital Applications for Cultural Heritage Institutions,
(Aldershot: Ashgate, 2005): Chap. 30, 273-284, 282.
87 M. Novak et al., “There is more to touch than meets the eye: haptic exploration in a science
museum,” International Journal of Science Education 42, no. 18 (2020): 3026-3048 https://doi.
org/10.1080/09500693.2020.1849855.
VALENTINA BARTALESI, ANNA CALISE 151 AN-ICON
experiences increases autonomy and satisfaction.88 The
information that visitors can acquire through touch appears
today relevant as it did at the beginning of museum histo-
ry, and it has become obtainable without endangering the
artifacts. 3D replicas of material artifacts associated with a
range of wearable or desktop devices are the predominant
technologies used across museum experiments, engaging
users through mainly force feedback and kinetic stimuli.89
While providing an account of the state of the arts of the
literature and case studies in this sector is not one of the
goals of this essay, a series of examples have been cho-
sen as they have been deemed relevant to the research at
hand: assessing to what extent haptic museum experience
expand and explore their full – at times illusory – potential.
A widely discussed experiment in the field is the
Museum of Pure Form, “a collective project ran in the early
2000s by a series of European museums creating 3D digital
replicas of their artifacts and making available a technology
which allowed for the haptic experience of them.”90 This
pivotal program engaged a series of museums across Eu-
rope91 who collected a shared archive of digital replicas of
their statues, and then produced a touring exhibition which
installed wearable devices (exoskeleton wearable arm) and
or desktop devices (two robotic arms departing from sup-
port columns placed in front of the visualization screen) in
front of the original statues.92 Overall, findings on the exper-
iment registered both amusement (70% of attendees) and
instructiveness (39%) across visitors.93 The shared belief,
confirmed by the analysis conducted simultaneously as the
88 M. Novak et al., “There is more to touch that meets the eye:” 3044.
89 In the literature it is possible to find studies which evaluate both collaborative endeavors
and researches ran by single institutions. Overall, the collaboration between universities or
tech companies and cultural institutions seems a fundamental premise in order to allow for
trials and studies that evaluate the impact of these projects.
90 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums.”
91 The Galician Centre for Contemporary Arts in Santiago de Compostela, the Museo
dell’Opera del Duomo in Pisa, the National Museum of Fine Arts in Stockholm, the
Conservation Centre at National Museums Liverpool and the Petrie Museum of Egyptian
Archaeology in London.
92 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums:” 2.
93 Ibid.: 6.
VALENTINA BARTALESI, ANNA CALISE 152 AN-ICON
project, was that the opportunity to use a device to touch
the digital replica of a statue while looking at it enforced the
learning experience. Something which, as aforementioned,
was deemed constitutive of the relevance of touch in early
museum experiences. As this case study shows, together
with many that have followed, it seems that one of the main
concerns of museum professionals and researchers in de-
signing digital haptic experiences seems to be supplying
to the lost opportunity to touch the artworks, thus enabling
the visitor to enjoy a wider range of information regarding
the statue and, consequently, enriching the learning expe-
rience. This, however, faces a series of relevant limitations
on the phenomenological level, as discussed above with
reference to Wang’s analysis in Haptic Display. It appears,
from this first account, that the use of haptic technologies
is not necessarily seen as a strategy to experiment and
widen the cultural experience, yet instead as a way to re-
cuperate something that contemporary curatorial practices
do not allow – namely to touch originals. With reference
to this point, it is interesting to see that there are several
researches actually comparing the haptic experience that
visitors can have touching the replica of an artifact or its
3D version.94 It appears that “the comparison between the
haptic device and the replica showed that the multi-finger
tactile interaction with the replica produced considerably
richer information than the single-point contact of the hap-
tic device.”95 What the citation implies is that the technology
used provided a less phenomenologically rich experience
94 Interesting accounts on this debate can be found in M. Dima, L. Hurcombe, M. Wright,
“Touching the past: haptic augmented reality for museum artefacts,” in R. Shumaker, S. Lackey,
eds., Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality.
VAMR 2014. Lecture Notes in Computer Science, vol. 8526. (Cham: Springer, 2014) https://doi.
org/10.1007/978-3-319-07464-1_1. Also cfr. S. Ceccacci et al., “The role of haptic feedback
and gamification in virtual museum systems,” Journal on Computing and Cultural Heritage
14, no. 3 (2017) https://doi.org/10.1145/3453074, and F. Stanco et al., “Virtual anastylosis of
Greek sculpture as museum policy for public outreach and cognitive accessibility,” Journal of
Electronic Imaging 26, no. 1, 011025 (2017) https://doi.org/10.1117/1.JEI.26.1.011025.
95 M. Dima, L. Hurcombe, M. Wright, “Touching the past: haptic augmented reality for
museum artefacts:” 6.
VALENTINA BARTALESI, ANNA CALISE 153 AN-ICON
compared to the touching of the printed replica, which if
possible is deemed a better alternative.
As of today, the technical limitations that most
devices used in museums present contribute to a scenario
where physical touch, even if of replicas, seems to be fa-
vored. The reasons why haptic technology is preferred are
not experiential factors; they have to do with practical and
managerial concerns, such as the fact that digital replicas
do not occupy physical space and that they can be expe-
rienced also remotely. It appears that these technologies, if
competing on a purely phenomenological level and trying
to mirror haptic experiences that occur in reality, are des-
tined to have a limited contribution to cultural experiences,
being the only alternative yet not a solution which in itself
holds value.
Other case studies can however add further
layers to the use of haptic technologies in museum set-
tings, offering opportunities that neither physical statues nor
printed replicas could elicit. A research published by the
Journal of Electronic Imaging illustrates the case of the vir-
tual anastylosis of a Greek sculpture, operated by digitally
combining a head and a torso held in two different heritage
sites in Sicily.96 The two ancient pieces, one hosted in the
Museum of Castello Ursino in Catania and the other in the
Archeological Museum of Siracusa, were hypothesized by
archeologists to be parts of the same statue due to stylistic
features. This theory was, however, never proved as neither
of their hosting institutions was willing to dislocate one
of the pieces for the necessary analysis to be performed.
Through digital imaging and 3D rendering it was however
possible to demonstrate the perfect match of the two parts
of the statue, creating a new object that was then made
accessible through the use of haptic technology – in this
case the haptic device 3D Systems Touch – and thanks
to the collaboration with the Center for Virtualization and
Applied Spatial Technologies, University of South Florida. A
96 F. Stanco et al., “Virtual anastylosis of Greek sculpture as museum policy for public
outreach and cognitive accessibility.”
VALENTINA BARTALESI, ANNA CALISE 154 AN-ICON
dedicated effort was made to ensure that the new technol-
ogy would account for people with cognitive and physical
disabilities, another potentiality that haptic technologies
hold and on which research is being tailored.97 Whilst this
case highlights the strategic contribution that modern tech-
nologies can provide to both research and fruition, it could
be argued that the added value here is given by the fact
that this statue could have otherwise never been seen or
felt, yet not in a manner which depends, from a specifically
phenomenological perspective, on the haptic technology
itself. Hence reinforcing the understanding that the main
use of these technologies is directed towards reinstating
the original – and lost – hard value of touch, not necessarily
adding new levels of experience.
Another case, involving virtually touching the
torso of Michelangelo’s David at Monash University,98 can
prove useful to enrich the discussion on the use of haptic
technologies in museums. What emerges from this study,
which in terms of research methodology mirrors the vast
majority of cases in the literature in creating a 3D digital
replica and then experiencing it through the Phantom, is
that the images reproduced digitally “allow the user to focus
on particular details that they may overlook otherwise.”99
What appears here is that the virtual experiential setting
creates the opportunity for the user to actually grasp some
details of the statue that he would have not been able to
experience with either the original or with a 3D printed
97 There are a number of experiments within the field of haptic technologies which focus
specifically on accessibility for people with impared cognitive and physical abilities. An
interesting research center is the one of the University of Glasgow, which ran two trials in this
field, one called Senses in Touch II, and the other MultiVis project. A complete account of the
two researches can be found in Brewster, “The impact of haptic ‘touching’ technology on
cultural applications:” 279-282. Another interesting research which discusses the potential of
haptics for the visually impaired is G. Jansson, M. Bergamasco, A. Frisoli, “A new option for
the visually impaired to experience 3D art at museums: manual exploration of virtual copies,”
Visual Impairment Research 5, no. 1 (2003): 1-12 https://doi.org/10.1076/vimr.5.1.1.15973.
Also cfr. R. Vaz, D. Freitas, A. Coelho, “Blind and visually impaired visitors’ experiences in
museums: increasing accessibility through assistive technologies,” The International Journal of
the Inclusive Museum 13, no. 2 (June 2020): 57-80, https://doi.org/10.18848/1835-2014/CGP/
v13i02/57-80.
98 M. Butler, P. Neave, “Object appreciation through haptic interaction,” Proceedings of
the 25th Annual Conference of the Australian Society for Computers in Learning in Tertiary
Education (Melbourne: Ascilite, 2008), 133-141.
99 Ibid.: 140.
VALENTINA BARTALESI, ANNA CALISE 155 AN-ICON
replica. The flexibility of digital images, their potential to be
modulated, modified and enlarged, appears, in this case,
to actually add a further layer to the visitor experience.
The higher attention to detail deepens and expands the
experience in a manner that is specific of, and exclusive
to, digital haptic technologies.
Whilst this last example seems to slightly
brighten the scenario described, the cases discussed so
far account for an employment of haptic technologies which
struggles to emancipate itself from a traditional under-
standing of touch in cultural experiences. The three cases
analyzed, far from providing a comprehensive account of
the multitude of programmes that have been carried out
across the museum sector in the past years, have how-
ever been chosen as they are representative of the main
trends found in the literature. Overall, researchers seem
to have been focused mainly on trying to bring back an
aspect of experience which was lost, and less keen on the
advanced possibilities that haptic technologies might hold.
With reference to the technological and historical discus-
sion presented above, regarding haptic illusions, it does not
appear that these seem to be at the center of experimental
designs in the museum sector, where the understanding of
touch seems to recall more the “hard undeniable evidence”
school than the more subtle and rich understanding of the
haptic which encompasses its illusory character. This de-
pends on a number of reasons, related to both cultural,
professional and economic factors. A further fundamental
aspect to take into account, when discussing the use of
haptic technologies in museums, is in fact the high cost of
these devices. The more sophisticated they are, the higher
their prices, which makes it difficult for museums to afford
them, even harder to update them. Main advancements
with haptic technologies are in fact usually in other fields
of research with richer funding, such as medicine and engi-
neering. This leads to the second limitation, namely that to
innovatively experiment with these technologies, technical
and diverse professional skills are required. Even though
most programmes within museums are run in collaboration
VALENTINA BARTALESI, ANNA CALISE 156 AN-ICON
with universities and research centers, the degree of com-
plexity that pertains to these projects needs a pull of pro-
fessionals which is hard to put together and coordinate in
the current economic and professional climate.
There are, however, a few interesting cases that,
at times even without the use of high budgets and elevated
skills, seem to leverage on the wider range of possibilities
that these technologies offer. Interestingly enough, these
also relate to two of the original functions of touch valued
in early museums: the aesthetic enrichment of the expe-
rience and the emotional potential of haptics. It appears
that when haptic technologies are being employed with the
aim of enacting and recalling these elements – as opposed
to when they try to give back the evidentiary character of
touch – the result are more imaginative endeavors, allowing
for the creation of a further semantic level of experience.
One first interesting case is a very recent ex-
periment conducted at University College London, where
a student has designed a device which, through the use
of capacitive touch sensors, wants to “help us understand
what an artist felt at the time they created their work by
recreating their sensory experiences.”100 The project idea,
which rests on the theoretical background of embodied
knowledge as an extension of the mind and of embodied
practice as a means to feel the emotions of an artist,101 was
inspired by an artwork: The Face of Christ by Claude Mellan,
hosted in the UCL Art Museum. By looking closely at the
artwork, the author of the project realized that the whole
drawing had been made through the design of one single
spiraling line, a unique technique. His idea was therefore
to design a device which could enable the viewer to create
100 F. Taylor, “Recreating sensory experience: how haptic technology could help us
experience art in new ways,” UCL Culture Blog, (July 13, 2020) https://blogs.ucl.ac.uk/
museums/2020/07/13/recreating-sensory-experience-how-haptic-technology-could-help-us-
experience-art-in-new-ways/ on the 31/01/2022, accessed December 11, 2022.
101 When the author discusses embodied knowledge as an extension of the mind the
reference is I. Martínková, “Body ecology: avoiding body–mind dualism,” Loisir et Société /
Society and Leisure 40, no. 1 (2017): 101-112, https://doi.org/10.1080/07053436.2017.1281
528; whilst when discussing embodied practices as a means to feel emotions of artists the
specific reference in the literature is D. Freedberg, V. Gallese, “Motion, emotion and empathy
in esthetic experience,” Trends in Cognitive Sciences 11, no. 5 (2007): 197-203, https://doi.
org/10.1016/j.tics.2007.02.003.
VALENTINA BARTALESI, ANNA CALISE 157 AN-ICON
a contact with the motion that had originated the artwork,
building a direct emotional connection with the artist. As
the author describes it “through an audio feedback loop,
the device I designed takes in touch inputs from a view-
er of the artwork and returns a religious-sounding choral
soundtrack when the spiral gesture from the engraving is
drawn correctly with a finger. The spiral gesture,” he adds,
“was directly extracted from The Face of Christ with the help
of a custom python script which made use of various image
analysis libraries.”102 What can be highlighted in reading
about this project, which at this point consist of just a first
artisanal prototype, is the way in which haptic technologies
are used to explore unusual and often overlooked aspects
of artworks. Whilst the potential of these technologies in
broadening the field of aesthetic experience is well estab-
lished, there are some developments specific to this case
worth expanding on. Interestingly enough, the author re-
fers specifically to the idea of building a connection with
the painter who made The Face of Christ, recuperating
the same reasoning that mid eighteenth-century museum
goers had when holding a precious object.103 In comparing
the attempt to get in touch with the past before and after
haptic technologies, moreover, the added value brought by
the device seems clear. Whilst in the original case a visitor
had to actively exercise the power of imagination in order
to build a connection, in this instance the device guides
the user into the experience, leveraging on the emotional
potential of a multisensory environment which starts from
the drawn line, develops into an haptic apparatus and is
then sublimated through sound. What emerges with regards
to this example, and in contrast with the ones analyzed
before, is the way in which the designer of the project has
overcome the need to merely attempt to replicate the touch-
ing experience, and decided to exploit both the phenom-
enological and the imaginative potential of the technology
102 F. Taylor, Recreating sensory experience: How haptic technology could help us experience
art in new ways.
103 A detailed account of an emotional and imaginative encounter between a museum goer
and an artifact can be found in S.A. La Roche, Sophie in London, 1786: Being the Diary of
Sophie Von La Roche, trans. C. Williams (London: Jonathan Cape, 1933): 107-108.
VALENTINA BARTALESI, ANNA CALISE 158 AN-ICON
at his disposal. Further, this has been done in an artisanal
and experimental fashion, not through the use of excessive
resources and a big team of professionals.
Another experimental program worth consid-
ering, in this case definitely a more costly and collective
endeavor, is an exhibition held at Tate Britain in 2015, Tate
Sensorium (Fig. 2).104 The research background behind this
project refers to a scientific field which experiments with the
power of haptics to elicit emotions. More specifically, these
projects study how mid-air haptic technology – a specific
subset – is able to condition human emotions (e.g., happy,
sad, excited, afraid) through tactile stimulation.105 While
the literature in the field of mid haptics is still at a very early
experimental stage, and definitive conclusions are yet to be
drawn, progress has been made in mapping the correlation
between aspects of haptics and emotional states. What
was done at Tate was to organize an exhibition which built
a fully sensory environment around four paintings: Interior
II by Richard Hamilton, Full Stop by John Latham, In the
Hold by David Bomberg, and Figure in a Landscape by
Francis Bacon. In a detailed article106 presenting a study
on the exhibition, the specific experience of Full Stop is
analyzed. What the curators did was to position a mid-air
haptic device in front of the painting, and synchronize a
range of mid-air haptic patterns inside the device with a
self-developed software that could read Musical Instru-
ment Digital Interface (MIDI) inputs. The design was curated
by a sound designer who could control the mid-air haptic
patterns (frequency, intensity, and movement paths) to cre-
ate a desired experience synched with music. As detailed
through the article, this exhibition was the first time that
mid-air haptic technology was used in a museum context
VALENTINA BARTALESI, ANNA CALISE 159 AN-ICON
over a prolonged period of time and integrated with sound
to enhance the experience of visual art. This “work demon-
strates how novel mid-air technology can make art more
emotionally engaging and stimulating, especially abstract
art that is often open to interpretation,”107 as it was proved
by collecting positive feedback from over 2500 visitors. The
aim of the authors, as clearly stated across the research,
was to advance understanding of multisensory signals in
relation to art, experiences and design, based on novel
interactive technologies. Referencing back to the reasons
why touch was valued in early museums, this experiment
seems to fit in the category which uses haptics to enhance
the aesthetic experience of the visitors: anticipating that
haptics carry value not only on a purely informative sensory
level, but eliciting a wider level of complexity.
Conclusions
Overall, there seems to be a wide potential for
using haptic technologies in museum settings and leverag-
ing on the ways in which these devices can contribute to the
cultural experience of artifacts. The two final case studies
here examined clearly exemplify how haptic technologies
can help in generating a new experiential layer, one which
rests on a complex phenomenological understanding of
the haptics and establishes an active dialogue with the
entire sensorium of the experiencer. Both cases show a
designed synchronization between the tactile experience
and the sense of hearing, suggesting that one of the ways
to experiment with the haptic is by interrogating a more en-
vironmental and organic understanding of the relationship
between the senses. Interestingly, the more complex and
enhancing experiences are characterized by stimuli that
do not just mimic the act of touching, thus attempting to
reinstate the lost chance of touching the artwork, yet play
with the illusory potential of haptics and with the other
107 Ibid.: 1.
VALENTINA BARTALESI, ANNA CALISE 160 AN-ICON
qualities of touch valued in early museums: the evocative
and imaginistic potential of the haptic experience.
The analysis from the museum sector, when
linked to the technological and historical accounts regard-
ing the link between the haptic and the figure of illusion,
suggests the value of exploring the ways in which haptic
technologies can emancipate us from a reductive under-
standing of touch. Certainly, all museum endeavors and
experiments will have to take into account a variety of prac-
tical and concrete concerns, which also play an important
part in defining the destiny of cultural projects. It is not given
that exploring the illusory potential of haptic technologies
represents in itself the best choice for a museum research.
Yet, it can be concluded that when designed in an open
dialogue with our whole sensorium these technologies ap-
pear empowered in their visionary potential, making Derri-
da’s observation more actual than ever: the nexus between
touch and virtuality is as real as it gets.
Fig 2. Tate Sensorium exhibition at Tate Britain in 2015, installation
shot of Full Stop (1961) by John Latham © John Latham Estate.
Photo: Tate. Illustration of a participant experiencing the second
painting combining vision, auditory, and haptic.
VALENTINA BARTALESI, ANNA CALISE 161 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17297 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17297",
"Description": "Touch represents one of the latest and most complex frontiers of virtuality: a sense which historically seems to have carried the burden of proof on reality, by definition resistant to illusory environments. The paper begins from this assumption to trace a history of illusion across authors and theorists that have debated the statute of haptics, building a dialogue between philosophical dilemmas and technological developments. Moving both from an aesthetic and psychophysiological viewpoint, the article will root its analysis in an historical-artistic account, augmenting the discussion with a series of case studies from the museum sector. The introduction of haptic technologies within cultural institutions, which dates back to the last three decades, proves an interesting field to test the functions which touch plays in both educational and imaginative scenarios. The open question being whether modern technologies should aim at replicating haptic realism in miming phenomenological accuracy, or whether the most innovative applications need to aspire to a more environmental employment of touch.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17297",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Anna Calise",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Museums",
"Title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-02-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Anna Calise",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17297",
"firstpage": null,
"institution": "Università IULM",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Museums",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Weiss, T., “Phantom sensations,” in Grunwald M. ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008): 283-294.",
"spatial": null,
"temporal": null,
"title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17297/17787",
"volume": "1"
}
] | The haptics of
illusion: an account
of touch across theories,
technologies and museums
by Valentina Bartalesi and Anna Calise
Haptic
Technology
Illusion
Virtuality
Museums
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The haptics of il usion.
An account of touch across
theories, technologies
and museums
VALENTINA BARTALESI, Università IULM – https://orcid.org/0000-0002-8596-4014
ANNA CALISE, Università IULM – https://orcid.org/0000-0002-2966-7613
https://doi.org/10.54103/ai/17297
Abstract Touch represents one of the latest and most
complex frontiers of virtuality: a sense which historical-
ly seems to have carried the burden of proof on reality,
by definition resistant to illusory environments. The paper
begins from this assumption to trace a history of illusion
across authors and theorists that have debated the stat-
ute of haptics, building a dialogue between philosophical
dilemmas and technological developments. Moving both
from an aesthetic and psychophysiological viewpoint, the
article will root its analysis in an historical-artistic account,
augmenting the discussion with a series of case studies
from the museum sector. The introduction of haptic tech-
nologies within cultural institutions, which dates back to
the last three decades, proves an interesting field to test
the functions which touch plays in both educational and
imaginative scenarios. The open question being whether
modern technologies should aim at replicating haptic re-
alism in miming phenomenological accuracy, or whether
the most innovative applications need to aspire to a more
environmental employment of touch.
Keywords Haptic Technology Illusion Virtuality Museums
To quote this essay: V. Bartalesi, A. Calise, “The haptics of illusion. An account of touch across theories,
technologies and museums,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022):
133-161, https://doi.org/10.54103/ai/17297
VALENTINA BARTALESI, ANNA CALISE 133 AN-ICON
Fig 1. Creation of a new style of media art using digital paints in a
harmonization of the senses of vision and touch.
It seems that we have so often been warned not to touch
that we are reluctant to probe the tactile world even with our minds.
Constance Classen
The Deepest Sense. A Cultural History of Touch, 2012
Introduction
In his Post-Scriptum addendum, alongside his
monumental survey on the polysemy of touch in Nancy
through the history of Western philosophy, Derrida de-
nounced a widespread prejudice whereby “one sponta-
neously has the tendency to believe that touching resists
virtualization.”1 Through this acute remark, the French phi-
losopher underlies a consolidated topos that attributes to
the sense of touch the ability to convey a direct and objec-
tive knowledge of the things of the world, captured in their
physical and even theoretical dimension.2 By questioning
the supposed identity relationship between touch and ob-
jectivity, the author opens a new perspective on the sub-
ject, widening the ways in which the world of haptics could
be conceptualized and practiced. For the purpose of the
1 J. Derrida, On Touching – Jean-Luc Nancy (Stanford: Stanford University Press, 2005): 300.
2 Cfr. J.-L. Nancy, Corpus (Paris: Metailie, 1992): 76; M. Paterson, The Sense of Touch:
Haptics, Affects and Technologies (Oxford: Berg, 2007): 2-3; C. Classen, D. Howes, Ways of
Sensing (New York: Routledge, 2014): 89; A. Gallace, C. Spence, In Touch with the Future:
The Sense of Touch from Cognitive Neuroscience to Virtual Reality, (Oxford: Oxford University
Press, 2014): 3.
VALENTINA BARTALESI, ANNA CALISE 134 AN-ICON
argument presented here, Derrida’s considerations prove
pivotal: the aim will be to try and deepen his assumption,
investigating the relationship between illusion, haptic per-
ception and works of art. Addressing the possibility that
both the theory and practice which anticipate and guide
haptic experiences and technologies account for an illusory
character, escaping the grounds of undeniable certainty
and adherence to reality which are at times linked to the
discourse on touch.
This study will in fact envisage the possibility
that illusion imposes itself as a constitutive figure of haptic
feeling both on a theoretical level and on a technical one.
The research will focus on how the experience of touching
plastic objects changes from the analogical dimension to
the digital one, first from a theoretical point of view and
then across a range of case studies within the museum
sector. In the peculiar phenomenon of touching sculpture
in a virtual environment employing haptic devices, the il-
lusion changes its function: before a theoretical figure, it
becomes an experiential strategy. Not necessarily aimed
at generating a phenomenological surplus, which as we
will see most technologies are not able to offer, but at of-
fering the possibility of a semantic shift on an emotional
and aesthetic level. The study will begin with an assess-
ment of Derrida’s theorizing on the haptic and on virtuality,
highlighting the inherent illusory character that seems to
be shared by both virtual haptic museological experiences
and the theorizing of “haptic” itself, a link captured by the
author already in his work On Touching. While borrowing
from Derrida the relevance of museum practices as case
studies for the discussion on the haptic, this article will
however assess evidentiary accounts in the second sec-
tion of the text. Before addressing the case studies, it was
deemed necessary to elaborate two relevant premises. On
the one hand, a thorough account of haptic technologies
and of the current theoretical issues that guide their design
will be presented, with reference to the challenges posed
by haptic illusions. On the other hand, a historiographic
account of the fundamental role that the concept of illusion
VALENTINA BARTALESI, ANNA CALISE 135 AN-ICON
has played in the theorizing of the haptic discourse will be
offered. Through this analysis, we aim to hopefully demon-
strate the structural role played by the figure of illusion in
both theoretical and technological designs, strengthening
the rationale which serves as the guiding principle of the
discussion at hand. The second section, following Derrida’s
intuition and using museological haptic technologies case
studies, will try to assess how these premises relate to the
cultural offer available to the public. Beginning from the
relationship between touching and cultural artifacts, and
more specifically sculptures, which has played a central
role in both philosophical and museological undertakings,
a history of touch in museums will be briefly traced, con-
necting contemporary endeavors to their historical pre-
decessors. Then a series of relevant case studies will be
presented, trying to understand, by looking closely at their
design and reception, what aspect of the haptic experience
they aimed to leverage on, and therefore which epistemic
and experiential qualities were privileged. It will emerge
that when museums are trying to reinstate the evidentiary
nature of the haptic experience, and focus on mimicking
a reductive understanding of the phenomenology of touch,
the results might be scientifically interesting yet not experi-
entially powerful. By contrast, when the more evocative and
illusory qualities of the haptic are investigated, exploiting a
more environmental and multifaceted account of the haptic
experience, a new and promising use of haptic technolo-
gies is possible.3
“Tact beyond the possible:”4 illusion
as a figure of the haptic between
historiography and psycho-aesthetics
The teleological value of the human hand as a
pro toto organ of the sense of touch is a recurring trope in
the history of philosophy, from Kant, through Herder, de
3 Although the paper is the result of a collective research and reflection work made by the two
authors, the first section was written by Valentina Bartalesi, the second one by Anna Calise.
4 J. Derrida, On Touching: 66.
VALENTINA BARTALESI, ANNA CALISE 136 AN-ICON
Miran, Husserl, until Katz, Focillon, Révész, and Gibson.5
In Derrida’s analysis the haptic, assumed as a not stric-
tu sensu6 sense that “virtually” involves the sensorium in
its obscure intricacy,7 is qualified by the peculiar “motor
activity”8 of the human hand. Yet, while recognizing the
constitutive motility of this sensory faculty, Derrida refus-
es such preliminary immediacy, claiming with Nancy its
“local, fractal, modal” nature.9 If these adjectives partially
complicate the meaning of touching on an ontological level,
they seem to encourage the reflection towards a technical
sphere, according to an address that Derrida tries to verify.
As a proof of the fragility of a way of thinking that a priori
denies the possibility of virtualizing touch, the philosopher
presents a significant case study for that time: the Haptic
Museum in California.10
In spite of the limited evidence still available
with regards to this institution, its mission appears clear. As
Margaret L. Mclaughlin of the Integrated Media Systems
Center (University of Southern California) states:
Our IMSC team has used haptics to allow museum visitors to ex-
plore three-dimensional works of art by “touching” them, some-
thing that is not possible in ordinary museums due to prevailing
“hands-off” policies. Haptics involves the modality of touch-the
sensation of shape and texture an observer feels when exploring
5 J. Derrida, On Touching: 41-42, 95, 122, 140. See in this respect: L.A. Jones, S.J. Lederman,
Human Hand Function (Oxford: Oxford University Press, 2006): 6; A. Benjamin, “Endless
touching: Herder and sculpture,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 4, no. 1,
(2011): 73-92, https://doi.org/10.13128/Aisthesis-10983; H. Focillon, “Éloge de la main” (1934),
in Vie des Formes (Paris: Presses Universitaires de France, 1981); G. Révész, The Human
Hand (London: Routledge & Kegan Paul, 1958); J.J. Gibson, “Observations on active touch,”
Psychological Review 69, no. 6 (November 1962): 477-491, https://doi.org/10.1037/h0046962.
6 J. Derrida, On Touching: 53, 149.
7 Ibid.: 42.
8 Ibid.: 142.
9 As noted by: “But there again-and this, too, has to be clear only upon the condition that tact
does not concentrate, does not lay claim as Descartes’s touching does to the privilege given
to immediacy, which would bring about the fusion of all the senses and of ‘sense.’ Touching,
too, touching, first, is local, modal, fractal”, J.L. Nancy, Corpus: 76.
10 J. Derrida, On Touching: 300-301; M.L. Mclaughlin et al., “The haptic museum,”
Conference: Proc. of the EVA 2000 Florence Conf. on Electronic Imaging and the Visual Arts
(March 2000), https://www.researchgate.net/publication/229433104_The_Haptic_Museum,
accessed December 11, 2022.
VALENTINA BARTALESI, ANNA CALISE 137 AN-ICON
a virtual object, such as a 3D model of a piece of pottery or art
glass.11
Although presumably the first example of a
haptic museum equipped with exosomatic technologies,12
Derrida’s case includes many factors that have become
constitutive in subsequent museological proposals. By in-
teracting with the PHANToM haptic device13 or wearing
the exoskeleton glove CyberGrasp,14 at those times fu-
turistic apparatuses, visitors could proceed to the manual
exploration of virtual artifacts, digitized by employing 3D
cameras such as ColorScan or Virtuoso.15 Technically, the
“haptic human-computer interaction (HCI)” requires a struc-
tural triad composed of “human user, interface device, and
virtual environment synthesized by computer.”16 Through
“haptic-rendering algorithms,”17 the device provides spe-
cific stimuli arising from the interaction between the “hap-
tic device representation” (the user’s avatar) and the
11 M.L. Mclaughlin et al., “The haptic museum:” w.p.
12 Among the twentieth-century experiences, one of the first tactile museum exhibitions
dedicated to blind people was organized by The American Museum of New York in 1909.
While in the 1970s, numerous worldwide museums realized tactile pathways dedicated to
the visually impaired, the first Haptic Gallery was opened by the National Portrait Gallery
in Washington D.C. on March 1st 1979, as the Smithsonian Archive documentation
testifies. See in this respect: H.F. Osborn, The American Museum of Natural History: its
origin, its history, the growth of its departments to December 31, 1909 (New York: The
American Museum of Natural History, 1909): 148; Chronology of Smithsonian History,
“NPH Haptic Gallery Opens” (March 1st 1979): https://siris-sihistory.si.edu/ipac20/ipac.
jsp?&profile=all&source=~!sichronology&uri=full=3100001~!1462~!0#focus accessed
December 11, 2022; Council on Museums and Education in the Visual Arts, The art museum
as educator: a collection of studies as guides to practice and policy (Berkeley: University of
California Press, 1978).
13 Designed by the MIT Artificial Intelligence Laboratory in 1994, “PHANToM is a convenient
desktop device which provides a force-reflecting interface between a human user and a
computer.” Inserting the index fingertip into a thimble or interacting with a stick, PHANToM
consists in “a system capable of presenting convincing sensations of contact, constrained
motion, surface compliance, surface friction, texture and other mechanical attributes of virtual
objects.” T.H. Massie, J.K. Salisbury, “The PHANToM haptic interface: a device for probing
virtual objects,” Dynamic Systems and Control 55, no. 1 (1994): w.p.
14 Commercialized in 2009, “the CyberGrasp device is a lightweight, force-reflecting
exoskeleton that fits over a CyberGlove data glove (wired version) and adds resistive
force feedback to each finger. With the CyberGrasp force feedback system, users are
able to feel the size and shape of computer-generated 3D objects in a simulated virtual
world.” Please see: CyberGrasp, CyberGlove System: https://static1.squarespace.com/
static/559c381ee4b0ff7423b6b6a4/t/5602fc01e4b07ebf58d480fb/1443036161782/
CyberGrasp_Brochure.pdf, accessed December 11, 2022.
15 M.L. Mclaughlin et al., “The haptic museum:” w.p.
16 D. Wang et al., “Haptic display for virtual reality: progress and challenges,” Virtual Reality
& Intelligent Hardware 1, no. 2 (April 2019): 137 https://doi.org/10.3724/SP.J.2096-
5796.2019.0008.
17 Ibid.: 141-143.
VALENTINA BARTALESI, ANNA CALISE 138 AN-ICON
photogrammetric restitution of the object in a virtual en-
vironment (the haptic image).18 Hence, according to the
object-relational data model, users receive tactile and kin-
esthetic feedback geared towards the stimulation of the
mechanoreceptors on the fingertip (for PHANToM) and on
the whole hand surface (if wearing CyberGrasp) during the
exploration of the virtual object.19 More specifically, the sub-
ject perceives vibrotactile feedback which should make him
or her feel those sensations that are connotative of touching
the physical object,20 absent in its ilemorphic habitus albeit
realistically tangible in its morphological properties of size,
weight, surface, and texture.21
Beyond the issues more strictly related to the
physiology of the experience, it is here relevant to examine
how these researchers have recorded the act of touching
a virtual object. Unexpectedly, the members of the Califor-
nian IMSC, as well as the French philosopher, feel the need
to put in inverted commas locutions such as “touching,”
“remote touching,” or “realistic sensations of touching.”22
The grammatical escamotage of the quotation marks clear-
ly betrays the necessity, be it more or less incidental, to
denounce the presence of expressions bent to a “special
or translated” use. In the technical gesture that the Haptic
Museum visitor makes exploring virtual artifacts, Derrida
glimpses the theoretical locus where “immediate contact”23
discloses its own illusory and ontologically fictitious dimen-
sion, opening a chasm within the very meaning of touch:
ultimately, what is the object of touch? Is this an illusion of
18 K. Salisbury, F. Conti, F. Barbagli, “Haptic rendering: introductory concepts,” IEEE
Computer Society 24, no. 2 (March/April 2004): 25-26, https://doi.org/10.1109/
MCG.2004.1274058.
19 P.P. Pott, “Haptic Interfaces,” in L. Manfredi, ed., Endorobotics. Design, R&D, Future Trends
(Academic Press, 2022).
20 Even if, according to Salisbury and Srinivasan “the resulting sensations prove startling, and
many first-time users are quite surprised at the compelling sense of physical presence they
encounter when touching virtual objects,” the improvement of haptic feedback constitutes one
of the main purposes of this kind of technology. J.K. Salisbury, M.A. Srinivasan, “Phantom-
based haptic interaction with virtual objects,” IEEE (September/October 1997): 6-10, https://
doi.org/10.1109/MCG.1997.1626171.
21 As Derrida notes, describing the above-mentioned experience, “we can thus feel
the weight, form, and structure of the surface of a Chinese vase while ‘holding’ a three-
dimensional digital model,” J. Derrida, On Touching: 301.
22 Ibid.
23 Ibid.
VALENTINA BARTALESI, ANNA CALISE 139 AN-ICON
touch or what Madalina Diacuno prefers to define in terms
of “illusionary touch”?24 If so, how to illustrate the phenom-
enology of such an illusion?
The noun “illusion,” from the Latin illudere (in,
“against,” ludere “to play”), describes an “act of deception;
deceptive appearance, apparition; delusion of the mind.”25
However, in the specialist lexicon on haptic perception
the expression “haptic illusion” more rigorously recounts
a “disruption of the physical coherence between real move-
ment and feedback forces, used to create the illusion of
a non-existent feature or to compensate with the illusion
the sensation of an undesired detail.”26 As convincingly
established by the critical literature since Révész, several
haptic illusions have been codified and are currently under
investigation.27 It should also be noted that a similar illusion,
even though different in terms of the neurological reaction
experienced with haptic prostheses in virtual environments,
is daily negotiated by the user in the interaction with touch
screens. The most recent media-archeological studies have
investigated this ambiguous nature of “touching,” recording
the hiatus which systematically occurs when the consum-
er digitally interacts with the contents that pass through
the “display.”28 In this regard, Simone Arcagni has recently
pointed out how touch screens solicit a kind of experience
“as if there were no longer a mediation between the idea
of doing and the action that takes place in our hands” by
24 M. Diaconu, “Illusionary touch, and touching illusions,” in A. Tymieniecka, ed., Analecta
Husserliana. The Yearbook of Phenomenological Research. Human Creation Between Reality
and Illusion, vol. 87 (Cham: Springer, 2005): 115-125.
25 “Illusion,” Online Etymology Dictionary: https://www.etymonline.com/word/illusion,
accessed December 11, 2022.
26 M. Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser,
2008): 649.
27 The main haptic illusions include “size-weight illusion,” a tangible version of the “Muller-
Lyer illusion,” the “horizontal-vertical illusion” and the “Ponzio illusion.” See in this regard:
M.A. Heller, E. Gentaz, “Illusions,” in M.A. Heller, E. Gentaz, eds., Psychology of Touch and
Blindness (New York-London: Psychology Press - Taylor & Francis Group, 2014): 61-78.
28 F. Casetti, “Primal screens,” in C. Buckley, R. Campe, F. Casetti, eds., Screen Genealogies.
From Optical Device to Environmental Medium (Amsterdam: Amsterdam University Press,
2019): 45; F. Casetti, “Che cos’è uno schermo, oggi?,” Rivista di Estetica 55 (2014): 28-
34 https://doi.org/10.4000/estetica.969. According to Francesco Casetti, touch screens
represent the most effective type of display (ibid.: 29), a device that the author links to an
instant, “passive” and disengaged communication. Consistently to the current hypertrophic
consumption of images, Casetti’s display “exhibits, not reveals. It offers, not engages” (ibid.)
and this happens because the touch screen “puts images in our hands” (ibid.).
VALENTINA BARTALESI, ANNA CALISE 140 AN-ICON
intensifying the sensation of proximity between user and
content.29 Raising attention to the dangers inherent in the
automation of touching, David Parisi has introduced the mil-
itary phrase “Fingerbombing,” highlighting the “distanced,
detached and destructive” nature of interaction with the
touchscreen of a Nintendo DS.30 Furthermore, citing Thom-
as Hirschhorn’s brutal video clip Touching Reality (2012),
Wanda Strauven has denounced the moral and technical
break between screen and display, whereby the object of
touch results in the screen and not the images passing
through it.31 Once more, what do the subjects touch and
what do they perceive by touching and consuming?32
In light of this ontological uncertainty, the abil-
ity to confer and simulate the highest degree of realism
to the haptic experience of virtual content through a het-
erogeneous range of devices – among the most futuristic
devices should be mentioned AirPiano,33 VibroWeight,34
WeHAPTIC35 – is generally considered one of the overriding
29 S. Arcagni, Visioni Digitali: Video, Web e Nuove tecnologie (Torino: Einaudi, 2016): 301.
30 D. Parisi, “Fingerbombing, or ‘Touching is Good’: The Cultural Construction of
Technologized Touch,” in M. Elo, M. Luoto, eds., Figure of Touch: Sense, Technics,
Body (Helsinki: The Academy of Fine Arts at the University of the Arts Helsinki, Tallinna
Raamatutrükikoja OÜ, 2018): 83.
31 W. Strauven, Touchscreen Archeology (Lüneberg: Meson Press, 2021): 112-116. Cfr. W.
Strauven, “Marinetti’s tattilismo revisited hand travels, tactile screens, and touch cinema in the
21st Century,” in R. Catanese, ed., Futurist Cinema (Amsterdam: Amsterdam University Press,
2018): 70.
32 See in this respect: M. Racat, S. Capelli, “Touching without touching: the paradox of the
digital age,” in M. Racat, S. Capelli, eds., Haptic Sensation and Consumer Behavior. The
Influence of Tactile Stimulation in Physical and Online Environments (Nature Switzerland:
Springer, 2020).
33 AirPiano constitutes “an enhanced music playing system to provide touchable experiences
in HMD-based virtual reality with mid-air haptic feedback”. For more information see: I. Hwang
et. al., “AirPiano: enhancing music playing experience in virtual reality with mid-air haptic
feedback,” 2017 IEEE World Haptics Conference (WHC): 213-218 https://doi.org/10.1109/
WHC.2017.7989903.
34 VibroWeight represents “low-cost hardware prototype with liquid metal” employing
“bimodal feedback cues in VR, driven by adaptive absolute mass (weights) and gravity shift:” X.
Wang et. al., “VibroWeight: simulating weight and center of gravity changes of objects in virtual
reality for enhanced realism,” Human Computer Interaction (2022): https://doi.org/10.48550/
arXiv.2201.07078.
35 WeHAPTIC (Wearable Haptic interface for Accurate Position Tracking and Interactive force
Control) “shows improved performances in terms of finger motion measurement and force
feedback compared with existing systems such as finger joint angle calculation and precise
force control:” Y. Park et. al., “WeHAPTIC: a Wearable Haptic interface for Accurate Position
Tracking and Interactive force Control,” Mechanism and Machine Theory 153, (November
2020): https://doi.org/10.1016/j.mechmachtheory.2020.104005.
VALENTINA BARTALESI, ANNA CALISE 141 AN-ICON
objectives for improving these technologies.36 Furthermore,
even though since the invention of the first haptic device in
194837 continuous improvements have been made, contem-
porary interfaces present both a qualitative and quantitative
deficit compared to the human haptic sensitivity, calling for
“urgent requirement to improve the realism of haptic feed-
back for VR systems, and thus to achieve equivalent sen-
sation comparable to the interaction in a physical world.”38
While the expression “haptic realism,” coined
by the philosopher of science Mazviita Chirimuuta in 2016,
opens the hypothesis of a scientific perspectivism based
on interaction with the world,39 the same expression when
related to haptic interfaces assumes a more technical con-
notation. As Sushma Subramanian points out in a conversa-
tion during the 2020 World Haptics Conference with Ed Col-
gate, Professor of Mechanical Engineering at Northwestern
University, although haptic technologies still go through
a “primitive” state, the short-term goal in their design is
to “develop a new tactile language that mimics the kinds
of maneuvers we make with three-dimensional objects” in
which “the challenging part is to make us feel them.”40 A
leading producer such as the Berlin-based Lofelt attempts
to make interaction with the touch screen more realistic by
combining sounds with the corresponding haptic vibrations
36 A. Brogni, D.G. Caldwell, M. Slater, “Touching sharp virtual objects produces a haptic
illusion,” in R. Shumaker, ed., Virtual and Mixed Reality (Berlin Heidelberg: Springer, 2011):
234-242; A. Gallace, M. Girondini, “Social touch in virtual reality,” Current Opinion in Behavioral
Sciences 43 (February 2022): 249-254, https://doi.org/10.1016/j.cobeha.2021.11.006. It
should be noted how the design of “pseudo-haptic feedback” is also nodal to the experience
of touching in virtual environments. See in this regard A. Maehigashi et. al., “Virtual weight
illusion: weight perception of virtual objects using weight illusion,” CHI ’21 Extended Abstracts
(May 2021), https://doi.org/10.1145/3411763.3451842. Furthermore, the design of an effective
haptic illusion in a virtual environment is related to scale and precisely to the so-called “Body-
scaling effect”: P. Abtahi, “From illusions to beyond-real interactions in virtual reality,” UIST ‘21:
The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and
Technology (October 2021): 153-157, https://doi.org/10.1145/3474349.3477586.
37 As David Parisi reports, the invention of the first mechanical force feedback master-
slave manipulator in nuclear field is due to the engineer Raymond Goertz of the Atomic
Energy Commission for the Argonne National Laboratory. D. Parisi, Archaeologies of Touch.
Interfacing with Haptics from Electricity to Computing (Minneapolis, London: University of
Minnesota Press, 2018): 220-221.
38 D. Wang, “Haptic display:” 137.
39 M. Chirimuuta, “Vision, perspectivism, and haptic realism,” Philosophy of Science 83, no. 5
(December 2016), 746-756 https://doi.org/10.1086/687860.
40 S. Subramanian, How to Feel. The Science and Meaning of Touch (New York: Columbia
University Press, 2021): 250-251.
VALENTINA BARTALESI, ANNA CALISE 142 AN-ICON
so that the user participates in an immersive experience.
As Lofelt founder Daniel Büttner asserts: “it is all an illu-
sion, but it seems incredibly real.”41 In a similar direction,
the most advanced research conducted by the Intelligent
Haptic program of the Max Planck Institute for Intelligence
System aims to implement the sensitivity of electrovibra-
tions.42 Evidence that haptic perception is one of the most
promising experimental fields for the virtual world is reflect-
ed in the great number of HORIZON programs supported
by the European Union in the last five years,43 mainly dedi-
cated to Mid-Air and Mixed Haptic Feedback technologies.
Ultrahaptics, launched in 2013, consists in a haptic device
system in which the force feedback is positioned
above interactive surfaces and requires no contact with either
tool, attaching to the surface itself. Instead, haptic sensations are
projected through a screen and directly onto the user’s hands. It
employs the principle of acoustic radiation force whereby a phased
array of ultrasonic transducers is used to exert forces on a target
in mid-air.44
H-Reality devices, on the other hand, employing
mixed haptic feedback technology “aim at combining the
contactless haptic technology with the contact haptic tech-
nology and then apply it into virtual and augmented reality
41 R. Banham, “Haptic happenings: how touch technologies are taking on new meaning,”
Dell Technologies (October 21, 2019): https://www.delltechnologies.com/en-us/perspectives/
haptic-happenings-how-touch-technologies-are-taking-on-new-meaning/, accessed
December 11, 2022.
42 Y. Vardar, K.J. Kuchenbeker, L. Behringer, “Challenging the design of electrovibrations to
generate a more realistic feel,” Haptic Intelligence Max Planck Institute for Intelligent Systems
(April 6, 2021): https://hi.is.mpg.de/news/challenging-the-design-of-electrovibrations-to-
generate-a-more-realistic-feel, accessed December 11, 2022.
43 Among them we point out: Horizon 2020 (CORDIS), TACTIle Feedback Enriched Virtual
Interaction through Virtual RealITY and beyond, (July 1, 2019-September 30, 2022): https://
cordis.europa.eu/project/id/856718/it, accessed December 11, 2022; Horizon 2020 (CORDIS),
Multimodal Haptic with Touch Devices (March 1, 2020-February 29, 2024): https://cordis.
europa.eu/project/id/860114/it, accessed December 11.
44 T. Carter et. al., “Ultrahaptics: multi-point mid-air haptic feedback for touch surfaces,”
UIST ‘13: Proceedings of the 26th Annual ACM Symposium on User Interface Software and
Technology (St. Andrews, UK: October 8-11, 2013): 505-506.
VALENTINA BARTALESI, ANNA CALISE 143 AN-ICON
technologies.”45 These projects encourage “to achieve
high-fidelity sensations through technology that is easy
and comfortable to use, for both interactive augmented
reality (AR) and immersive virtual reality (VR) experiences”;46
rendering potentially less unreachable that horizon of touch
virtualisation from which Derrida took his cue.
In assessing the role that illusion plays for the
effective functioning of haptic technologies, it can be ques-
tioned whether this prevalent position is distinctive of the
digital era or if it represents a consolidated trope in haptic
historiography, often centered on the theoretical and prac-
tical opportunity to touch – or not! – sculpture, at times
accused of being the least illusory of the arts.47 In under-
taking the investigation from “haptics”48 to “haptic,”49 we
will proceed in a parallel line to the essentially optical one
45 “H-Reality,” FET FX. Our future today (2020): http://www.fetfx.eu/project/h-reality/; see
also: X. de Tinguy, C. Pacchierotti, A. Lécuyer, “Capacitive sensing for improving contact
rendering with tangible objects in VR,” IEEE Trans Vis Comput Graph – IEEE Transactions
on Visualization and Computer Graphics 27, no. 4 (December 2020): 2481-2487, https://doi.
org/10.1109/TVCG.2020.3047689.
46 Horizon 2020 (CORDIS), Mixed Haptic Feedback for Mid-Air Interactions in Virtual and
Augmented Realities (October 1, 2018- March 31, 2022): https://cordis.europa.eu/project/
id/801413/it, accessed December 11, 2022.
47 Is given below the renowned passage in Benedetto Varchi’s Paragone (1547) in which
painters vituperate sculpture by stating: “They argue again from the difficulty of art, where,
distinguishing the difficulty into two parts: in fatigue of body, and this as ignoble they leave to
sculptors: and in fatigue of wit, and this as noble they reserve for them, saying that, besides
the different manners and ways of working and coloring, in fresco, oil, tempera, glue and
gouache, painting makes a figure foreshorten, [it] makes it seem round and raised in a flat
field, making it break through and seem far away with all the appearances and vagueness
that can be desired, giving to all their works lumens and shadows well observed according to
the lumens and reverberations, which they hold to be a most difficult thing; and in conclusion
they say that they make appear what is not: in which thing they seek effort and infinite artifice”,
B. Varchi, Lezzione. Nella quale si disputa della maggioranza delle arti e qual sia più nobile, la
scultura o la pittura (Firenze: Fondazione Memofonte, 1547): 38.
48 The plural noun haptics, deriving from the Greek feminine haptikós and the Neo-Latin
hapticē, a term coined in 1685 by Isaac Barrow in Lectiones Mathematicae XXIII, is literally
translated as “science of touch”. Haptics refers to the science of touch in a techno-media
perspective, denoting the tactile feedback generated by those devices which, by sending
artificial stimuli at proprioceptive, limbic and muscular levels, simulate the sensation of actual
contact: “Haptics,” Merriam-Webster Dictionary (online): https://www.merriam-webster.com/
dictionary/haptics, accessed December 11, 2022.
49 The Greek etymon haptō, from which derive the word haptos (tangible, sensitive), the
predicate háptein and the adjective haptikós, from which derive the French haptique, the
German haptisch/Haptik and the English haptic, means variously “able to come into contact
with” (haptikós) and “to clasp, grasp, lace” (háptein).
VALENTINA BARTALESI, ANNA CALISE 144 AN-ICON
stabilized by Riegl,50 bearer of a critical fortune culminating
with the later reworkings elaborated by Deleuze,51 Mald-
iney,52 Dufrenne53, Marks54 and Barker.55 Concerning the
covertly panoptic conception of the haptic that had been
spreading in German Kunstwissenschaft since Hildebrand’s
studies,56 it is necessary to turn our attention to the de-
velopments taking place in the psychophysiological area
around the same years. In the wake of Heinrich Weber’s
pioneering studies on the sense of touch, in which sensory
illusions after limbs amputation57 (the so-called Phantom
Sensations)58 were classified as not accidentally probed;
the first use of the term haptic in 1892 by another eclectic
Berliner, Max Dessoir, was systematized almost simulta-
neously by Edward Titchener.59 The rehabilitation of this
50 As Andrea Pinotti notes via Révész, “It is significant that, the year after the publication of
Kunstindustrie, in an article in which he argues with Strzygowski, Riegl admits that the term
taktisch (tastbar, from the Latin tangere) can lead to misunderstandings, and declares himself
willing to adopt instead the term haptisch (from the Greek hapto), which the physiological
literature had since long employed in its research on sensoriality. Perhaps a way, that of
moving from Latin to Greek, to avoid any possible reference to the actual manual palpation
and reaffirm the fundamental strength of the haptisch,” A. Pinotti, “Guardare o toccare?
Un’incertezza herderiana,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 2, no. 1 (2009):
186, https://doi.org/10.13128/Aisthesis-10953, trans. mine. For a first bibliographical framing
of Riegl’s haptic construction see: M.R. Olin, Forms of Representation in Alois Riegl’s Theory
of Art (University Park: Pennsylvania State University Press, 1992); M. Iversen, Alois Riegl:
Art History and Theory (Cambridge, MA: MIT Press, 1993); S. Melville, “The temptation of
new perspectives” (1990), in D. Preziosi, ed., The Art Of Art History. A Critic (Oxford: Oxford
University Press, 2009): 274-283; G. Vasold, “‘Das Erlebnis des Sehens’. Zum Begriff der
Haptik im Wiener fin de siècle,” Maske und Kothurn 62 (2016): 46-70.
51 G. Deleuze, Francis Bacon. Logic of Sensation (1981), trans. D.W. Smith (London-New
York: Continuum, 2003): 122, 189.
52 See in this regard: A. Pinotti, “Style, rythme, souffle: Maldiney and kunstwissenschaft,”
in J.-P. Charcosset, ed., Parole Tenue: Colloque du Centenaire du Maldiney á Lyon (Milan:
Mimesis Edizioni, 2014): 49-59.
53 See in this respect: A. Pinotti, ed., Alois Riegl. Grammatica storica delle arti figurative
(Macerata: Quodlibet, 2018), XLVI.
54 We refer specifically to the postcolonial construct of haptic visuality that Laura Marks
derives and resemantizes from the lesson of Regl’s heritage: L.U. Marks, Touch: Sensuous
Theory and Multisensory Media (Minneapolis-London: University of Minnesota Press, 2002):
4-7; L.U. Marks, The Skin of the Film. Intercultural Cinema, Embodiment, and the Senses
(Durham-London: Duke University Press, 2000): 162-171.
55 J.M. Barker, The Tactile Eye. Touch and the Cinematic Experience (Berkeley-Los Angeles-
London: University of California Press, 2009): 37-38.
56 See in this regard: A. Pinotti, Il corpo dello stile. Storia dell’arte come storia dell’estetica
a partire da Semper, Riegl, Wölfflin (Milano: Mimesis, 2001). See specifically the third section
entitled “Occhio e mano:” 179-221.
57 M. Grunwald, M. John, “German pioneers of research into human haptic perception,” in M.
Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008):
19.
58 T. Weiss, “Phantom sensations,” in M. Grunwald, ed., Human Haptic Perception. Basics
and Applications (Basel: Birkhäuser, 2008): 283-294.
59 D. Parisi, Archaeologies of Touch: 105.
VALENTINA BARTALESI, ANNA CALISE 145 AN-ICON
obsolete Greek term, already Homeric and Aristotelian,60
reflects Dessoir’s will to deepen the investigation on touch
by distinguishing the sensations of contact from the active
exploration (Pselaphesie).61 This distinction, destined to
become normative, emerged in the context of a network of
experimental psychology laboratories scattered through-
out the United States and orbiting around the Harvard
Psychological Laboratory, inaugurated in 1875 by William
James, although active only since 1892.62 While in 1890,
James was able to discuss the “fallacy of the senses,” tak-
ing his cue from the prominent Aristotelic finger illusion,63
consulting Harvard Laboratory appendix for the two years
1892-1893 shows how scientific trials on touch proceeded
simultaneously to the study of optical illusions.64 A similar
experimental path would culminate in 1893 with the pre-
sentation of the Apparatus for Simultaneous Touches by
William Krohn at Clark University.65
On the plexus mentioned above, the aestheti-
cal and historiographical discourses are inserted and inter-
twined, sanctioning the passage from the properly physio-
logical illusion of touching to a metaphorical one, embodied
by the rhetorical figure of “as if,” direct relative of Derrida’s
inverted commas. That such a rhetorical stratagem con-
stitutes a much older matter is recalled by the well-known
querelle of Herderian uncertainty. As already pointed out by
Andrea Pinotti, in his aesthetic treatise Plastik, Herder seems
to allude to the possibility of a virtual touch, reproaching
the sculptor who has never touched, not even in a dream,
60 M. Perniola, Il Sex Appeal dell’Inorganico (Torino: Einaudi, 1994): 95.
61 M. Dessoir, Über den Hautsinn (Separat-Abzug aus Archiv für Anatomie und Physiologie:
Physiologische Abtheilung. 1892): 242.
62 G. Bruno, “Film, aesthetics, science: Hugo Münsterberg’s laboratory of moving images,”
Grey Room 36 (Summer 2009): 88-113, https://doi.org/10.1162/grey.2009.1.36.88.
63 W. James, The Principles of Psychology (Ontario: York University, 1890): 87.
64 H. Munsterberg, Psychological Laboratory of Harvard University (Harvard: Harvard
University Press, 1893). Munsterberg recorded notes include: “Instrument for studying the
fusion of touch sensations. After Krohn; made in Cambridge”; “Instrument for touch reaction,
etc;” “Touch-reaction instrument, with twenty different stimuli. By Elbs, Freiburg. $20”. See
also: Bruno, “Film”: 101-102.
65 W.O. Krohn, “Facilities in experimental psychology in the colleges of the United States”
(1894), in C.D. Green, ed., Classics in the History of Psychology (Toronto: Tork University):
https://www.sapili.org/subir-depois/en/ps000128.pdf; D. Parisi, Archaeologies: 144-147.
VALENTINA BARTALESI, ANNA CALISE 146 AN-ICON
his creation.66 “The illusion has worked,”67 the philosopher
will add, when the eye takes on the movements of the hand
and then of a very thin ray, an emissary of the soul, which
kinaesthetically embraces the sculpture as it becomes a
body. In the wake of Konrad Lange’s Illusionsästhetik68 and
J.H. Kirchmann and E. Von Hartmann’s doctrine of illusional
feelings, the already mentioned Dessoir would achieve an
even more drastic conclusion. Declaring that every work of
art mainly satisfies a single sensory channel, this sensorial
limitation “guarantees its illusory character,” generating the
paradoxical situation of “a conscious self-deception, of a
continued and deliberate confusion of reality and illusion.”69
However, it was not until the art-historical de-
bate of the early 1950s – while the earliest haptic devices
were designed – that an open polarization was reached
regarding whether or not sculptures should be touched. On
the one hand Herbert Read, moving from the psychological
studies of Arnheim, Wundt, Lowenfeld, and Révész, could
argue that “for the sculptor, tactile values are not an illusion
to be created on a two-dimensional plane: they constitute a
reality of being conveyed directly, as existent mass. Sculp-
ture is an art of palpation.”70 On the other hand, a fervent
detractor such as the modernist Greenberg would have
drastically overturned this assumption.71 Both consistent
readers of Berenson, whose normative and ambivalent
66 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Sculpture. Some Observations on Shape
and Form from Pygmalion’s Creative Dream (1778), ed. J. Gaiger (Chicago-London: The
University of Chicago Press, 2002): 41.
67 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Some Observations: 41.
68 For an introduction to the subject see: D. Romand, “Konrad Lange on ‘the Illusion of
Materials’ in painting and visual arts: revisiting a psychoaesthetic theory of the perception
of material properties,” in J. Stumpel, M. Wijntjes, eds., Art and Perception. An International
Journal of Art and Perception Science, Special Issue: The Skin of Things: On the Perception
and Depiction of Materials 7, no. 3-4 (2021): 283-289.
69 M. Dessoir, Aesthetics and Theory of Art. Ästhetik und Allgemeine Kunstwissenschaft
(1906), trans. S.A. Emery, (Detroit, Wayne State University Press, 1970): 53.
70 H. Read, The Art of Sculpture (London: Faber & Faber, 1954): 49.
71 We are referring specifically to Greenberg’s harsh and inflexible review of Read’s
monograph: C. Greenberg, “Roundness isn’t all,” (November 25, 1956), in J. O’ Brian, ed.,
Clement Greenberg: Collected Essays and Criticism 3 (Chicago: The University of Chicago
Press, 1995): 272.
VALENTINA BARTALESI, ANNA CALISE 147 AN-ICON
“tactile values”72 find a more truthful attestation in the cor-
ollary categories of “ideated sensations,” “ideated satisfac-
tions” and “ideal sensation of contact,”73 Read and Green-
berg finally reached an unexpected consonance. Whilst
Read claimed the experience of sculpture as distinctive of
haptic perception and, specifically, for the prehensility of
the hand; Greenberg denied the appropriateness of such
fruition, attributing tactile stimuli to the visual sphere. Mean-
while, Herder’s uncertainty remains. Indeed, as David J.
Getsy noted, it is ultimately unclear whether Read wished
for a knowledge of the plastic work through its palpation
or maintained such contact on a substantially preliminary
and physiological condition.74
In order to enrich the corpus of sources of such
a querelle numerous other examples could be made; none-
theless, one of the most promising scenarios for its analysis,
as prophetically announced by Derrida, is offered by the
exploration through haptic interfaces of digitized artifacts in
museums. When the veto of touching the work of art lapses
and the distinction between actual and fictional flattens out,
which horizons are opened by the possibility of touching?
Will it be a “tactile vertigo” in the sense of Baudrillard, in
which the virtual object expired at the status of a trompe-
l’œil image soliciting a “tactile hyper presence of things, as
though one could hold them,” despite its phantasmagorical
essence?75 Can these finally touchable bodies add much
72 A. Brown, “Bernard Berenson and ‘tactile values’ in Florence,” in J. Connors, ed., Bernard
Berenson: Formation and Heritage (Cambridge, Massachusetts: Villa I Tatti, The Harvard
University Center for Italian Renaissance Studies, 2014). For an analysis highlighting the subtle
pantheism underlying Berenson’s work, see: A. Pinotti, “The touchable and the untouchable.
Merleau-Ponty and Bernard Berenson,” Phenomenology 2005 3, no. 2, (2007): 479-498.
73 B. Berenson, Aesthetics and History (New York: Doubleday & Company, 1948): 24-25, 74.
74 As David J. Getsy pointedly notes: “Read did not necessarily argue that the viewer
must touch the sculpture in order to appreciate it, as Greenberg would have us believe.
Rather, it was the aggregate experience of tactility that provides us with an ability to assess
ponderability and the non-visual traits of any object. Our haptic sensibility and our sense of
the physical environment are both closely tied to our own ever-developing repertoire of tactile
and physical experiences”; D.J. Getsy, “Tactility or opticality, Henry Moore or David Smith:
Herbert Read and Clement Greenberg on The Art of Sculpture, 1956,” in R. Peabody, ed.,
Anglo-American Exchange in Postwar Sculpture, 1945–1975 (Los Angeles: Getty Publication,
2011): 111-112.
75 J. Baudrillard, Seduction (1979), trans. B. Singer (Montréal: New World Perspectives.
Culture Text Series, 1990): 62-63.
VALENTINA BARTALESI, ANNA CALISE 148 AN-ICON
to the illusory palpation of the work of art on a semantic
level, if not on a phenomenological one?
Haptic technologies and museums,
the imaginative frontiers of the
phenomenology of touch
In order to present a critical account of how
haptic technologies are being employed in museums, and
to investigate to what extent the projects designed within
these environments fully explore the illusory potential of vir-
tual haptic experiences, a preliminary discussion on analog
touch in museums is needed. The use of haptic technolo-
gies within museum settings,76 which has widely increased
in the last decades, is in fact not something new to cultural
experiential models,77 and more the reinstatement of prac-
tices which had been common policies in museums from
their foundation to the middle of the nineteenth century.
While today it is “generally taken for granted that museums
collections are not for touching”78 seventeenth- and eigh-
teenth-century museum visitors were customarily free to
pick up precious and delicate relics, enjoying their sense
of touch as a fundamental part of their overall experience.
More specifically, touch in early museums was used for
four different reasons:79 learning (as touching an object
provided relevant information that through sight could not
be obtained, like its weight), aesthetic appreciation (touch
was considered to allow an embodied understanding of the
76 For a comprehensive account on how the importance of touch has been re-evaluated in
the museum sector in the past three decades please cfr. G. Black, The Engaging Museum:
Developing Museums for Visitor Involvement (Oxford: Routledge, 2005); E. Pye, The Power
of Touch: Handling Objects in Museums and Heritage Contexts (Walnut Creek, CA: Left
Coast Press, 2007), H. Chatterjee, Touch in Museums: Policy and Practice in Object Handling
(Oxford: Berg, 2008); F. Candlin, Art, Museums and Touch (Manchester: University of
Manchester Press: 2010), and S. Dudley, ed., Museum Objects: Experiencing the Properties of
Things (London: Routledge, 2012).
77 C. Classen, The Deepest Sense. A Cultural History of Touch (Chicago: University of Illinois
Press, 2012): 136-146.
78 Ibid.: 137.
79 A synthetic account of the reasons why touch was a common practice in museums can be
found in Classen, The Deepest Sense: 139-142. For other discussions on the topic please cfr.
D. Howes, “Introduction to sensory museology,” The Senses and Society 9, no. 3 (2014): 259-
267 https://doi.org/10.2752/174589314X14023847039917 and R.F. Ovenell, The Ashmolean
Museum, 1683–1894 (Oxford: Clarendon Press, 1986).
VALENTINA BARTALESI, ANNA CALISE 149 AN-ICON
nature of the display), imaginary potential (by holding an ar-
tifact visitors could get emotionally in touch with its original
owner or maker) and healing powers (especially religious
relics, when touched or eaten,80 where deemed able to cure
illnesses and pains). As it appears evident already from this
first account, not all yet some of the functions of touch in
museums had to do with the potential to empower imagina-
tive accounts, associating the role of touching not only with
evidentiary information, yet also with intangible and elusive,
even powerful, qualities. From the mid of the nineteenth
century touch was banned from museums:81 conservation
matters became more and more relevant, while parallelly
touch in itself came to be classified as a secondary sense,
one “associated with irrationality and primitivism.”82 These
two reasons account for two extremely different discourses,
one linked to practical aspects and to the preservation of
cultural heritage, the second pertaining to a conceptual
sphere, having to do with epistemic premises and their
museological consequences.
Today, well into the third decade of the 21st
century, the situation in museums seems to be closer to that
of three centuries ago than to the end of the last Millenium.
Touch seems to have regained its epistemic status,83 and
modern haptic technologies allow its employment without
the need to endanger precious artifacts. The great differ-
ence, however, is that machines and proxies mediate the
haptic experience, defining its phenomenology. The ques-
tion which arises, at this point, seems to be to what extent
these technologies are and will be designed with the aim
80 For a historical account of the healing powers of ancient religious relics cfr. K. Arnold,
“Skulls, mummies and unicorns’ horns: medicinal chemistry in early english museums,” in
R.G.W. Anderson et al., Enlightening the British: Knowledge, Discovery and the Museum in the
Eighteenth Century (London: The British Museum Press, 2003), also E. Brown, An Account
of Several Travels through a Great Part of Germany (London: Benjamin Tooke, 1677), and
D. Murray, Museums: Their History and Use, vol. 1. (Glasgow: James MacLehose and Sons,
1904): 40, 50, 73.
81 For an account of the historical reasons which led to this change cfr. Classen, The Deepest
Sense: 143-146, and F. Candlin, Art, Museums and Touch.
82 C. Classen, The Deepest Sense. A Cultural History of Touch: XIV.
83 For a discussion on the epistemic value of touch please cfr. C. Classen, The Book of Touch
(Oxford: Berg Publishers, 2005), M. Peterson, The Senses of Touch (London: Routledge, 2007),
M.P. Gadoua, “Making sense through touch. Handling collections with Inuit Elders at the
McCord Museum,” The Senses and Society 9, no. 3 (2014): 323-341 https://doi.org/10.2752/1
74589314X14023847039719.
VALENTINA BARTALESI, ANNA CALISE 150 AN-ICON
to mirror the original analog functions of touch, or whether
they will be built and employed with the goal to expand the
potential of the haptic experience. With regards to this, it
will be important to understand on which of the qualities
of touch – amongst the seventeenth century list aforemen-
tioned – they will leverage on. Whilst, on the one hand, they
could aim at faithfully reproducing the phenomenological
qualities of touch, the paragraphs above have shown how
there is a wider illusory character that these technologies
could be aiming at capturing, one which could hopefully
open up new experiential frontiers.
Whilst there isn’t one single comprehensive ac-
count which maps the state of the arts of haptic technolog-
ical development in the museum system, literature in this
field has been growing recently. This thanks to researches
that discuss the regained relevance of touch in educational
settings, together with publications which analyze individ-
ual projects designed and carried through by museum re-
search centers.84 A vast number of these studies highlight
how haptic technologies allow visitors to “explore new par-
adigms of interaction”85 leveraging on the “quality and use-
fulness of computer-based exhibits.”86 This is granted as
the sense of touch “is an essential part of how we interact,
explore, perceive and understand our surroundings”87 and
therefore incorporating object based learning in museum
84 For other interesting case studies analyzing the role of haptic technologies in museums
please cfr. R. Comes, “Haptic devices and tactile experiences in museum exhibitions,”
Journal of Ancient History and Archeology 3, no. 4 (2016) https://doi.org/10.14795/j.v3i4.205;
F. Fischnaller “The last supper interactive project. The illusion of reality: perspective and
perception,” in G. Amoruso, ed., Putting Tradition into Practice: Heritage, Place and Design,
Lecture Notes in Civil Engineering 3, (Cham: Springer International Publishing, 2018) https://
doi.org/10.1007/978-3-319-57937-5_73; M.H. Jamil et al., “The role of haptics in digital
archaeology and heritage recording processes”, 2018 IEEE International Symposium on
Haptic, Audio and Visual Environments and Games (HAVE) (2018): 1-6 https://doi.org/10.1109/
HAVE.2018.8547505.
85 A. Frisoli et al., “Evaluation of the pure-form haptic displays used for exploration of works of
art at museums,” report on the project findings, 2005 retrieved at https://www.researchgate.
net/publication/228584199_Evaluation_of_the_pure-form_haptic_displays_used_for_
exploration_of_works_of_art_at_museums/ related on the 31/01/2022.
86 S. Brewster, “The impact of haptic ‘touching’ technology on cultural applications,” in J.
Hemsley, V. Cappellini, G. Stanke, eds., Digital Applications for Cultural Heritage Institutions,
(Aldershot: Ashgate, 2005): Chap. 30, 273-284, 282.
87 M. Novak et al., “There is more to touch than meets the eye: haptic exploration in a science
museum,” International Journal of Science Education 42, no. 18 (2020): 3026-3048 https://doi.
org/10.1080/09500693.2020.1849855.
VALENTINA BARTALESI, ANNA CALISE 151 AN-ICON
experiences increases autonomy and satisfaction.88 The
information that visitors can acquire through touch appears
today relevant as it did at the beginning of museum histo-
ry, and it has become obtainable without endangering the
artifacts. 3D replicas of material artifacts associated with a
range of wearable or desktop devices are the predominant
technologies used across museum experiments, engaging
users through mainly force feedback and kinetic stimuli.89
While providing an account of the state of the arts of the
literature and case studies in this sector is not one of the
goals of this essay, a series of examples have been cho-
sen as they have been deemed relevant to the research at
hand: assessing to what extent haptic museum experience
expand and explore their full – at times illusory – potential.
A widely discussed experiment in the field is the
Museum of Pure Form, “a collective project ran in the early
2000s by a series of European museums creating 3D digital
replicas of their artifacts and making available a technology
which allowed for the haptic experience of them.”90 This
pivotal program engaged a series of museums across Eu-
rope91 who collected a shared archive of digital replicas of
their statues, and then produced a touring exhibition which
installed wearable devices (exoskeleton wearable arm) and
or desktop devices (two robotic arms departing from sup-
port columns placed in front of the visualization screen) in
front of the original statues.92 Overall, findings on the exper-
iment registered both amusement (70% of attendees) and
instructiveness (39%) across visitors.93 The shared belief,
confirmed by the analysis conducted simultaneously as the
88 M. Novak et al., “There is more to touch that meets the eye:” 3044.
89 In the literature it is possible to find studies which evaluate both collaborative endeavors
and researches ran by single institutions. Overall, the collaboration between universities or
tech companies and cultural institutions seems a fundamental premise in order to allow for
trials and studies that evaluate the impact of these projects.
90 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums.”
91 The Galician Centre for Contemporary Arts in Santiago de Compostela, the Museo
dell’Opera del Duomo in Pisa, the National Museum of Fine Arts in Stockholm, the
Conservation Centre at National Museums Liverpool and the Petrie Museum of Egyptian
Archaeology in London.
92 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums:” 2.
93 Ibid.: 6.
VALENTINA BARTALESI, ANNA CALISE 152 AN-ICON
project, was that the opportunity to use a device to touch
the digital replica of a statue while looking at it enforced the
learning experience. Something which, as aforementioned,
was deemed constitutive of the relevance of touch in early
museum experiences. As this case study shows, together
with many that have followed, it seems that one of the main
concerns of museum professionals and researchers in de-
signing digital haptic experiences seems to be supplying
to the lost opportunity to touch the artworks, thus enabling
the visitor to enjoy a wider range of information regarding
the statue and, consequently, enriching the learning expe-
rience. This, however, faces a series of relevant limitations
on the phenomenological level, as discussed above with
reference to Wang’s analysis in Haptic Display. It appears,
from this first account, that the use of haptic technologies
is not necessarily seen as a strategy to experiment and
widen the cultural experience, yet instead as a way to re-
cuperate something that contemporary curatorial practices
do not allow – namely to touch originals. With reference
to this point, it is interesting to see that there are several
researches actually comparing the haptic experience that
visitors can have touching the replica of an artifact or its
3D version.94 It appears that “the comparison between the
haptic device and the replica showed that the multi-finger
tactile interaction with the replica produced considerably
richer information than the single-point contact of the hap-
tic device.”95 What the citation implies is that the technology
used provided a less phenomenologically rich experience
94 Interesting accounts on this debate can be found in M. Dima, L. Hurcombe, M. Wright,
“Touching the past: haptic augmented reality for museum artefacts,” in R. Shumaker, S. Lackey,
eds., Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality.
VAMR 2014. Lecture Notes in Computer Science, vol. 8526. (Cham: Springer, 2014) https://doi.
org/10.1007/978-3-319-07464-1_1. Also cfr. S. Ceccacci et al., “The role of haptic feedback
and gamification in virtual museum systems,” Journal on Computing and Cultural Heritage
14, no. 3 (2017) https://doi.org/10.1145/3453074, and F. Stanco et al., “Virtual anastylosis of
Greek sculpture as museum policy for public outreach and cognitive accessibility,” Journal of
Electronic Imaging 26, no. 1, 011025 (2017) https://doi.org/10.1117/1.JEI.26.1.011025.
95 M. Dima, L. Hurcombe, M. Wright, “Touching the past: haptic augmented reality for
museum artefacts:” 6.
VALENTINA BARTALESI, ANNA CALISE 153 AN-ICON
compared to the touching of the printed replica, which if
possible is deemed a better alternative.
As of today, the technical limitations that most
devices used in museums present contribute to a scenario
where physical touch, even if of replicas, seems to be fa-
vored. The reasons why haptic technology is preferred are
not experiential factors; they have to do with practical and
managerial concerns, such as the fact that digital replicas
do not occupy physical space and that they can be expe-
rienced also remotely. It appears that these technologies, if
competing on a purely phenomenological level and trying
to mirror haptic experiences that occur in reality, are des-
tined to have a limited contribution to cultural experiences,
being the only alternative yet not a solution which in itself
holds value.
Other case studies can however add further
layers to the use of haptic technologies in museum set-
tings, offering opportunities that neither physical statues nor
printed replicas could elicit. A research published by the
Journal of Electronic Imaging illustrates the case of the vir-
tual anastylosis of a Greek sculpture, operated by digitally
combining a head and a torso held in two different heritage
sites in Sicily.96 The two ancient pieces, one hosted in the
Museum of Castello Ursino in Catania and the other in the
Archeological Museum of Siracusa, were hypothesized by
archeologists to be parts of the same statue due to stylistic
features. This theory was, however, never proved as neither
of their hosting institutions was willing to dislocate one
of the pieces for the necessary analysis to be performed.
Through digital imaging and 3D rendering it was however
possible to demonstrate the perfect match of the two parts
of the statue, creating a new object that was then made
accessible through the use of haptic technology – in this
case the haptic device 3D Systems Touch – and thanks
to the collaboration with the Center for Virtualization and
Applied Spatial Technologies, University of South Florida. A
96 F. Stanco et al., “Virtual anastylosis of Greek sculpture as museum policy for public
outreach and cognitive accessibility.”
VALENTINA BARTALESI, ANNA CALISE 154 AN-ICON
dedicated effort was made to ensure that the new technol-
ogy would account for people with cognitive and physical
disabilities, another potentiality that haptic technologies
hold and on which research is being tailored.97 Whilst this
case highlights the strategic contribution that modern tech-
nologies can provide to both research and fruition, it could
be argued that the added value here is given by the fact
that this statue could have otherwise never been seen or
felt, yet not in a manner which depends, from a specifically
phenomenological perspective, on the haptic technology
itself. Hence reinforcing the understanding that the main
use of these technologies is directed towards reinstating
the original – and lost – hard value of touch, not necessarily
adding new levels of experience.
Another case, involving virtually touching the
torso of Michelangelo’s David at Monash University,98 can
prove useful to enrich the discussion on the use of haptic
technologies in museums. What emerges from this study,
which in terms of research methodology mirrors the vast
majority of cases in the literature in creating a 3D digital
replica and then experiencing it through the Phantom, is
that the images reproduced digitally “allow the user to focus
on particular details that they may overlook otherwise.”99
What appears here is that the virtual experiential setting
creates the opportunity for the user to actually grasp some
details of the statue that he would have not been able to
experience with either the original or with a 3D printed
97 There are a number of experiments within the field of haptic technologies which focus
specifically on accessibility for people with impared cognitive and physical abilities. An
interesting research center is the one of the University of Glasgow, which ran two trials in this
field, one called Senses in Touch II, and the other MultiVis project. A complete account of the
two researches can be found in Brewster, “The impact of haptic ‘touching’ technology on
cultural applications:” 279-282. Another interesting research which discusses the potential of
haptics for the visually impaired is G. Jansson, M. Bergamasco, A. Frisoli, “A new option for
the visually impaired to experience 3D art at museums: manual exploration of virtual copies,”
Visual Impairment Research 5, no. 1 (2003): 1-12 https://doi.org/10.1076/vimr.5.1.1.15973.
Also cfr. R. Vaz, D. Freitas, A. Coelho, “Blind and visually impaired visitors’ experiences in
museums: increasing accessibility through assistive technologies,” The International Journal of
the Inclusive Museum 13, no. 2 (June 2020): 57-80, https://doi.org/10.18848/1835-2014/CGP/
v13i02/57-80.
98 M. Butler, P. Neave, “Object appreciation through haptic interaction,” Proceedings of
the 25th Annual Conference of the Australian Society for Computers in Learning in Tertiary
Education (Melbourne: Ascilite, 2008), 133-141.
99 Ibid.: 140.
VALENTINA BARTALESI, ANNA CALISE 155 AN-ICON
replica. The flexibility of digital images, their potential to be
modulated, modified and enlarged, appears, in this case,
to actually add a further layer to the visitor experience.
The higher attention to detail deepens and expands the
experience in a manner that is specific of, and exclusive
to, digital haptic technologies.
Whilst this last example seems to slightly
brighten the scenario described, the cases discussed so
far account for an employment of haptic technologies which
struggles to emancipate itself from a traditional under-
standing of touch in cultural experiences. The three cases
analyzed, far from providing a comprehensive account of
the multitude of programmes that have been carried out
across the museum sector in the past years, have how-
ever been chosen as they are representative of the main
trends found in the literature. Overall, researchers seem
to have been focused mainly on trying to bring back an
aspect of experience which was lost, and less keen on the
advanced possibilities that haptic technologies might hold.
With reference to the technological and historical discus-
sion presented above, regarding haptic illusions, it does not
appear that these seem to be at the center of experimental
designs in the museum sector, where the understanding of
touch seems to recall more the “hard undeniable evidence”
school than the more subtle and rich understanding of the
haptic which encompasses its illusory character. This de-
pends on a number of reasons, related to both cultural,
professional and economic factors. A further fundamental
aspect to take into account, when discussing the use of
haptic technologies in museums, is in fact the high cost of
these devices. The more sophisticated they are, the higher
their prices, which makes it difficult for museums to afford
them, even harder to update them. Main advancements
with haptic technologies are in fact usually in other fields
of research with richer funding, such as medicine and engi-
neering. This leads to the second limitation, namely that to
innovatively experiment with these technologies, technical
and diverse professional skills are required. Even though
most programmes within museums are run in collaboration
VALENTINA BARTALESI, ANNA CALISE 156 AN-ICON
with universities and research centers, the degree of com-
plexity that pertains to these projects needs a pull of pro-
fessionals which is hard to put together and coordinate in
the current economic and professional climate.
There are, however, a few interesting cases that,
at times even without the use of high budgets and elevated
skills, seem to leverage on the wider range of possibilities
that these technologies offer. Interestingly enough, these
also relate to two of the original functions of touch valued
in early museums: the aesthetic enrichment of the expe-
rience and the emotional potential of haptics. It appears
that when haptic technologies are being employed with the
aim of enacting and recalling these elements – as opposed
to when they try to give back the evidentiary character of
touch – the result are more imaginative endeavors, allowing
for the creation of a further semantic level of experience.
One first interesting case is a very recent ex-
periment conducted at University College London, where
a student has designed a device which, through the use
of capacitive touch sensors, wants to “help us understand
what an artist felt at the time they created their work by
recreating their sensory experiences.”100 The project idea,
which rests on the theoretical background of embodied
knowledge as an extension of the mind and of embodied
practice as a means to feel the emotions of an artist,101 was
inspired by an artwork: The Face of Christ by Claude Mellan,
hosted in the UCL Art Museum. By looking closely at the
artwork, the author of the project realized that the whole
drawing had been made through the design of one single
spiraling line, a unique technique. His idea was therefore
to design a device which could enable the viewer to create
100 F. Taylor, “Recreating sensory experience: how haptic technology could help us
experience art in new ways,” UCL Culture Blog, (July 13, 2020) https://blogs.ucl.ac.uk/
museums/2020/07/13/recreating-sensory-experience-how-haptic-technology-could-help-us-
experience-art-in-new-ways/ on the 31/01/2022, accessed December 11, 2022.
101 When the author discusses embodied knowledge as an extension of the mind the
reference is I. Martínková, “Body ecology: avoiding body–mind dualism,” Loisir et Société /
Society and Leisure 40, no. 1 (2017): 101-112, https://doi.org/10.1080/07053436.2017.1281
528; whilst when discussing embodied practices as a means to feel emotions of artists the
specific reference in the literature is D. Freedberg, V. Gallese, “Motion, emotion and empathy
in esthetic experience,” Trends in Cognitive Sciences 11, no. 5 (2007): 197-203, https://doi.
org/10.1016/j.tics.2007.02.003.
VALENTINA BARTALESI, ANNA CALISE 157 AN-ICON
a contact with the motion that had originated the artwork,
building a direct emotional connection with the artist. As
the author describes it “through an audio feedback loop,
the device I designed takes in touch inputs from a view-
er of the artwork and returns a religious-sounding choral
soundtrack when the spiral gesture from the engraving is
drawn correctly with a finger. The spiral gesture,” he adds,
“was directly extracted from The Face of Christ with the help
of a custom python script which made use of various image
analysis libraries.”102 What can be highlighted in reading
about this project, which at this point consist of just a first
artisanal prototype, is the way in which haptic technologies
are used to explore unusual and often overlooked aspects
of artworks. Whilst the potential of these technologies in
broadening the field of aesthetic experience is well estab-
lished, there are some developments specific to this case
worth expanding on. Interestingly enough, the author re-
fers specifically to the idea of building a connection with
the painter who made The Face of Christ, recuperating
the same reasoning that mid eighteenth-century museum
goers had when holding a precious object.103 In comparing
the attempt to get in touch with the past before and after
haptic technologies, moreover, the added value brought by
the device seems clear. Whilst in the original case a visitor
had to actively exercise the power of imagination in order
to build a connection, in this instance the device guides
the user into the experience, leveraging on the emotional
potential of a multisensory environment which starts from
the drawn line, develops into an haptic apparatus and is
then sublimated through sound. What emerges with regards
to this example, and in contrast with the ones analyzed
before, is the way in which the designer of the project has
overcome the need to merely attempt to replicate the touch-
ing experience, and decided to exploit both the phenom-
enological and the imaginative potential of the technology
102 F. Taylor, Recreating sensory experience: How haptic technology could help us experience
art in new ways.
103 A detailed account of an emotional and imaginative encounter between a museum goer
and an artifact can be found in S.A. La Roche, Sophie in London, 1786: Being the Diary of
Sophie Von La Roche, trans. C. Williams (London: Jonathan Cape, 1933): 107-108.
VALENTINA BARTALESI, ANNA CALISE 158 AN-ICON
at his disposal. Further, this has been done in an artisanal
and experimental fashion, not through the use of excessive
resources and a big team of professionals.
Another experimental program worth consid-
ering, in this case definitely a more costly and collective
endeavor, is an exhibition held at Tate Britain in 2015, Tate
Sensorium (Fig. 2).104 The research background behind this
project refers to a scientific field which experiments with the
power of haptics to elicit emotions. More specifically, these
projects study how mid-air haptic technology – a specific
subset – is able to condition human emotions (e.g., happy,
sad, excited, afraid) through tactile stimulation.105 While
the literature in the field of mid haptics is still at a very early
experimental stage, and definitive conclusions are yet to be
drawn, progress has been made in mapping the correlation
between aspects of haptics and emotional states. What
was done at Tate was to organize an exhibition which built
a fully sensory environment around four paintings: Interior
II by Richard Hamilton, Full Stop by John Latham, In the
Hold by David Bomberg, and Figure in a Landscape by
Francis Bacon. In a detailed article106 presenting a study
on the exhibition, the specific experience of Full Stop is
analyzed. What the curators did was to position a mid-air
haptic device in front of the painting, and synchronize a
range of mid-air haptic patterns inside the device with a
self-developed software that could read Musical Instru-
ment Digital Interface (MIDI) inputs. The design was curated
by a sound designer who could control the mid-air haptic
patterns (frequency, intensity, and movement paths) to cre-
ate a desired experience synched with music. As detailed
through the article, this exhibition was the first time that
mid-air haptic technology was used in a museum context
VALENTINA BARTALESI, ANNA CALISE 159 AN-ICON
over a prolonged period of time and integrated with sound
to enhance the experience of visual art. This “work demon-
strates how novel mid-air technology can make art more
emotionally engaging and stimulating, especially abstract
art that is often open to interpretation,”107 as it was proved
by collecting positive feedback from over 2500 visitors. The
aim of the authors, as clearly stated across the research,
was to advance understanding of multisensory signals in
relation to art, experiences and design, based on novel
interactive technologies. Referencing back to the reasons
why touch was valued in early museums, this experiment
seems to fit in the category which uses haptics to enhance
the aesthetic experience of the visitors: anticipating that
haptics carry value not only on a purely informative sensory
level, but eliciting a wider level of complexity.
Conclusions
Overall, there seems to be a wide potential for
using haptic technologies in museum settings and leverag-
ing on the ways in which these devices can contribute to the
cultural experience of artifacts. The two final case studies
here examined clearly exemplify how haptic technologies
can help in generating a new experiential layer, one which
rests on a complex phenomenological understanding of
the haptics and establishes an active dialogue with the
entire sensorium of the experiencer. Both cases show a
designed synchronization between the tactile experience
and the sense of hearing, suggesting that one of the ways
to experiment with the haptic is by interrogating a more en-
vironmental and organic understanding of the relationship
between the senses. Interestingly, the more complex and
enhancing experiences are characterized by stimuli that
do not just mimic the act of touching, thus attempting to
reinstate the lost chance of touching the artwork, yet play
with the illusory potential of haptics and with the other
107 Ibid.: 1.
VALENTINA BARTALESI, ANNA CALISE 160 AN-ICON
qualities of touch valued in early museums: the evocative
and imaginistic potential of the haptic experience.
The analysis from the museum sector, when
linked to the technological and historical accounts regard-
ing the link between the haptic and the figure of illusion,
suggests the value of exploring the ways in which haptic
technologies can emancipate us from a reductive under-
standing of touch. Certainly, all museum endeavors and
experiments will have to take into account a variety of prac-
tical and concrete concerns, which also play an important
part in defining the destiny of cultural projects. It is not given
that exploring the illusory potential of haptic technologies
represents in itself the best choice for a museum research.
Yet, it can be concluded that when designed in an open
dialogue with our whole sensorium these technologies ap-
pear empowered in their visionary potential, making Derri-
da’s observation more actual than ever: the nexus between
touch and virtuality is as real as it gets.
Fig 2. Tate Sensorium exhibition at Tate Britain in 2015, installation
shot of Full Stop (1961) by John Latham © John Latham Estate.
Photo: Tate. Illustration of a participant experiencing the second
painting combining vision, auditory, and haptic.
VALENTINA BARTALESI, ANNA CALISE 161 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17124 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17124",
"Description": "Digital garments are tailored computationally and dressed virtually. Intended to be displayed rather than worn, digital fashion exemplifies the function of aesthetic commodities as defined by Gernot Böhme: the production of atmospheres – intangible qualities arising from a material encounter – towards the staging of life. Yet, made from pixels instead of fabric, virtual garments beckon a new conceptual framework for the role of materiality in atmospheric productions. Drawing from new media and affect scholars, this essay traces the display of digital garments across three sites: the e-commerce website, social media, and the runway show. By analyzing the visual and literary production surrounding digital fashion, this essay proposes“elemental surface” as a representational technique and rhetorical strategy through which digital garments produce and intensify the body’s affective presence. Situating Böhme’s formulation of atmosphere in dialogue with the notion of“aura” put forth by Walter Benjamin, the study of digital fashion foregrounds the role of environmental perception in the history of haptic technology.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17124",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Yizeng Zhang",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Aesthetic economy",
"Title": "Clothes with no emperors: the materiality of digital fashion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-01-23",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Yizeng Zhang",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17124",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Aesthetic economy",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wegenstein, B., Hansen, M.B.N., “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010).",
"spatial": null,
"temporal": null,
"title": "Clothes with no emperors: the materiality of digital fashion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17124/17778",
"volume": "1"
}
] | Clothes with
no emperors:
the materiality of
digital fashion
by Jane Y. Zhang
Digital fashion
Materiality
Atmosphere
Hapticity
Aesthetic economy
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Clothes with no
emperors: the materiality
of digital fashion
JANE Y. ZHANG, Harvard University – https://orcid.org/0000-0001-7956-2599
https://doi.org/10.54103/ai/17124
Abstract Digital garments are tailored computationally
and dressed virtually. Intended to be displayed rather than
worn, digital fashion exemplifies the function of aesthetic
commodities as defined by Gernot Böhme: the production
of atmospheres – intangible qualities arising from a mate-
rial encounter – towards the staging of life. Yet, made from
pixels instead of fabric, virtual garments beckon a new
conceptual framework for the role of materiality in atmo-
spheric productions. Drawing from new media and affect
scholars, this essay traces the display of digital garments
across three sites: the e-commerce website, social media,
and the runway show. By analyzing the visual and literary
production surrounding digital fashion, this essay proposes
“elemental surface” as a representational technique and rhe-
torical strategy through which digital garments produce and
intensify the body’s affective presence. Situating Böhme’s
formulation of atmosphere in dialogue with the notion of
“aura” put forth by Walter Benjamin, the study of digital
fashion foregrounds the role of environmental perception
in the history of haptic technology.
Keywords Digital fashion Materiality Atmosphere
Hapticity Aesthetic economy
To quote this essay: Y. Zhang, “Clothes with no emperors: the materiality of digital fashion,” AN-
ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 162-181, https://doi.org/10.54103/
ai/17124
JANE Y. ZHANG 162 AN-ICON
Introduction
Scrolling through an online fashion catalog, you
come across a piece of clothing that reminds you of your
favorite song: it is bold but not too bold, casual with just
the right amount of edge. You add the item to your shop-
ping cart. At checkout, you are asked to upload a photo of
yourself. So you pose in front of the camera, dressed mini-
mally under good lighting. One business day later, instead
of arriving in a package in the mail, the garment appears
as an email attachment in your inbox, carefully composited
onto the photo you have uploaded.
Since its inception in 2008,1 digital clothing has
quickly gained traction in the fashion industry, giving rise to
independent digital fashion houses as well as partnerships
with well-established clothing brands. Daria Shapovalo-
va, the cofounder of DRESSX, summarizes digital fashion
as being “all about how we can replicate the experience
of physical clothes in digital.”2 The statement is counter-
intuitive at first sight. Made from pixels instead of fabric,
digital garments cannot shield our bodies from the bracing
winds of winter or the unwanted gaze of another. But if we
refrain from taking Shapovalova’s statement at face value,
it emerges as a profound commentary on the phenome-
nology of clothing and, by extension, the contemporary
socioeconomic system upon which the fashion industry
operates. For Shapovalova, digital garments are not here to
represent but to replicate. But to replicate what? Interesting
is the absence of a verb: do digital garments replicate the
1 “Carlings: The First-Ever Digital Clothing Collection,” H.R. Watkins III, https://www.
haywoodwatkinsiii.com/digital-clothing-collection, accessed December 7, 2021. In 2018, the
Scandinavian retailer Carlings introduced the first digital fashion collection.
2 “Digital Clothing Is the Future of Fashion | Dell Talks with Daria Shapovalova,” Dell,
YouTube video, 8:12, 2021, https://www.youtube.com/watch?v=iKBePuTOB6U, accessed
January 10, 2023.
JANE Y. ZHANG 163 AN-ICON
experience of wearing “physical” clothes or that of seeing
physical clothes?
Made to be shown rather than worn, digital
fashion displays the functional liberty characteristic of an
aesthetic commodity. The philosopher Gernot Böhme pro-
poses that capitalism has entered a new phase: under the
“aesthetic economy,”3 the value of commodities extends
beyond their physical utility or monetary worth. Aesthetic
economics restructures the dichotomy of the “use value”
and “exchange value,” triangulating them in service of an
independent utility metric: the “stage value.”4 Under this
metric, the aesthetic properties of a product no longer exist
in addition to its ability to satisfy primary needs, but func-
tion towards “the staging, the dressing up and enhance-
ment of life.”5 Observing that the outward presentation of
commodities is emancipated from their material function,6
Böhme refers to the study of atmospheres as engaging in
“poetic phenomenology” – the study of how appearances
come to be.7 Böhme’s phenomenological investment in
the operation of aesthetic commodities aligns convincingly
with Shapovalova’s experiential framing of digital fashion.
For Böhme, the stage value of an aesthetic
commodity arises from its atmosphere. Understood as the
“something more” arising from aesthetic encounters, atmo-
spheres are by definition “intangible” and “indeterminant.”8
As elusive as atmospheres are, they can nevertheless be
theorized at the sites of their production: aesthetic laborers
have long engaged in the skillful manipulation of materiality
– the outward appearance of matter – to create and inten-
sify the atmospheric presence of aesthetic commodities.
3 G. Böhme, Critique of Aesthetic Capitalism, trans. E. Jephcott (Milan: Mimesis International,
2017): 20.
4 Ibid.
5 Ibid.
6 G. Böhme, The Aesthetics of Atmospheres, ed. J.P. Thibaud (Oxon: Routledge, 2017): 144.
7 Ibid.: 33.
8 Ibid.: 29; 30.
JANE Y. ZHANG 164 AN-ICON
While “pure aesthetic materials assume we won’t handle
or touch them,”9 they nevertheless touch and move us
emotionally.10 Bohme’s formulation of atmosphere compli-
cates the reading of digital fashion as a testament to the
dematerializing effect of the capitalist economy on material
relations and social life.11 When all that is solid melts into
air, the air becomes charged with affective presence and
sensory impressions – it becomes an atmosphere.
Given the nonphysical nature of virtual garments,
how exactly does digital fashion engage in the production
of atmospheres? Scholarships in new media studies and
affect theory converge on their emphasis on embodiment
as central to the study of aesthetic mediums. Informed by
theories of embodied perception stemming from philos-
ophers such as Bergson and Merleau-Ponty, new media
scholars have challenged the “immaterial” ontology of vir-
tual technologies.12 Similarly, affect theorists foreground the
porous boundaries between sensory modalities and ges-
tures toward the primacy of hapticity in visual encounters.13
Together, these studies provide additional methodological
tools to investigate the materiality of virtual garments.
This essay traces digital fashion’s atmospheric
production across three sites of its exhibition: the e-com-
merce website, social media, and the runway show. In the
first section, I examine the proliferation of elements – spe-
cific forms of materiality such as water – in digital garment
designs. Drawing from Giuliana Bruno’s work, I introduce
the concept of “elemental surface” as a representation-
al technique utilized by virtual garments to enhance their
9 Ibid.: 146.
10 Ibid.: 97.
11 G. Simmel, The Philosophy of Money, ed. D. Frisby (London - New York: Routledge,
2004): 150.
12 B. Brown, “Materiality,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media
Studies (Chicago - London: The University of Chicago Press, 2010): 49-63; W. Bao, Fiery
Cinema: The Emergence of an Affective Medium in China, 1915-1945 (Minneapolis: University
of Minnesota Press 2015).
13 E. Kosofsky Sedgwick, Touching Feeling: Affect, Pedagogy, Performativity (Durham: Duke
University Press, 2006).
JANE Y. ZHANG 165 AN-ICON
environmental presence. In the second section, I explore
how the digital imposition of virtual garments alters the
background-foreground relationship of existing photo-
graphs, from which the elemental surface emerges as an
index for the sensation of vitality and liveliness. The opera-
tion of hapticity and vitality collides in the third section. By
analyzing digital garments as they appear in an animated
advertisement, I contend that elemental surface mobilizes
contemporary anxieties surrounding the “natural” environ-
ment in service of its construction of an affective milieu.
In the seminal essay, “The work of art in the age
of mechanical reproduction,” Walter Benjamin attributes the
demise of aura to the rise of technologies of reproduction,
such as photography and film.14 Made available for mass
distribution and consumption, the artwork is cut off from
the ritualistic contexts of its exhibition and dispossessed of
its unique presence. Benjamin’s prophetic insight into the
elevated importance of an artwork’s public presentability
directly anticipates the domination of “staging value” man-
dated by aesthetic capitalism. Yet, for Böhme, the mass
circulation of aesthetic productions is accompanied by the
manipulation and intensification of their presence rather
than their depreciation and demise. How might we ap-
proach this generative tension? Digital fashion, by demon-
strating the logic and operation of stage value to its extreme,
is a good place to begin.
The web interface: atmosphere and
hapticity
Digital fashion design is not contingent upon
the market availability of raw materials, nor is it constrained
by the physical attributes of specific fabrics. With the recent
14 W. Benjamin, “The work of art in the age of mechanical reproduction,” trans. H. Zohn, in H.
Arendt, ed., Illuminations: Essays and Reflections (New York: Schocken Books, 1969): 217-251.
JANE Y. ZHANG 166 AN-ICON
integration of Adobe Substance to CLO Virtual Fashion,15
designers can manipulate the material properties of existing
virtual fabric available in online databases, or create a virtual
surface entirely from scratch. Roei Derhi, a Berlin-based
digital fashion designer, describes the fabric selection for
digital garments as “limitless.”16
Despite the wide range of fabric selections
made possible by digital simulation software, digital fash-
ion designers have demonstrated a particular affinity to the
elemental. The classical Greek elements – earth, water, fire,
air – have been cited as the inspiration for a great number
of digital fashion collections, such as that of James Mack
and 2WB.17 Simply entering the keyword “water” yields
over 200 searches among the 2000 articles of clothing in
the DRESSX database, with results ranging from digital
tops, dresses, and earrings.18 Elements, according to the
media scholar Nicole Starosielski, are “defined by their roles
in composition.”19 Understanding elements as constitut-
ing parts extends their scope to encompass other specific
forms of materiality, such as electricity, botanics, and metal –
images similarly popular for digital fashion designers. Given
that the elemental orientation of digital garments does not
correspond to trends in the physical fashion industry, its
medium specificity serves as a generative avenue to begin
our inquiry into the materiality of digital fashion.
“Neon Pillow” (Fig. 1) is a garment designed
by May Ka. Consisting of a padded jacket worn over a
15 “CLO Virtual Fashion Welcomes Substance by Adobe, Jeanologia, and ColorDigital
Integrations to CLO 6.0,” Businesswire (November 11, 2020), https://www.businesswire.com/
news/home/20201111005772/en/CLO-Virtual-Fashion-Welcomes-Substance-by-Adobe-
Jeanologia-and-ColorDigital-Integrations-to-CLO-6.0, accessed January 10, 2023.
16 R. Derhi. Interviewed by the author. November 2021.
17 “James Mack: TERRA MOTUS,” DRESSX, https://dressx.com/products/james-mack-
terra-motus?_pos=1&_sid=2fb6573d9&_ss=r, accessed December 10, 2022; “2WB Artemis,”
DRESSX, https://dressx.com/products/2wb-003?_pos=6&_sid=ca632080c&_ss=r, accessed
December 10, 2022.
18 “DRESSX search for ‘water’,” DRESSX, https://dressx.com/search?q=water, accessed
January 15, 2022.
19 N. Starosielski, “The elements of media studies,” Media+Environment 1, no. 1 (2019)
https://doi.org/10.1525/001c.10780.
JANE Y. ZHANG 167 AN-ICON
knee-length dress, the garment is rendered in a single hue
of sea glass blue. Its pliable, creased underlayer contrasts
texturally with the smooth voluminous shoulder panels. Yet,
the airy silhouette is softened by the drapery’s crinkled tips
and deflated hemlines. A thin sheet of puffer insulator folds
into a skirt with a simple side slit. The fabric combines the
plasticity of polyester with the reflective glare of satin. Not
only does the digital textile resemble existing fabric, the
specific details of its seams and patchwork are also me-
ticulously rendered.
Fig. 1. The Neon Pillow, May Ka,
https://dressx.com/collections/may-ka/products/
total-neon-pillow, accessed January 15, 2022.
Prior to the popularization of digital garments,
the fashion industry has already become increasingly de-
pendent on haptic technologies – “computational systems
and applications aiming to artificially reproduce the sense
of touch.”20 With the rise of online fashion retailing, clothes
were made available for purchase on e-commerce websites
20 L. Cantoni, M. Ornati, “Fashiontouch in e-commerce: an exploratory study of surface
haptic interaction experiences,” in F.H. Nah, K. Siau, eds., HCI in Business, Government and
Organizations, vol. 12204 (Cham: Springer, 2020): 493-503, 494 https://doi.org/10.1007/978-3-
030-50341-3_37.
JANE Y. ZHANG 168 AN-ICON
and social media; the physical constraints placed by the
COVID-19 epidemic lockdowns further encouraged fashion
stores to migrate to online platforms.21 While devices such
as the touch screen and the mouse enabled the simula-
tion of physical touch, the two-dimensional affordances of
mobile and laptop screens generated the need to simulate
tactility through visualization technologies. “You can wear
fire, you can wear lightning, those things are done with the
same sense of fashion – what kind of fire? Wings or glitter?”
asks Derhi,22 gesturing to the importance of textural details
in the rendering of digital garments. The “limitless” potential
of fabric selection does not translate to their freedom from
perceptual constraints.
In addition to the employment of visualization
technologies, digital fashion designers have turned to repre-
sentational and narrative techniques to enhance the haptic-
ity of digital garments. Freed from the need to resemble ex-
isting fabric yet striving to visually simulate tactile surfaces,
digital garments self-knowingly plunge into the elemental.
On the website of DRESSX, the first and biggest retailer of
digital fashion clothing, each garment is accompanied by
a designer’s statement. May Ka’s description of her design
reads as follows:
This bubble put May Ka to sleep. She felt her feet were going to-
wards something new, but her footsteps were inaudible. Falling
into the deep water. Will she be able to breathe? The water is not
transparent, but she have never seen so clear until now [sic].23
Ka describes the inspiration behind her piece as
the pillow that accompanies her to sleep, whereupon the act
of dreaming resembles “falling into deep water.” When viewed
21 Ibid.
22 R. Derhi, Interviewed by the author. November 2021.
23 “Ma Ka: Abstract Rose,” DRESSX, https://dressx.com/products/abstract-rose?_pos=57&_
sid=ac38fecdf&_ss=r, accessed January 10, 2021.
JANE Y. ZHANG 169 AN-ICON
with the imagery of water in mind, the materiality of the digital
garment takes on a new dimension. The reflective fabric evokes
the placid surface of a lake on a sunny day. The softness of
the underlayer now takes on the fluidity characteristic of liquid
as a state of matter. The sagging form of the drapery gestures
towards the downward haul of gravity as one sinks into the
water, just as the airy silhouette connotes a state of buoyan-
cy–an opposing movement that casts the body in a state of
suspension. As an existing substance, water brings to mind a
particular combination of physical attributes. When Ka evokes
the element of water to describe the experience of wearing the
dress, specific visual details of the garment converse with each
other, take on additional meaning, and cohere into a tangible
surface. After all, what can evoke material presence better than
the constituting units of matter itself?
The technology of clothes simulation has centered
around the visualization of “surfaces,” a word that permeates
the field of textile engineering.24 Rather than describing the ma-
teriality of digital fashion as made up of elemental images, it is
more suitable to understand its composition as an “elemental
surface.” The phrase might appear oxymoronic at first sight.
Whereas elements are by nature fundamental and deep-seated,
“surface” are merely skin-deep. The media scholar Giuliana Bru-
no challenges dismissive readings of surface as ornamental and
superficial, turning instead to surface as a generative conceptu-
al framework to engage with the materiality of images: “Surface
matters in the fabrics of the visual, for it is on the surface that
textures come alive and the ‘feel’ of an aesthetic encounter can
develop.”25 The phrase “‘feel’ of aesthetic encounter” dovetails
with Böhme’s formulation of atmosphere as the defining charac-
teristic of aesthetic production. It is at the interface of surfaces
that the atmosphere becomes sensible. Viewed in this light,
24 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: Theory and Practice (Cham: Springer,
2000).
25 G. Bruno, “Surface encounters: materiality and empathy,” in D. Martin, ed., Mirror-Touch
Synesthesia (Oxford: Oxford University Press, 2017): 107-125, 118.
JANE Y. ZHANG 170 AN-ICON
the invocation of elements emerges as a representational – or,
in Böhme’s words, “presentational” technique through which
virtual garments mobilize our prior conceptions of matter to
generate a greater sense of environmental presence.
To attend to surfaces is to engage with media as
environments. In her study of early Chinese cinema, the me-
dia scholar Bao Weihong describes affect as the “platform/
interface of experience produced by media technology and
media aesthetic in interaction with the perceptual subjects.”26
In this sense, affect does not designate any singular medium
or sensory modality, but instead constitute a condition of me-
diation that envelops individuals and machines and redraws
their intimate boundaries. In Ka’s description, water envelops
the dreamer just as the digital garment encloses the wearer.
Water becomes an intermediary substance through which
the dreamer confronts her “fears and anxieties” and sees the
world with heightened lucidity. Surfaces “hold affect in its fabric”
and enable “the passage of empathy,” writes Bruno.27 When
beckoned to interact with the body and its surroundings, the
environmentalizing tendency of the elemental surface is further
dramatized. In the next section, I situate Ka’s garment in the
context of its intended function: to be worn and displayed by
the human body.
The DF image: atmosphere and vitality
Digital garments are sold digitally and dressed
digitally. To wear a digital garment is to superimpose its form
onto an existing photograph with the help of graphic engineer-
ing technologies. This procedure is accomplished through the
use of “collision detection,”28 a computation technique that
simulates the points of contact between the virtual fabric and
26 W. Bao, Fiery Cinema: The Emergence of an Affective Medium in China, 1915-1945: 12.
27 G. Bruno, “Surface tension, screen space,” in S. Saether, S. Bull, eds., Screen Space
Reconfigured, (Amsterdam: Amsterdam University Press, 2020): 35-55, 28.
28 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: 6.
JANE Y. ZHANG 171 AN-ICON
the surrounding objects. Despite having little effect on the ap-
pearance of the virtual garment as an independent entity, the
importance of collision detection becomes readily apparent
when we examine the entirety of the digital fashion image (here-
on referred to as the DF image).
In Fig. 2, shadows enable a dialogue between the
wearer’s body and the virtual garment. The bottom rim of the
dress projects its silhouette on the thighs of its wearer, assert-
ing itself as a material surface that receives the light in place of
the wearer’s skin. Shadows project an entity’s image upon a
foreign surface. By insisting on its ability to rechannel the light,
the dress appears under the same sunlight as the body. In the
lower right corner of the image, the shape of the body’s shad-
ow takes on the silhouette of the garment. Not only does the
garment envelope the wearer, it environmentalizes the body to
converse with the soft, chilly grass on a winter morning.
Fig. 2. The Neon Pillow purchased from
DRESSX, Cambridge, December 2022
(photographed by the author).
January 15, 2022.
JANE Y. ZHANG 172 AN-ICON
The digital reflects light just as it displaces light.
Under the piercing sun, the dress’ monochromatic surface
takes on a new life. No longer enveloped by solid hues of gen-
tle blue, the garment now radiates in a purple glow marked
by overexposed highlights. Hints of green make their way
to the outer edges of the garment, gradually intensifying as
they approach the lawn and foliage in the background.
Through the skillful manipulation of shadows
and reflection, the DF image is no longer a replica of the
original photograph with the addition of the digital garment.
Rather, it strives toward the overarching reality of the index-
ical and causally affirms the existence of the constellation
it depicts.
Given that the staging of the digital garment
implicates the entire photographic image, digital fashion’s
concern with visual congruency manifests prior to the cre-
ation of the DF image. Clicking into the tab “How to Wear”
on the DRESSX website, an alternative title immediately
appears: “Choose the right picture: recommendation for
receiving the best photo looks.” The requirements for the
photo fall under four groups: natural light, fitted clothes,
high quality (photograph), and uncovered parts. While the
expectation for compact clothing pertains to the appear-
ance of the body, the demand for natural lighting concerns
the environmental setup.29 In an earlier version of the web-
page, the list also asked the buyer to locate themselves
relatively close to the camera to ensure “less background.”30
Digital fashion demands from the wearer not only a body
but a context, where the physical environment becomes
an integral part of the process of “wearing” the clothes.
Clothing is external to the body yet an exten-
sion of the body. It is at once the interface upon which the
body and the external world come into contact, but also
29 “How to wear DRESSX and digital fashion,” DRESSX, https://dressx.com/pages/help,
accessed January 15, 2021.
30 Ibid.
JANE Y. ZHANG 173 AN-ICON
the veil that separates the body from its immediate sur-
rounding. This dynamic is perfectly captured by Emanuele
Coccia, “[The dress] does not act directly upon our own
anatomical body or the media that surround it, but rather
it incorporates extraneous fragments of the world, foreign
bodies through which our self is made to appear.”31 Al-
exander Knight, a London-based digital fashion designer,
affirms this statement through his description of pockets:
It brings me joy to see something crazy and then see the details.
Like when you see a Versace evening gown with a pocket, and
the model walking down the runway with their hands in the pocket.
I guess it gives it life. Digital garments can have a cold, static, and
unlivable quality to them. Giving it these details gives it life.32
Knight does not employ the rhetoric of realism,
describing the ideal of digital garments instead as a state
of aliveness. Serving as a container for not only the body
but also parts of an external world, the pocket signifies a
garment’s potential to enter into relationships with others.
Having a pocket allows digital garments to make a promise
of everyday companionship: the wearer’s hand, keys and
wallet, a bus ticket, a crumpled piece of candy wrapper. In
doing so, pockets endow the garment with “life.” To sim-
ulate the experience of wearing physical clothes entails
more than appearing unedited; it demands no less than to
situate garments alongside the living so that they in turn
take on a life of their own.
Read this way, the DF image reaches beyond
the synthetic towards the additive. The color of the gar-
ment is more vibrant than the skin of the wearer, and its
form more dynamic than the posture of the body it adorns.
The difference in luminosity and animacy is not only one of
31 E. Coccia, Sensible Life: A Micro-Ontology of the Image, trans. S.A. Stuart (New York:
Fordham University Press, 2016): 28.
32 A. Knight. Interviewed by the author. November 2021.
JANE Y. ZHANG 174 AN-ICON
quantity but quality: the resolution of the dress is decidedly
higher than that of the original photo. The virtual garment
creates a unique region of clarity, ushering forth a sense
of saliency impossible to be captured by a digital camera
from the same distance away. The elemental surface steps
forward in an outward radiance, endowing an otherworldly
vitality to the concrete and ordinary. The seamless photo-
graphic overlay creates an image of pictorial rupture – not
from a sense of visual incongruity but, quite to the contrary,
the hypersensitivity between the figure and ground. Similar
to the pocket, the digital garment’s ability to respond to
the body and the environment not only serves to conjure
a realistic image, but one that feels convincingly and dra-
matically alive.
The language of life and liveliness permeates
Böhme’s theorization surrounding aesthetic commodities.
Describing the perceptual effect of atmospheres, Böhme
writes, “the establishment of a world of images on the sur-
face of reality, or even independently of it, may well serve
the intensification of life.”33 The function of aesthetic com-
modities is “made of their attractiveness, their glow, their
atmosphere: they themselves contribute to the staging, the
dressing up, and the enhancement of life.”34 The perceptual
pattern and affective construction of digital garments relo-
cate Böhme’s invocation of “life” from the general condition
of living to the immediate sensation of vitality. The elemen-
tal surface of digital fashion is not only elemental because
it evokes hapticity through the portrayal of specific forms
of materiality, but also because it endows a fundamental
feeling of liveliness to the body it claims to envelop.
The reciprocity between hapticity and vitality
has been evoked by Bruno when she describes the sur-
face as the site in which “textures come alive.”35 In the
33 G. Böhme, The Aesthetics of Atmospheres: 199.
34 G. Böhme, Critique of Aesthetic Capitalism: 21.
35 G. Bruno, “Surface encounters: materiality and empathy:” 118.
JANE Y. ZHANG 175 AN-ICON
next section, I examine digital garments as they appear in
a virtual runway animation in order to further excavate the
mode of embodiment enacted by the elemental surface of
digital fashion.
The virtual runway: atmosphere and
embodiment
A silver parka comes to life within the first three
seconds. An orange thread slithers into the right-hand
sleeve, followed by the contraction of the backside pad-
ding. As the full parka comes into view, additional strands
fly into the frame, endowing form to an otherwise slackened
figure. With its arms outstretched, the parka inhales for the
first time with the simultaneous compression of its seam
lines – rapidly yet unfalteringly assembled almost as if by its
own will. A single decisive zip renders the garment upright,
and a hood pops into place. The resurrection is complete.
Such was the opening sequence to a commer-
cial on digital fashion.36 The creative team, not so subtly
named “ITSALIVE,” offers us a glimpse into the worldbuild-
ing of industry. As the virtual garment appears increasingly
alive, the body and its surroundings take on an inert and
lifeless quality. This perceptual pattern, already evident in
the DF image, is further dramatized by the advertisements
and runway shows released by the digital fashion industry.
As the animation progresses, flame emanates
from the parka just as the music picks up, unleashing dy-
namic dashes of green and silver light that illuminates the
dark background. Just as the parka begins to dance, a
satin jumpsuit walks up to the parka and unveils its head
mask. A moment of revelation follows: there was nothing
36 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE,
YouTube video, 0:58, 2022, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed
January 10, 2023.
JANE Y. ZHANG 176 AN-ICON
underneath. What we had assumed to be a mannequin has
been a hollow void all along.
In a sense, physical runway shows have be-
come “digital” decades before the rise of digital fashion.
With the rise of Instagram and other forms of digital media
platforms, the clothing commodity is staged with its after-
life as a photograph or short video in mind.37 One of the
most notable impacts on fashion photography, as noted by
Silvano Mendes, was the elevated importance of runway
scenography. A runway show constitutes an intermedial
event, and its success depends on the close collaboration
between fashion designers, stage designers, architects,
and photographers.38 On the other hand, just as digital
garments are made from pixels rather than textiles, digital
fashion shows prefer computer animation over live-action
footage. Rather than employing specific staging technol-
ogies such as fog machines or lighting equipment, digital
fashion commercials employ 3D animation to portray the
product, its wearer, and the surrounding. In doing so, the
aforementioned revelation becomes especially jolting and
unsettling, as the body’s absence renders it virtually indis-
tinguishable from the background.
For the philosopher Hans Jonas, the human
embodiment is characterized by the simultaneous expe-
rience of the body as a subject for self-invention and an
object for self-scrutiny.39 While the dynamic interplay be-
tween this dual perspective has enacted highly divergent
modes of embodiment across temporal and cultural ge-
ographies, inherent to the human experience is this gen-
erative tension between the first- and third-person per-
spective. Joanne Entwistle, drawing from Merleau-Ponty’s
37 S. Mendes, “The instagrammability of the runway: architecture, scenography, and the
spatial turn in fashion communications,” Fashion Theory 25, no. 3 (2019): 311-338, https://doi.
org/10.1080/1362704X.2019.1629758.
38 Ibid.
39 H. Jonas, The Phenomenon of Life: Toward a Philosophical Biology (New York: A Delta
Book, 1966): 186-187.
JANE Y. ZHANG 177 AN-ICON
phenomenological approach to embodiment, explores how
this dual perspective of the body is evidenced and enacted
by the act of dressing: “the experience of dress is a sub-
jective act of attending to one’s body and making the body
an object of consciousness and is also an act of attention
with the body.”40 The existence of clothing, especially in its
ornamental context, is not only a product of but the active
site upon which the body functions, according to Berna-
dette Wegenstein, as the “medium for experience itself.”41
Digital garments relocate the site of our dual
perception from the body to its representation by the digital
image –already when the body has become an object of
its own perception, whether in a mental image of ourselves
posing in front of the camera, or in the photomontage pre-
pared for social media. “Contemporary technoscience is
in a unique position to exploit this phenomenological con-
vergence of first- and third-person perspectives,” writes
Wegenstein.42 The word “exploit”– connoting the intentional
instrumentalization and manipulation of fashion – precise-
ly gets at the power of digital fashion: the digital garment
separates and redistributes the dual perspectives along
a temporal axis – our attention with our body is fated to
precede our attunement to our body.
And so, we watch the two headless figures
dance to their own rhythm. When the jacket slips off from
the satin jumpsuit, light directly passes through the regions
uncovered by the garment, leaving a disembodied arm that
nevertheless propels the dancer into the air. As the body
fades into the dark space of projection, what remains is
the outward radiance of the elemental surface. Our frisson
of unease is reframed as an experience of wonder and
40 J. Entwistle, The Fashioned Body (Cambridge: Polity Press, 2015): 118.
41 B. Wegenstein, M.B.N. Hansen, “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical
Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010): 21.
42 Ibid.
JANE Y. ZHANG 178 AN-ICON
enchantment by the closing message: “We are the future.
Wear the future.”43
Characterized by seasonal change and stylistic
variation, the fashion industry actively mobilizes future-ori-
ented rhetoric. Yet, digital fashion offers a specific image
of the future. In the final acts of the animation, the satin
jumpsuit leaps and twirls amidst the fleeting background:
the sunrise over a desert, snow-capped mountains, a blos-
soming flower, great waves of the ocean, thunder, clouds,
the atmosphere of the earth seen from space. Marketing
products made of code instead of cotton, the digital fash-
ion industry brands itself as a sustainable solution to the
perils of climate catastrophe. Rather than interrogating the
patterns of consumption that underlie over-extraction and
waste, the digital fashion industry consistently evokes im-
ages of nature in celebration of the triumph of life.
“The eternity of art becomes a metaphor for the
eternity of the soul, the vitality of trees and flowers become
a metonymy of the vitality of the body…”44 Umberto Eco’s
description of sculptural replicas in California graveyards
possesses strange resonances with the internal logic of
digital fashion. Referring back to Starosielski’s definition,
elements are specific materialities that constitute our eco-
logical conditions. In the animation, it was precisely a flame
emanating from the parka that transformed the background
from an empty cosmos to a colorful creation myth. The
sense of vitality afforded by the hapticity of the elemental
surface is tasked to mediate the premonition of future ca-
tastrophe and to offer a promise of humanity’s continuous
livelihood.
Asserting that the aura of “historical objects”
may be illustrated “with reference to the aura of natural
43 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE, 2022,
YouTube video, 0:58, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed January
10, 2023.
44 U. Eco, Travels in Hyperreality, trans. W. Weaver (San Diego: Harcourt, 1986): 96.
JANE Y. ZHANG 179 AN-ICON
ones,”45 Benjamin depicts a meditative encounter with na-
ture:
If, while resting on a summer afternoon, you follow with your eyes
a mountain range on the horizon or a branch which casts its
shadow over you, you experience the aura of those mountains, of
that branch.46
Comparing the view of the distant mountain
offered by Benjamin with the virtual projection of the land-
scape in the digital fashion concept video, digital garments
indeed appear to testify to the demise of aura in our age
of digital reproduction. And yet, digital fashion is similarly
invested in the interplay between the natural and affective
environment. To situate the phenomenal structure of “at-
mosphere” in dialogue with that of “aura” is to foreground
the primacy of environmental perception in the history of
technological mediation. By expanding the constitution of
media from communicative forms to ecological conditions,
elemental surfaces provide an analytic framework for eco-
critique beyond the study of “nature,” focusing instead on
the perceptual patterns and representational techniques
through which physical and affective environments are felt,
performed, and lived.
Coda
We are familiar with the fairy tale of an emperor
without clothes; now it seems as though our clothes have
lost their emperors. “What we need is the digital body to be
for people to wear our clothing,”47 says Kerry Murphy, the
45 W. Benjamin, “The work of art in the age of mechanical reproduction:” 5.
46 Ibid.
47 “FASHION MADE: The Future of Digital Fashion with Kerry Murphy, The
Fabricant,” Product Innovation, YouTube video, 38:2, 2019, https://www.youtube.com/
watch?v=Up8B9WUoKg4, accessed January 10, 2023.
JANE Y. ZHANG 180 AN-ICON
founder of the pioneering digital fashion brand Fabricant.
For Murphy, as for many others in the industry, the current
coupling of digital garments and physical bodies is only a
transitory phase in the field’s progression toward complete
virtuality. Before that day comes, holding our love and fear
in its fabric, preserving the contours of our hollow form, the
digital garment dances in a world without us.
As new materialisms have argued for the inher-
ent vitality vested in all matter, Mel Y. Chen reminds us that
animacy is political–the assignment of liveliness to bodies
is viscerally bound to the technologies and discourse of
biopower.48 In the same way, as media scholars have in-
creasingly expanded the notion of hapticity beyond phys-
ical tactility, our experience of materiality is nevertheless
structured by nonneutral social relations. What is endowed
with the vitality to “touch us emotionally,”49 and whose life
gets to be touched, staged, and enhanced? The elemental
surface of digital garments reminds us that the questions
of vitality and hapticity are tightly intertwined and invites us
to interrogate their intersecting histories. More concretely,
elemental surfaces beckon us to approach the history of
elements—from its classical inception to its post-classical
legacy—with an eye towards the sensationalization and
environmentalization of life. It is from this vantage point that
digital fashion’s danger emerges alongside its allure, and
our critical intervention emerges alongside constructive
possibilities.
48 M.Y. Chen, Animacies: Biopolitics, Racial Mattering, and Queer Affect (Durham: Duke
University Press, 2012).
49 Böhme, The Aesthetics of Atmospheres: 97.
JANE Y. ZHANG 181 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17124 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17124",
"Description": "Digital garments are tailored computationally and dressed virtually. Intended to be displayed rather than worn, digital fashion exemplifies the function of aesthetic commodities as defined by Gernot Böhme: the production of atmospheres – intangible qualities arising from a material encounter – towards the staging of life. Yet, made from pixels instead of fabric, virtual garments beckon a new conceptual framework for the role of materiality in atmospheric productions. Drawing from new media and affect scholars, this essay traces the display of digital garments across three sites: the e-commerce website, social media, and the runway show. By analyzing the visual and literary production surrounding digital fashion, this essay proposes“elemental surface” as a representational technique and rhetorical strategy through which digital garments produce and intensify the body’s affective presence. Situating Böhme’s formulation of atmosphere in dialogue with the notion of“aura” put forth by Walter Benjamin, the study of digital fashion foregrounds the role of environmental perception in the history of haptic technology.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17124",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Yizeng Zhang",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Aesthetic economy",
"Title": "Clothes with no emperors: the materiality of digital fashion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-01-23",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Yizeng Zhang",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17124",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Aesthetic economy",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wegenstein, B., Hansen, M.B.N., “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010).",
"spatial": null,
"temporal": null,
"title": "Clothes with no emperors: the materiality of digital fashion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17124/17778",
"volume": "1"
}
] | Clothes with
no emperors:
the materiality of
digital fashion
by Jane Y. Zhang
Digital fashion
Materiality
Atmosphere
Hapticity
Aesthetic economy
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Clothes with no
emperors: the materiality
of digital fashion
JANE Y. ZHANG, Harvard University – https://orcid.org/0000-0001-7956-2599
https://doi.org/10.54103/ai/17124
Abstract Digital garments are tailored computationally
and dressed virtually. Intended to be displayed rather than
worn, digital fashion exemplifies the function of aesthetic
commodities as defined by Gernot Böhme: the production
of atmospheres – intangible qualities arising from a mate-
rial encounter – towards the staging of life. Yet, made from
pixels instead of fabric, virtual garments beckon a new
conceptual framework for the role of materiality in atmo-
spheric productions. Drawing from new media and affect
scholars, this essay traces the display of digital garments
across three sites: the e-commerce website, social media,
and the runway show. By analyzing the visual and literary
production surrounding digital fashion, this essay proposes
“elemental surface” as a representational technique and rhe-
torical strategy through which digital garments produce and
intensify the body’s affective presence. Situating Böhme’s
formulation of atmosphere in dialogue with the notion of
“aura” put forth by Walter Benjamin, the study of digital
fashion foregrounds the role of environmental perception
in the history of haptic technology.
Keywords Digital fashion Materiality Atmosphere
Hapticity Aesthetic economy
To quote this essay: Y. Zhang, “Clothes with no emperors: the materiality of digital fashion,” AN-
ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 162-181, https://doi.org/10.54103/
ai/17124
JANE Y. ZHANG 162 AN-ICON
Introduction
Scrolling through an online fashion catalog, you
come across a piece of clothing that reminds you of your
favorite song: it is bold but not too bold, casual with just
the right amount of edge. You add the item to your shop-
ping cart. At checkout, you are asked to upload a photo of
yourself. So you pose in front of the camera, dressed mini-
mally under good lighting. One business day later, instead
of arriving in a package in the mail, the garment appears
as an email attachment in your inbox, carefully composited
onto the photo you have uploaded.
Since its inception in 2008,1 digital clothing has
quickly gained traction in the fashion industry, giving rise to
independent digital fashion houses as well as partnerships
with well-established clothing brands. Daria Shapovalo-
va, the cofounder of DRESSX, summarizes digital fashion
as being “all about how we can replicate the experience
of physical clothes in digital.”2 The statement is counter-
intuitive at first sight. Made from pixels instead of fabric,
digital garments cannot shield our bodies from the bracing
winds of winter or the unwanted gaze of another. But if we
refrain from taking Shapovalova’s statement at face value,
it emerges as a profound commentary on the phenome-
nology of clothing and, by extension, the contemporary
socioeconomic system upon which the fashion industry
operates. For Shapovalova, digital garments are not here to
represent but to replicate. But to replicate what? Interesting
is the absence of a verb: do digital garments replicate the
1 “Carlings: The First-Ever Digital Clothing Collection,” H.R. Watkins III, https://www.
haywoodwatkinsiii.com/digital-clothing-collection, accessed December 7, 2021. In 2018, the
Scandinavian retailer Carlings introduced the first digital fashion collection.
2 “Digital Clothing Is the Future of Fashion | Dell Talks with Daria Shapovalova,” Dell,
YouTube video, 8:12, 2021, https://www.youtube.com/watch?v=iKBePuTOB6U, accessed
January 10, 2023.
JANE Y. ZHANG 163 AN-ICON
experience of wearing “physical” clothes or that of seeing
physical clothes?
Made to be shown rather than worn, digital
fashion displays the functional liberty characteristic of an
aesthetic commodity. The philosopher Gernot Böhme pro-
poses that capitalism has entered a new phase: under the
“aesthetic economy,”3 the value of commodities extends
beyond their physical utility or monetary worth. Aesthetic
economics restructures the dichotomy of the “use value”
and “exchange value,” triangulating them in service of an
independent utility metric: the “stage value.”4 Under this
metric, the aesthetic properties of a product no longer exist
in addition to its ability to satisfy primary needs, but func-
tion towards “the staging, the dressing up and enhance-
ment of life.”5 Observing that the outward presentation of
commodities is emancipated from their material function,6
Böhme refers to the study of atmospheres as engaging in
“poetic phenomenology” – the study of how appearances
come to be.7 Böhme’s phenomenological investment in
the operation of aesthetic commodities aligns convincingly
with Shapovalova’s experiential framing of digital fashion.
For Böhme, the stage value of an aesthetic
commodity arises from its atmosphere. Understood as the
“something more” arising from aesthetic encounters, atmo-
spheres are by definition “intangible” and “indeterminant.”8
As elusive as atmospheres are, they can nevertheless be
theorized at the sites of their production: aesthetic laborers
have long engaged in the skillful manipulation of materiality
– the outward appearance of matter – to create and inten-
sify the atmospheric presence of aesthetic commodities.
3 G. Böhme, Critique of Aesthetic Capitalism, trans. E. Jephcott (Milan: Mimesis International,
2017): 20.
4 Ibid.
5 Ibid.
6 G. Böhme, The Aesthetics of Atmospheres, ed. J.P. Thibaud (Oxon: Routledge, 2017): 144.
7 Ibid.: 33.
8 Ibid.: 29; 30.
JANE Y. ZHANG 164 AN-ICON
While “pure aesthetic materials assume we won’t handle
or touch them,”9 they nevertheless touch and move us
emotionally.10 Bohme’s formulation of atmosphere compli-
cates the reading of digital fashion as a testament to the
dematerializing effect of the capitalist economy on material
relations and social life.11 When all that is solid melts into
air, the air becomes charged with affective presence and
sensory impressions – it becomes an atmosphere.
Given the nonphysical nature of virtual garments,
how exactly does digital fashion engage in the production
of atmospheres? Scholarships in new media studies and
affect theory converge on their emphasis on embodiment
as central to the study of aesthetic mediums. Informed by
theories of embodied perception stemming from philos-
ophers such as Bergson and Merleau-Ponty, new media
scholars have challenged the “immaterial” ontology of vir-
tual technologies.12 Similarly, affect theorists foreground the
porous boundaries between sensory modalities and ges-
tures toward the primacy of hapticity in visual encounters.13
Together, these studies provide additional methodological
tools to investigate the materiality of virtual garments.
This essay traces digital fashion’s atmospheric
production across three sites of its exhibition: the e-com-
merce website, social media, and the runway show. In the
first section, I examine the proliferation of elements – spe-
cific forms of materiality such as water – in digital garment
designs. Drawing from Giuliana Bruno’s work, I introduce
the concept of “elemental surface” as a representation-
al technique utilized by virtual garments to enhance their
9 Ibid.: 146.
10 Ibid.: 97.
11 G. Simmel, The Philosophy of Money, ed. D. Frisby (London - New York: Routledge,
2004): 150.
12 B. Brown, “Materiality,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media
Studies (Chicago - London: The University of Chicago Press, 2010): 49-63; W. Bao, Fiery
Cinema: The Emergence of an Affective Medium in China, 1915-1945 (Minneapolis: University
of Minnesota Press 2015).
13 E. Kosofsky Sedgwick, Touching Feeling: Affect, Pedagogy, Performativity (Durham: Duke
University Press, 2006).
JANE Y. ZHANG 165 AN-ICON
environmental presence. In the second section, I explore
how the digital imposition of virtual garments alters the
background-foreground relationship of existing photo-
graphs, from which the elemental surface emerges as an
index for the sensation of vitality and liveliness. The opera-
tion of hapticity and vitality collides in the third section. By
analyzing digital garments as they appear in an animated
advertisement, I contend that elemental surface mobilizes
contemporary anxieties surrounding the “natural” environ-
ment in service of its construction of an affective milieu.
In the seminal essay, “The work of art in the age
of mechanical reproduction,” Walter Benjamin attributes the
demise of aura to the rise of technologies of reproduction,
such as photography and film.14 Made available for mass
distribution and consumption, the artwork is cut off from
the ritualistic contexts of its exhibition and dispossessed of
its unique presence. Benjamin’s prophetic insight into the
elevated importance of an artwork’s public presentability
directly anticipates the domination of “staging value” man-
dated by aesthetic capitalism. Yet, for Böhme, the mass
circulation of aesthetic productions is accompanied by the
manipulation and intensification of their presence rather
than their depreciation and demise. How might we ap-
proach this generative tension? Digital fashion, by demon-
strating the logic and operation of stage value to its extreme,
is a good place to begin.
The web interface: atmosphere and
hapticity
Digital fashion design is not contingent upon
the market availability of raw materials, nor is it constrained
by the physical attributes of specific fabrics. With the recent
14 W. Benjamin, “The work of art in the age of mechanical reproduction,” trans. H. Zohn, in H.
Arendt, ed., Illuminations: Essays and Reflections (New York: Schocken Books, 1969): 217-251.
JANE Y. ZHANG 166 AN-ICON
integration of Adobe Substance to CLO Virtual Fashion,15
designers can manipulate the material properties of existing
virtual fabric available in online databases, or create a virtual
surface entirely from scratch. Roei Derhi, a Berlin-based
digital fashion designer, describes the fabric selection for
digital garments as “limitless.”16
Despite the wide range of fabric selections
made possible by digital simulation software, digital fash-
ion designers have demonstrated a particular affinity to the
elemental. The classical Greek elements – earth, water, fire,
air – have been cited as the inspiration for a great number
of digital fashion collections, such as that of James Mack
and 2WB.17 Simply entering the keyword “water” yields
over 200 searches among the 2000 articles of clothing in
the DRESSX database, with results ranging from digital
tops, dresses, and earrings.18 Elements, according to the
media scholar Nicole Starosielski, are “defined by their roles
in composition.”19 Understanding elements as constitut-
ing parts extends their scope to encompass other specific
forms of materiality, such as electricity, botanics, and metal –
images similarly popular for digital fashion designers. Given
that the elemental orientation of digital garments does not
correspond to trends in the physical fashion industry, its
medium specificity serves as a generative avenue to begin
our inquiry into the materiality of digital fashion.
“Neon Pillow” (Fig. 1) is a garment designed
by May Ka. Consisting of a padded jacket worn over a
15 “CLO Virtual Fashion Welcomes Substance by Adobe, Jeanologia, and ColorDigital
Integrations to CLO 6.0,” Businesswire (November 11, 2020), https://www.businesswire.com/
news/home/20201111005772/en/CLO-Virtual-Fashion-Welcomes-Substance-by-Adobe-
Jeanologia-and-ColorDigital-Integrations-to-CLO-6.0, accessed January 10, 2023.
16 R. Derhi. Interviewed by the author. November 2021.
17 “James Mack: TERRA MOTUS,” DRESSX, https://dressx.com/products/james-mack-
terra-motus?_pos=1&_sid=2fb6573d9&_ss=r, accessed December 10, 2022; “2WB Artemis,”
DRESSX, https://dressx.com/products/2wb-003?_pos=6&_sid=ca632080c&_ss=r, accessed
December 10, 2022.
18 “DRESSX search for ‘water’,” DRESSX, https://dressx.com/search?q=water, accessed
January 15, 2022.
19 N. Starosielski, “The elements of media studies,” Media+Environment 1, no. 1 (2019)
https://doi.org/10.1525/001c.10780.
JANE Y. ZHANG 167 AN-ICON
knee-length dress, the garment is rendered in a single hue
of sea glass blue. Its pliable, creased underlayer contrasts
texturally with the smooth voluminous shoulder panels. Yet,
the airy silhouette is softened by the drapery’s crinkled tips
and deflated hemlines. A thin sheet of puffer insulator folds
into a skirt with a simple side slit. The fabric combines the
plasticity of polyester with the reflective glare of satin. Not
only does the digital textile resemble existing fabric, the
specific details of its seams and patchwork are also me-
ticulously rendered.
Fig. 1. The Neon Pillow, May Ka,
https://dressx.com/collections/may-ka/products/
total-neon-pillow, accessed January 15, 2022.
Prior to the popularization of digital garments,
the fashion industry has already become increasingly de-
pendent on haptic technologies – “computational systems
and applications aiming to artificially reproduce the sense
of touch.”20 With the rise of online fashion retailing, clothes
were made available for purchase on e-commerce websites
20 L. Cantoni, M. Ornati, “Fashiontouch in e-commerce: an exploratory study of surface
haptic interaction experiences,” in F.H. Nah, K. Siau, eds., HCI in Business, Government and
Organizations, vol. 12204 (Cham: Springer, 2020): 493-503, 494 https://doi.org/10.1007/978-3-
030-50341-3_37.
JANE Y. ZHANG 168 AN-ICON
and social media; the physical constraints placed by the
COVID-19 epidemic lockdowns further encouraged fashion
stores to migrate to online platforms.21 While devices such
as the touch screen and the mouse enabled the simula-
tion of physical touch, the two-dimensional affordances of
mobile and laptop screens generated the need to simulate
tactility through visualization technologies. “You can wear
fire, you can wear lightning, those things are done with the
same sense of fashion – what kind of fire? Wings or glitter?”
asks Derhi,22 gesturing to the importance of textural details
in the rendering of digital garments. The “limitless” potential
of fabric selection does not translate to their freedom from
perceptual constraints.
In addition to the employment of visualization
technologies, digital fashion designers have turned to repre-
sentational and narrative techniques to enhance the haptic-
ity of digital garments. Freed from the need to resemble ex-
isting fabric yet striving to visually simulate tactile surfaces,
digital garments self-knowingly plunge into the elemental.
On the website of DRESSX, the first and biggest retailer of
digital fashion clothing, each garment is accompanied by
a designer’s statement. May Ka’s description of her design
reads as follows:
This bubble put May Ka to sleep. She felt her feet were going to-
wards something new, but her footsteps were inaudible. Falling
into the deep water. Will she be able to breathe? The water is not
transparent, but she have never seen so clear until now [sic].23
Ka describes the inspiration behind her piece as
the pillow that accompanies her to sleep, whereupon the act
of dreaming resembles “falling into deep water.” When viewed
21 Ibid.
22 R. Derhi, Interviewed by the author. November 2021.
23 “Ma Ka: Abstract Rose,” DRESSX, https://dressx.com/products/abstract-rose?_pos=57&_
sid=ac38fecdf&_ss=r, accessed January 10, 2021.
JANE Y. ZHANG 169 AN-ICON
with the imagery of water in mind, the materiality of the digital
garment takes on a new dimension. The reflective fabric evokes
the placid surface of a lake on a sunny day. The softness of
the underlayer now takes on the fluidity characteristic of liquid
as a state of matter. The sagging form of the drapery gestures
towards the downward haul of gravity as one sinks into the
water, just as the airy silhouette connotes a state of buoyan-
cy–an opposing movement that casts the body in a state of
suspension. As an existing substance, water brings to mind a
particular combination of physical attributes. When Ka evokes
the element of water to describe the experience of wearing the
dress, specific visual details of the garment converse with each
other, take on additional meaning, and cohere into a tangible
surface. After all, what can evoke material presence better than
the constituting units of matter itself?
The technology of clothes simulation has centered
around the visualization of “surfaces,” a word that permeates
the field of textile engineering.24 Rather than describing the ma-
teriality of digital fashion as made up of elemental images, it is
more suitable to understand its composition as an “elemental
surface.” The phrase might appear oxymoronic at first sight.
Whereas elements are by nature fundamental and deep-seated,
“surface” are merely skin-deep. The media scholar Giuliana Bru-
no challenges dismissive readings of surface as ornamental and
superficial, turning instead to surface as a generative conceptu-
al framework to engage with the materiality of images: “Surface
matters in the fabrics of the visual, for it is on the surface that
textures come alive and the ‘feel’ of an aesthetic encounter can
develop.”25 The phrase “‘feel’ of aesthetic encounter” dovetails
with Böhme’s formulation of atmosphere as the defining charac-
teristic of aesthetic production. It is at the interface of surfaces
that the atmosphere becomes sensible. Viewed in this light,
24 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: Theory and Practice (Cham: Springer,
2000).
25 G. Bruno, “Surface encounters: materiality and empathy,” in D. Martin, ed., Mirror-Touch
Synesthesia (Oxford: Oxford University Press, 2017): 107-125, 118.
JANE Y. ZHANG 170 AN-ICON
the invocation of elements emerges as a representational – or,
in Böhme’s words, “presentational” technique through which
virtual garments mobilize our prior conceptions of matter to
generate a greater sense of environmental presence.
To attend to surfaces is to engage with media as
environments. In her study of early Chinese cinema, the me-
dia scholar Bao Weihong describes affect as the “platform/
interface of experience produced by media technology and
media aesthetic in interaction with the perceptual subjects.”26
In this sense, affect does not designate any singular medium
or sensory modality, but instead constitute a condition of me-
diation that envelops individuals and machines and redraws
their intimate boundaries. In Ka’s description, water envelops
the dreamer just as the digital garment encloses the wearer.
Water becomes an intermediary substance through which
the dreamer confronts her “fears and anxieties” and sees the
world with heightened lucidity. Surfaces “hold affect in its fabric”
and enable “the passage of empathy,” writes Bruno.27 When
beckoned to interact with the body and its surroundings, the
environmentalizing tendency of the elemental surface is further
dramatized. In the next section, I situate Ka’s garment in the
context of its intended function: to be worn and displayed by
the human body.
The DF image: atmosphere and vitality
Digital garments are sold digitally and dressed
digitally. To wear a digital garment is to superimpose its form
onto an existing photograph with the help of graphic engineer-
ing technologies. This procedure is accomplished through the
use of “collision detection,”28 a computation technique that
simulates the points of contact between the virtual fabric and
26 W. Bao, Fiery Cinema: The Emergence of an Affective Medium in China, 1915-1945: 12.
27 G. Bruno, “Surface tension, screen space,” in S. Saether, S. Bull, eds., Screen Space
Reconfigured, (Amsterdam: Amsterdam University Press, 2020): 35-55, 28.
28 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: 6.
JANE Y. ZHANG 171 AN-ICON
the surrounding objects. Despite having little effect on the ap-
pearance of the virtual garment as an independent entity, the
importance of collision detection becomes readily apparent
when we examine the entirety of the digital fashion image (here-
on referred to as the DF image).
In Fig. 2, shadows enable a dialogue between the
wearer’s body and the virtual garment. The bottom rim of the
dress projects its silhouette on the thighs of its wearer, assert-
ing itself as a material surface that receives the light in place of
the wearer’s skin. Shadows project an entity’s image upon a
foreign surface. By insisting on its ability to rechannel the light,
the dress appears under the same sunlight as the body. In the
lower right corner of the image, the shape of the body’s shad-
ow takes on the silhouette of the garment. Not only does the
garment envelope the wearer, it environmentalizes the body to
converse with the soft, chilly grass on a winter morning.
Fig. 2. The Neon Pillow purchased from
DRESSX, Cambridge, December 2022
(photographed by the author).
January 15, 2022.
JANE Y. ZHANG 172 AN-ICON
The digital reflects light just as it displaces light.
Under the piercing sun, the dress’ monochromatic surface
takes on a new life. No longer enveloped by solid hues of gen-
tle blue, the garment now radiates in a purple glow marked
by overexposed highlights. Hints of green make their way
to the outer edges of the garment, gradually intensifying as
they approach the lawn and foliage in the background.
Through the skillful manipulation of shadows
and reflection, the DF image is no longer a replica of the
original photograph with the addition of the digital garment.
Rather, it strives toward the overarching reality of the index-
ical and causally affirms the existence of the constellation
it depicts.
Given that the staging of the digital garment
implicates the entire photographic image, digital fashion’s
concern with visual congruency manifests prior to the cre-
ation of the DF image. Clicking into the tab “How to Wear”
on the DRESSX website, an alternative title immediately
appears: “Choose the right picture: recommendation for
receiving the best photo looks.” The requirements for the
photo fall under four groups: natural light, fitted clothes,
high quality (photograph), and uncovered parts. While the
expectation for compact clothing pertains to the appear-
ance of the body, the demand for natural lighting concerns
the environmental setup.29 In an earlier version of the web-
page, the list also asked the buyer to locate themselves
relatively close to the camera to ensure “less background.”30
Digital fashion demands from the wearer not only a body
but a context, where the physical environment becomes
an integral part of the process of “wearing” the clothes.
Clothing is external to the body yet an exten-
sion of the body. It is at once the interface upon which the
body and the external world come into contact, but also
29 “How to wear DRESSX and digital fashion,” DRESSX, https://dressx.com/pages/help,
accessed January 15, 2021.
30 Ibid.
JANE Y. ZHANG 173 AN-ICON
the veil that separates the body from its immediate sur-
rounding. This dynamic is perfectly captured by Emanuele
Coccia, “[The dress] does not act directly upon our own
anatomical body or the media that surround it, but rather
it incorporates extraneous fragments of the world, foreign
bodies through which our self is made to appear.”31 Al-
exander Knight, a London-based digital fashion designer,
affirms this statement through his description of pockets:
It brings me joy to see something crazy and then see the details.
Like when you see a Versace evening gown with a pocket, and
the model walking down the runway with their hands in the pocket.
I guess it gives it life. Digital garments can have a cold, static, and
unlivable quality to them. Giving it these details gives it life.32
Knight does not employ the rhetoric of realism,
describing the ideal of digital garments instead as a state
of aliveness. Serving as a container for not only the body
but also parts of an external world, the pocket signifies a
garment’s potential to enter into relationships with others.
Having a pocket allows digital garments to make a promise
of everyday companionship: the wearer’s hand, keys and
wallet, a bus ticket, a crumpled piece of candy wrapper. In
doing so, pockets endow the garment with “life.” To sim-
ulate the experience of wearing physical clothes entails
more than appearing unedited; it demands no less than to
situate garments alongside the living so that they in turn
take on a life of their own.
Read this way, the DF image reaches beyond
the synthetic towards the additive. The color of the gar-
ment is more vibrant than the skin of the wearer, and its
form more dynamic than the posture of the body it adorns.
The difference in luminosity and animacy is not only one of
31 E. Coccia, Sensible Life: A Micro-Ontology of the Image, trans. S.A. Stuart (New York:
Fordham University Press, 2016): 28.
32 A. Knight. Interviewed by the author. November 2021.
JANE Y. ZHANG 174 AN-ICON
quantity but quality: the resolution of the dress is decidedly
higher than that of the original photo. The virtual garment
creates a unique region of clarity, ushering forth a sense
of saliency impossible to be captured by a digital camera
from the same distance away. The elemental surface steps
forward in an outward radiance, endowing an otherworldly
vitality to the concrete and ordinary. The seamless photo-
graphic overlay creates an image of pictorial rupture – not
from a sense of visual incongruity but, quite to the contrary,
the hypersensitivity between the figure and ground. Similar
to the pocket, the digital garment’s ability to respond to
the body and the environment not only serves to conjure
a realistic image, but one that feels convincingly and dra-
matically alive.
The language of life and liveliness permeates
Böhme’s theorization surrounding aesthetic commodities.
Describing the perceptual effect of atmospheres, Böhme
writes, “the establishment of a world of images on the sur-
face of reality, or even independently of it, may well serve
the intensification of life.”33 The function of aesthetic com-
modities is “made of their attractiveness, their glow, their
atmosphere: they themselves contribute to the staging, the
dressing up, and the enhancement of life.”34 The perceptual
pattern and affective construction of digital garments relo-
cate Böhme’s invocation of “life” from the general condition
of living to the immediate sensation of vitality. The elemen-
tal surface of digital fashion is not only elemental because
it evokes hapticity through the portrayal of specific forms
of materiality, but also because it endows a fundamental
feeling of liveliness to the body it claims to envelop.
The reciprocity between hapticity and vitality
has been evoked by Bruno when she describes the sur-
face as the site in which “textures come alive.”35 In the
33 G. Böhme, The Aesthetics of Atmospheres: 199.
34 G. Böhme, Critique of Aesthetic Capitalism: 21.
35 G. Bruno, “Surface encounters: materiality and empathy:” 118.
JANE Y. ZHANG 175 AN-ICON
next section, I examine digital garments as they appear in
a virtual runway animation in order to further excavate the
mode of embodiment enacted by the elemental surface of
digital fashion.
The virtual runway: atmosphere and
embodiment
A silver parka comes to life within the first three
seconds. An orange thread slithers into the right-hand
sleeve, followed by the contraction of the backside pad-
ding. As the full parka comes into view, additional strands
fly into the frame, endowing form to an otherwise slackened
figure. With its arms outstretched, the parka inhales for the
first time with the simultaneous compression of its seam
lines – rapidly yet unfalteringly assembled almost as if by its
own will. A single decisive zip renders the garment upright,
and a hood pops into place. The resurrection is complete.
Such was the opening sequence to a commer-
cial on digital fashion.36 The creative team, not so subtly
named “ITSALIVE,” offers us a glimpse into the worldbuild-
ing of industry. As the virtual garment appears increasingly
alive, the body and its surroundings take on an inert and
lifeless quality. This perceptual pattern, already evident in
the DF image, is further dramatized by the advertisements
and runway shows released by the digital fashion industry.
As the animation progresses, flame emanates
from the parka just as the music picks up, unleashing dy-
namic dashes of green and silver light that illuminates the
dark background. Just as the parka begins to dance, a
satin jumpsuit walks up to the parka and unveils its head
mask. A moment of revelation follows: there was nothing
36 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE,
YouTube video, 0:58, 2022, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed
January 10, 2023.
JANE Y. ZHANG 176 AN-ICON
underneath. What we had assumed to be a mannequin has
been a hollow void all along.
In a sense, physical runway shows have be-
come “digital” decades before the rise of digital fashion.
With the rise of Instagram and other forms of digital media
platforms, the clothing commodity is staged with its after-
life as a photograph or short video in mind.37 One of the
most notable impacts on fashion photography, as noted by
Silvano Mendes, was the elevated importance of runway
scenography. A runway show constitutes an intermedial
event, and its success depends on the close collaboration
between fashion designers, stage designers, architects,
and photographers.38 On the other hand, just as digital
garments are made from pixels rather than textiles, digital
fashion shows prefer computer animation over live-action
footage. Rather than employing specific staging technol-
ogies such as fog machines or lighting equipment, digital
fashion commercials employ 3D animation to portray the
product, its wearer, and the surrounding. In doing so, the
aforementioned revelation becomes especially jolting and
unsettling, as the body’s absence renders it virtually indis-
tinguishable from the background.
For the philosopher Hans Jonas, the human
embodiment is characterized by the simultaneous expe-
rience of the body as a subject for self-invention and an
object for self-scrutiny.39 While the dynamic interplay be-
tween this dual perspective has enacted highly divergent
modes of embodiment across temporal and cultural ge-
ographies, inherent to the human experience is this gen-
erative tension between the first- and third-person per-
spective. Joanne Entwistle, drawing from Merleau-Ponty’s
37 S. Mendes, “The instagrammability of the runway: architecture, scenography, and the
spatial turn in fashion communications,” Fashion Theory 25, no. 3 (2019): 311-338, https://doi.
org/10.1080/1362704X.2019.1629758.
38 Ibid.
39 H. Jonas, The Phenomenon of Life: Toward a Philosophical Biology (New York: A Delta
Book, 1966): 186-187.
JANE Y. ZHANG 177 AN-ICON
phenomenological approach to embodiment, explores how
this dual perspective of the body is evidenced and enacted
by the act of dressing: “the experience of dress is a sub-
jective act of attending to one’s body and making the body
an object of consciousness and is also an act of attention
with the body.”40 The existence of clothing, especially in its
ornamental context, is not only a product of but the active
site upon which the body functions, according to Berna-
dette Wegenstein, as the “medium for experience itself.”41
Digital garments relocate the site of our dual
perception from the body to its representation by the digital
image –already when the body has become an object of
its own perception, whether in a mental image of ourselves
posing in front of the camera, or in the photomontage pre-
pared for social media. “Contemporary technoscience is
in a unique position to exploit this phenomenological con-
vergence of first- and third-person perspectives,” writes
Wegenstein.42 The word “exploit”– connoting the intentional
instrumentalization and manipulation of fashion – precise-
ly gets at the power of digital fashion: the digital garment
separates and redistributes the dual perspectives along
a temporal axis – our attention with our body is fated to
precede our attunement to our body.
And so, we watch the two headless figures
dance to their own rhythm. When the jacket slips off from
the satin jumpsuit, light directly passes through the regions
uncovered by the garment, leaving a disembodied arm that
nevertheless propels the dancer into the air. As the body
fades into the dark space of projection, what remains is
the outward radiance of the elemental surface. Our frisson
of unease is reframed as an experience of wonder and
40 J. Entwistle, The Fashioned Body (Cambridge: Polity Press, 2015): 118.
41 B. Wegenstein, M.B.N. Hansen, “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical
Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010): 21.
42 Ibid.
JANE Y. ZHANG 178 AN-ICON
enchantment by the closing message: “We are the future.
Wear the future.”43
Characterized by seasonal change and stylistic
variation, the fashion industry actively mobilizes future-ori-
ented rhetoric. Yet, digital fashion offers a specific image
of the future. In the final acts of the animation, the satin
jumpsuit leaps and twirls amidst the fleeting background:
the sunrise over a desert, snow-capped mountains, a blos-
soming flower, great waves of the ocean, thunder, clouds,
the atmosphere of the earth seen from space. Marketing
products made of code instead of cotton, the digital fash-
ion industry brands itself as a sustainable solution to the
perils of climate catastrophe. Rather than interrogating the
patterns of consumption that underlie over-extraction and
waste, the digital fashion industry consistently evokes im-
ages of nature in celebration of the triumph of life.
“The eternity of art becomes a metaphor for the
eternity of the soul, the vitality of trees and flowers become
a metonymy of the vitality of the body…”44 Umberto Eco’s
description of sculptural replicas in California graveyards
possesses strange resonances with the internal logic of
digital fashion. Referring back to Starosielski’s definition,
elements are specific materialities that constitute our eco-
logical conditions. In the animation, it was precisely a flame
emanating from the parka that transformed the background
from an empty cosmos to a colorful creation myth. The
sense of vitality afforded by the hapticity of the elemental
surface is tasked to mediate the premonition of future ca-
tastrophe and to offer a promise of humanity’s continuous
livelihood.
Asserting that the aura of “historical objects”
may be illustrated “with reference to the aura of natural
43 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE, 2022,
YouTube video, 0:58, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed January
10, 2023.
44 U. Eco, Travels in Hyperreality, trans. W. Weaver (San Diego: Harcourt, 1986): 96.
JANE Y. ZHANG 179 AN-ICON
ones,”45 Benjamin depicts a meditative encounter with na-
ture:
If, while resting on a summer afternoon, you follow with your eyes
a mountain range on the horizon or a branch which casts its
shadow over you, you experience the aura of those mountains, of
that branch.46
Comparing the view of the distant mountain
offered by Benjamin with the virtual projection of the land-
scape in the digital fashion concept video, digital garments
indeed appear to testify to the demise of aura in our age
of digital reproduction. And yet, digital fashion is similarly
invested in the interplay between the natural and affective
environment. To situate the phenomenal structure of “at-
mosphere” in dialogue with that of “aura” is to foreground
the primacy of environmental perception in the history of
technological mediation. By expanding the constitution of
media from communicative forms to ecological conditions,
elemental surfaces provide an analytic framework for eco-
critique beyond the study of “nature,” focusing instead on
the perceptual patterns and representational techniques
through which physical and affective environments are felt,
performed, and lived.
Coda
We are familiar with the fairy tale of an emperor
without clothes; now it seems as though our clothes have
lost their emperors. “What we need is the digital body to be
for people to wear our clothing,”47 says Kerry Murphy, the
45 W. Benjamin, “The work of art in the age of mechanical reproduction:” 5.
46 Ibid.
47 “FASHION MADE: The Future of Digital Fashion with Kerry Murphy, The
Fabricant,” Product Innovation, YouTube video, 38:2, 2019, https://www.youtube.com/
watch?v=Up8B9WUoKg4, accessed January 10, 2023.
JANE Y. ZHANG 180 AN-ICON
founder of the pioneering digital fashion brand Fabricant.
For Murphy, as for many others in the industry, the current
coupling of digital garments and physical bodies is only a
transitory phase in the field’s progression toward complete
virtuality. Before that day comes, holding our love and fear
in its fabric, preserving the contours of our hollow form, the
digital garment dances in a world without us.
As new materialisms have argued for the inher-
ent vitality vested in all matter, Mel Y. Chen reminds us that
animacy is political–the assignment of liveliness to bodies
is viscerally bound to the technologies and discourse of
biopower.48 In the same way, as media scholars have in-
creasingly expanded the notion of hapticity beyond phys-
ical tactility, our experience of materiality is nevertheless
structured by nonneutral social relations. What is endowed
with the vitality to “touch us emotionally,”49 and whose life
gets to be touched, staged, and enhanced? The elemental
surface of digital garments reminds us that the questions
of vitality and hapticity are tightly intertwined and invites us
to interrogate their intersecting histories. More concretely,
elemental surfaces beckon us to approach the history of
elements—from its classical inception to its post-classical
legacy—with an eye towards the sensationalization and
environmentalization of life. It is from this vantage point that
digital fashion’s danger emerges alongside its allure, and
our critical intervention emerges alongside constructive
possibilities.
48 M.Y. Chen, Animacies: Biopolitics, Racial Mattering, and Queer Affect (Durham: Duke
University Press, 2012).
49 Böhme, The Aesthetics of Atmospheres: 97.
JANE Y. ZHANG 181 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18166 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18166",
"Description": "The paper presents the theoretical assumptions and the way of conducting an experimental course on the Phenomenology of Space designed for architects and interior designers.\nThe course made use of virtual reality to allow students to directly experience the perceptive and cognitive effects induced by the forms of space, colour, the texture of materials, and light. Virtual reality was also the medium that made it possible to translate certain philosophical concepts related to the phenomenology of space into an experiential and applicative field close to the sensitivity and spatial culture of the designers.\nThe themes addressed gave rise to a progressive development that allowed students to develop an increasingly complex project and experiment with increasingly complex issues. The course began with the phenomenology of thresholds, and continued with the analysis of field and synesthesia, the phenomenology of atmospheres, and the analysis of orientation and mind maps. In each of these areas of research and experimentation, the common thread remained the relationship between the body and space. The article also presents the exercises proposed to the students and an overall assessment of the teaching experience.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18166",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Matteo Vegetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Education",
"Title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Operational An-Icons",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-03",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Matteo Vegetti",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18166",
"firstpage": null,
"institution": "Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera Italiana",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Education",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Verlag, 2006).",
"spatial": null,
"temporal": null,
"title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18166/17780",
"volume": "1"
}
] | Phenomenology
of space and virtual
reality. An experimental course
for students
by Matteo Vegetti
in architecture
Phenomenology
Virtual reality
Achitecture
Philosophy
Education
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Phenomenology of space and
virtual reality. An experimental
course for students in
architecture
MATTEO VEGETTI, Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera
Italiana – https://orcid.org/0000-0002-5149-8609
https://doi.org/10.54103/ai/18166
Abstract The paper presents the theoretical assumptions and
the way of conducting an experimental course on the Phenom-
enology of Space designed for architects and interior designers.
The course made use of virtual reality to allow stu-
dents to directly experience the perceptive and cognitive effects
induced by the forms of space, colour, the texture of materials,
and light. Virtual reality was also the medium that made it pos-
sible to translate certain philosophical concepts related to the
phenomenology of space into an experiential and applicative
field close to the sensitivity and spatial culture of the designers.
The themes addressed gave rise to a progressive
development that allowed students to develop an increasingly
complex project and experiment with increasingly complex is-
sues. The course began with the phenomenology of thresholds,
and continued with the analysis of field and synesthesia, the
phenomenology of atmospheres, and the analysis of orienta-
tion and mind maps. In each of these areas of research and
experimentation, the common thread remained the relationship
between the body and space. The article also presents the ex-
ercises proposed to the students and an overall assessment of
the teaching experience.
Keywords Phenomenology Virtual reality Achitecture
Philosophy Education
To quote this essay: M. Vegetti, “Phenomenology of space and virtual reality. An experimental course for
students in architecture,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 184-
229, https://doi.org/10.54103/ai/18166
MATTEO VEGETTI 184 AN-ICON
Presentation of the course
Virtual reality (VR) holds educational potential
of great interest for all disciplines that deal with spatiali-
ty, and even more for those, like architecture, that have a
privileged relationship with lived space, that is to say with
the interaction between the body and its environment. I at-
tempted to demonstrate this thesis through the conception
and development of a course on Phenomenology of space
that makes use of virtual reality to study the perceptual
effects of architectural design.
The course began as a research project funded
by an internal call for proposals in the Department of en-
vironments, construction, and design of the University of
Applied Sciences and Arts of Southern Switzerland (SUP-
SI-DACD, Mendrisio, Switzerland) dedicated to digitization.
From the outset, its implementation required the formation of
a small interdisciplinary research team. It included, alongside
myself, philosopher and professor of spatial theory Pietro
Vitali (architect and professor of the degree course in inte-
rior architecture), Matteo Moriani (architect and assistant
for the course developed by this project), and Marco Lurati
(interaction designer and lecturer). In contrast to what often
occurs, the collaboration between different areas of exper-
tise in our case had a material character. The task of taking
care of the content and educational aims of the course fell
to me, as philosopher, while that of dealing with questions
related to more strictly architectural aspects fell to the de-
signers, who then guided the students in their design work.
The interaction designer, finally, had the task not only of
making the course possible through the development of
the technology and the necessary programming, but also
of teaching students how to carry out design in VR and the
relevant programs (Twinmotion in particular). As is clear, no
member of the working group could have proceeded without
the aid of the others. The final goal was to create a course
in phenomenology applied to architecture with the help of
Oculus Quest 2 headsets. In other words, rather than just
learning theories, the students would need to sharpen their
MATTEO VEGETTI 185 AN-ICON
spatial sensibility by experimenting with these theories in
a virtual environment. The challenge was thus double: on
one hand to offer a course on applied philosophy, and on
the other to introduce virtual reality into a theoretical course,
making it the tool for the application of theory.
In addition to this, in an almost unconscious,
seemingly instrumental way, the students would need to
learn sophisticated programming languages, a skill that is
also useful from a professional standpoint.
Background
Virtual Reality has recently emerged in archi-
tecture and the arts as novel means for visualizing different
design solutions and for building up the design model and
its virtual environment.
Similar to these applications, VR is commonly
used in architectural education in the design process, as it
provides the designer with an image to create the spatial
and topological relationships of a project. Although the use
of VR for teaching purposes is not yet widespread in archi-
tecture faculties (in Europe at least), its pedagogical effec-
tiveness has been clearly documented.1 Several studies on
the pedagogical function of VR in architectural studies have
shown that the use of VR increases the awareness of de-
signer during designing in terms of the structural properties
and component assembly of a structural system,2 helps stu-
dents’ way of thinking, critical thinking, and problem-solv-
ing activities,3 creates the possibility to “feel like being in
the place,”4 strengthens the memory and awareness of the
1 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process,” Automation in Construction 141 (2022): 1-19, https://doi.org/10.1016/j.
autcon.2022.104393.
2 W.A. Abdelhameed, “Virtual reality in architectural design studios: a case of studying
structure and construction,” Procedia Computer Science 25 (2013): 220-230, https://doi.
org/10.1016/j.procs.2013.11.027.
3 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
4 T. Chandrasekera, K. Fernando, L. Puig, “Effect of degrees of freedom on the sense of
presence generated by virtual reality (VR) head-mounted display systems: a case study on the
use of VR in early design studios,” Journal of Educational Technology Systems 47, no.4 (2019):
513-522.
MATTEO VEGETTI 186 AN-ICON
spatial configuration,5 augments “spatial abilities” in stu-
dents,6 trains the capacity to switch naturally from a planar
representation of space to a 3D representation of the same
space.7 To cite a concrete experience, Johan Bettum, pro-
fessor of architecture at the Städelschule, has used virtual
reality in the master degree studio Architecture and Aes-
thetic Practice at Städelschule Architecture Class (Frank-
furt) as a laboratory for spatial inquiries in relation to sub-
jective experience, the construction of reality and the role
of images in regimes of representation. These experiments
consisted in designing immersive environments where ar-
chitecture has been explored through the computerized
representation of forms and spaces. According to the inten-
tions of the course, this digitally produced realm of images
supplemented and often supplanted the traditional role of
drawing in the contemporary design process.8 A second
research experiment on the integration of VR in the cur-
riculum at architecture schools, took place at the College
of Architecture and Planning (CAP) of Ball State University.
For three years in a row, the CAP created a design virtual
environment for 2nd year students, making use of an HMD
(Head Mounted Display). The CAP VR Environment aimed
to support the actual architectural design process, therefore
aiding the process of learning how to design, rather than
limiting its use as a visualization tool. In the practical terms,
the immersive simulation of an actual design project (the
lobby of a small hotel) was intended to enable students to
recreate the architectural characteristics of the space, elic-
iting an appraisal of their architectural spatial experience.
According to the author, the ability to navigate through
5 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience,” Ambiences. Environment Sensible, Architecture et
Espace Urbain 1 (2015): 1-23, https://doi.org/10.4000/ambiances.594.
6 T. Chandrasekera, S.Y. Yoon, “Adopting augmented reality in design communication:
focusing on improving spatial abilities,” The International Journal of Architectonics, Spatial
and Environmental Design 9, no.1 (2015): 1-14, http://dx.doi.org/10.18848/2325-1662/CGP/
v09i01/38384; M. Schnabel, T. Kvan, E. Kruijff, D. Donath, “The first virtual environment design
studio,” 19th eCAADe Conference Proceedings. Helsinki (2001): 394-400.
7 J. Milovanovic, G. Moreau, D. Siret, F. Miguet, “Virtual and augmented reality in architectural
design and education. An immersive multimodal platform to support architectural pedagogy,”
17th International Conference, CAAD Futures 2017, Istanbul, Turkey.
8 J. Bettum, Architecture, Futurability and the Untimely (Bielefeld: transcript Verlag, 2022).
MATTEO VEGETTI 187 AN-ICON
the simulated lobbies turned out to be key to capture the
architectural spatial experience and perceive the aesthetic
emotion and/or symbolic meaning embedded in the proj-
ects.9
A further type of studies attempted to demon-
strate, through an experimental design that also involved
students from a design class at the Milan Polytechnic, the
possibility of recreating complex spatial qualities through
VR, for example investigating how multisensoriality (scent
in particular) affects the realism of the experience contrib-
uting to increase the users’ sense of presence in the virtual
environment.10
Although in some ways apparently akin to the
case studies cited, it must be borne in mind that the course
we experimented with differs first and foremost from them
for the basic reason that it does not fall within the scope
of architecture, but of philosophy applied to space (a phi-
losophy with a phenomenological orientation). The aim of
the pedagogical experiments conducted is therefore not
related to design, but to the understanding of the body-
space relationship, with a specific focus on the modalities
of sensory perception. In other words, thanks to virtual re-
ality, the students were able to experiment in various ways,
according to a number of controlled possibilities, how the
manipulation of certain variables (positions of openings,
colors, scales, relationships between objects in space, arti-
ficial lights, sequences of spaces) impact the spatial expe-
rience on a perceptive and cognitive level. The aim was not
to obtain a realistic representation of space, nor was it to
learn about and visualize certain spaces and construction
processes through VR. The aim was rather to verify with
one’s own (virtual) body the perceptual effects induced by
9 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience.”
10 M. Carulli, M. Bordegoni, U. Cugini, “Integrating scents simulation in virtual reality
multisensory environment for industrial products evaluation,” Computer-Aided Design &
Applications 13, no. 3 (2016): 320-328, https://doi.org/10.1080/16864360.2015.1114390.
MATTEO VEGETTI 188 AN-ICON
certain design choices, and to develop a method to derive
generalizable knowledge from experience.
Although the aforementioned studies have
provided the course with useful information and a set of
important examples regarding the didactic use of VR in
architecture, there is - to the best of my knowledge - no
previous use of VR in phenomenology of space.
Theoretical framework
Phenomenology is undoubtedly the theoret-
ical orientation most closely related to the intelligence of
architects, who are accustomed to thinking about space
“live,” so to speak. Among the characteristic abilities of
the architect are the capacity to consider the relationship
between spaces and bodies, to imagine the atmosphere
of environments and the way in which shape, color, and
spatial scale influence our experience of them, and to or-
ganize solids and voids, exteriors and interiors, the visible
and the invisible, light and shadow, volumes and matter, as
though they were elements of an aesthetically expressed
spatial language. It is precisely this sort of sensibility that
the course sought to thematically develop, strengthening
students’ awareness of and ability to design perceptual (i.e.,
not only spatial) environments imbued with cognitive and
emotional meanings. To best realize the desired encounter
between philosophy and architecture in this pre-categor-
ical level of spatial experience, I found it useful to refer to
phenomenology broadly defined, broadly enough to include
Gestalt psychology and some elements of behaviorist psy-
chology. Before giving a synopsis of the thematic contents
of the course, it will be necessary to evaluate the contribu-
tion that virtual reality can offer to the encounter between
phenomenology and architecture, mediating between their
languages. VR’s potential consists in its particular quali-
ties as an immersive medium, or more specifically in its
MATTEO VEGETTI 189 AN-ICON
capacity to insert perception into an immaterial, interactive,
and programmable Umwelt.
The first aspect is perhaps the most important.
If there is a single quality that the spatial intelligence of the
architect must necessarily develop during the course of
study, it lies in the capacity to move from an understand-
ing of space based on plans—made up of lines, symbols,
numbers, and so on—to a subjective understanding, ideally
placed in the space that those signs represent abstractly.
The passage from an objective and external gaze (the one
that reads the plan) to an internal, embodied one, capable
of bringing the signs to life in a volumetric space and cor-
porealizing them, is normally entrusted to the imagination.
But given the complexity of this mental operation, it is al-
ways necessary to turn to a plurality of media: sketches,
models, photographs of the models taken from the inside,
rendering, etc.
None of these tools, however, is capable of
physically including the subject, who thus continues to
have a distanced and disembodied understanding of space.
Given the importance of the role that the body plays in
spatial experience, it is clear that the value of virtual reality
lies in the possibility of transferring the subject inside of the
space of representation, in such a way that allows them to
have a direct, aesthetic, and even synesthetic experience.
Thanks to VR, the architect can jump in and out of the rep-
resentation: he or she can “enter the plan,” making it into an
immersive experience, and then exit, modify the design on
the basis of this experience, and finally return to the virtual
space to check the outcome of the operation. This move-
ment in and out of the space of representation provides
the intelligence of the architect with a new medium; this is
not, however, virtual reality, but rather his or her own body
as an “analogical” tool, one that provides an analog to em-
bodied sensory experience. On the one hand, virtual space
replicates the intentional structure that the world presents
to us: space moves with me, shows itself and hides itself
in relation to my gaze, and declares its secondary qualities
(for example, showing itself to be narrow and oppressive,
MATTEO VEGETTI 190 AN-ICON
or disorienting —all qualities that are related to a certain
kind of subjective experience.). On the other hand, even if
they are “embedded” in a virtual environment, the subjects
still maintain an interior distance, a remainder of objectiv-
ity; they know that they are in a representation, just like at
every moment they know that their own body is only an
analogon of the sentient one, which allows them to have
a mediated, self-observed experience, and to register its
effects. If virtual space is a distant relative of the sketchpad,
the body that explores virtual space is a distant relative of
the pencil that draws in the sketchpad, or more precisely
of the manual intelligence involved in that experience.
The risk of virtual reality causing the architect
to lose an authentic relationship to space, or to “authentic
space,” is, when taken from this point of view, less serious
than one might fear—and all the more so due to the fact
that VR does not by any means claim to substitute itself for
the traditional forms of mediation, translation, and repre-
sentation of space, but rather to integrate them into its own
capabilities. Furthermore, VR remediates within itself many
media to which we have long been accustomed, from the
drawing pad to the cinema; from this perspective, rather
than eliminating all mediation, it entails a deep and layered
media culture. This is also confirmed by the educational
usage of VR, given that in order to adequately use it, the
students will necessarily continue to move through the rep-
resentational languages of different media (from manual
design to CAD, as well as the photos and films that can be
made within virtual reality). They can also share their visual
experience externally, since what they see within the virtual
environment can be simultaneously projected on a screen
connected to a projector. This, if we consider it closely, is
no small thing. Two separate and autonomous (although
co-present) environments—two different parallel Umwel-
ten—can be connected in real time. Making it possible to
show the outside what one sees as one sees it, VR makes
ocular experience shareable, albeit through two different
media (on one hand the projected film and on the oth-
er the immersive reality.) The VR viewer transforms vision
MATTEO VEGETTI 191 AN-ICON
into a full-fledged medium: it transmits, communicates to
the outside, shows, and makes what it manifests public in
real time. The virtual experience is, in effect, “replicant” by
nature. In it, technological reproducibility has now caught
up with the perceptual experience linked with one’s own
body: today sight, tomorrow touch, and then who knows.
The alienation of one’s own body, if we can
call it such, may have slightly disturbing aspects for those
who want to project it into dystopian future scenarios, but
within the context of more modest educational ambitions,
it holds enormous potential, given that it makes the lived
experiences of others shareable and evaluable. As will by
now be clear, the course was nothing like a normal design
workshop, nor did it aspire to be. It was more like a virtual
gymnasium where, through a series of guided experiments,
the perceptual and psychological dimensions of space
were exercised; a gymnasium that allowed for the easy
modification of space and the experimental verification of
its effects.
Aims of the program
To be concise, the use of virtual reality in the
architectural context can be summarized in four points.
These, as we will see, were developed in the course through
a series of exercises.
1) VR allows for the modification of space at will,
and for the verification of its effects on perceptual, emotion-
al, and cognitive levels (depending on what one is interested
in determining) in an immersive environment.
For example, the height of a ceiling is, from
one point of view, objective and mathematical, identical in
any space. It is what it is, regardless of other spatial vari-
ables like color and depth. Within the perceptual dimen-
sion, however, things proceed very differently, since all of
these variables intertwine and influence one another in a
manner so clear that to define it as subjective would be
misleading. The depth of space modifies the perception of
MATTEO VEGETTI 192 AN-ICON
height in direct proportion to its increase. This can easily
be experienced in virtual reality precisely because it only
applies to a sentient body, which on paper does not ex-
ist. Experiments of this type can examine the relationship
between color and spatial perception, the modification of
an environment through light (or shadows) depending on
the hour of the day or the season, the perception of one’s
center of balance in space, the relationship between differ-
ent scales, the relationship between different volumes and
shapes, synesthesia, and many other analogous situations.
VR offers the opportunity to examine all of these
aspects not only through vision, but also from a practical
point of view, that is to say, through the study of the behav-
ior of the users that interact with the organization of a given
space: how they move, what they understand, what they
remember, and how they describe a certain environment.
All of this provides a way to test design solutions (whether
realistic or experimental), or to verify theories developed
in the existing literature.
2) VR allows for the implementation of phenom-
enological variations and the experiencing of their effects
on different levels: aesthetic, psychological, ontological.
The use of phenomenological variation within
the context of the project meant the possibility of varying
one or two special elements, altering in a controlled way
their position, breadth, depth, and other characteristics.
One can, for example, modify the perception and geometry
of an entire environment by changing where the entryway is
located, thus deforming the environment in relation to the
observer’s center. Depending on the breadth or depth of
the entry, the experience of entering, and of the relationship
between outside and inside, is modified. Depending where
the two entries in a room are located—given that these es-
tablish between themselves, on a perceptual level, a recip-
rocal connection, a sort of invisible corridor—space will be
“sliced” by that connection in different ways, redistributing
MATTEO VEGETTI 193 AN-ICON
internal space and generating areas (compartments) of vari-
able shapes and dimensions.
This method requires experimenting with a lim-
ited and controlled number of variations, and that the results
be recorded from a perceptual and even ontological point
of view. The dimensions of a window can be varied in such
a way as to produce significant aesthetic discontinuities,
but beyond a certain threshold of size the window changes
in nature, becoming, for example, a glass door (if it alludes
to the possibility of transit, taking on the potentiality of an
opening-threshold), or a glass wall, where wall and window
meet, each giving up one of its intrinsic potentialities (in the
case of the wall, the possibility of visually separating spaces,
and in the case of the window, that of connecting an inside
to an outside atmosphere). The exercise of variation can
take on many forms, all useful for testing a wide range of
spatial effects with aesthetic, symbolic, or even ontological
significance. To give a final example, which highlights the
possibilities of VR, we might think of the effect of all of the
possible variations applied to the height of a small room,
from the minimum or even insufficient measurement to a
generous one, say of 3 meters, up to a decidedly out of
scale measurement of 10 or 20 meters. This modification
allows for the discovery through intuitive evidence of the
discontinuous relationship between stimulus and percep-
tion, or of the differential thresholds that punctuate the
qualitative passage from one psychophysical condition to
another (claustrophobic, comfortable, roomy, oppressive,
etc.). The qualitative thresholds can also cause a change
in the sense of space itself. For instance, a space in which
the ceiling is too low will not be perceived as inhabitable.
Habitability is a spatial quality that requires a certain min-
imum height, even if it is still a claustrophobic one. But if
one exceeds this measurement greatly, one enters into a
new context of meaning, for example that of an artistic
installation, and space takes on a poetic significance that
it did not have before. But this is not all. The exercise of
phenomenological variation calls for the capacity to de-
scribe, or better, to verbalize lived experience, developing
MATTEO VEGETTI 194 AN-ICON
an appropriate (specific), effective (figurative), and meaning-
ful (persuasive) language. From perception to expression: a
continuous two-way transit that helps students develop a
degree of spatial awareness that they do not normally pos-
sess. Naturally, the exercise becomes progressively more
complex depending on the number of variables one choos-
es to introduce. The preceding case, for example, could
be made much more complex simply with the introduction
of one further variable, such as materials (say, concrete or
word) or the presence of a light source (for example, an
opening onto a natural light source from above).
3) VR allows for the firsthand study of relationships
between form and meaning.
Here, I turn to the field of Gestalt psychology,
and more particularly to the possibility of simulating and
studying phenomena of orientation and mental maps (at
the base of which lie the tools of the psychology of shapes).
To once again in this case offer some examples, one might
think of virtual space as a site in which to experiment with
different strategies for functionally dividing up space, for
grouping families of objects on the basis of the principles
of “figural unification,” for generating rhythms, for anticipat-
ing the sense of space (directions and meanings), and for
inducing motor responses. Within this field of experimenta-
tion also lies the possibility of giving symbolic significance
to a certain element of the environment (for example, the
main entrance, the most important painting, the state room,
etc.) as well as that of articulating in various modes the re-
lationship between voids and solids, distances, or objects
with different shapes and sizes.
4) VR allows for experimentation with the consti-
tutive factors of atmospheres.
This fourth point is the result of the interac-
tion between all of the preceding spatial components and
their relative interactions, and thus cannot but appear last.
Experimentation with the constitutive factors of the atmo-
sphere becomes explicit when attention is shifted to the
MATTEO VEGETTI 195 AN-ICON
holistic aspects of the environment, the emotional impact
that the space has on us, and the moment of encounter
with an atmosphere and the way it can be an object of
design. The usefulness of virtual reality in respect to the
phenomenological analysis of atmospheres is clear: pre-
cisely because an atmosphere is in itself an immersive and
synesthetic phenomenon, it can only be observed through
bodily presence. One is always inside an atmosphere, to
the point that the very presence of a certain atmospheric
connotation defines, when perceived, the confines of an
interior (the interior of a work of architecture, of a certain
city or neighborhood, or of a particular culture, etc.). VR
thus shows itself to be extremely effective as a tool for the
analysis of the psychological aspects of atmosphere, fa-
cilitating an applied atmospherology. The various aspects
that comprise the atmosphere of a place, that is to say its
social and emotional characteristics, can become the ob-
ject of critical analysis and can be used for the revision of
designs. Within this field of experimentation there is also the
possibility of observing space from any desired perspective
and of moving, even if in a limited way, in a manner that
unites visual and synesthetic experience.
In addition, VR offers the possibility of introduc-
ing natural sounds, background noises (for example, chatter,
whose intensity depends on the number of people that we
decide to put into the space), sounds of footsteps (which
change depending on the surface being tread upon), and
music (which can be diffused into space from a preselected
source). It is not yet possible, however, to introduce tactile
experiences, while olfactory ones are difficult to manage
and a bit artificial.
Structure of the course and workflow
The course took place during the first semester
of the 2022 academic year, and was divided into 12 lessons,
each lasting an entire day.
Excluding the first introductory lesson and the
last one, dedicated to the presentation of final exercises,
MATTEO VEGETTI 196 AN-ICON
five units were offered to the students, each one compris-
ing two lessons. Each unit dealt with a different theme, but
always built on the themes discussed in the preceding units.
The course thus followed a gradual development through
units. The typical organization of the units followed this
order: a theoretical lecture (Matteo Vegetti); presentation of
the exercise; discussion; presentation of programing tools
and the use of Twinmotion for the given exercise (Marco
Lurati); design work by students under the guidance of the
course assistant (the architect Matteo Moriani, with the
invaluable volunteer contribution of the interior architect
Victoria Pham). Each unit was concluded the afternoon
of the second lesson with a group review of the exercises.
Since these were carried out by students in pairs, the pre-
sentations took place as follows: one student explained the
design choices and the outcomes of the experimentation,
while the other, from within the virtual space, showed the
spaces in question (thanks to a projector connected to
the Oculus, or rather to the computer supporting it). Each
pair of students worked on a space of a different scale
(2.5x2.5; 5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20). In this
manner, the phenomenologically significant issue of scale
was indirectly present throughout the course, presenting
numerous opportunities for reflection. Given that the same
exact exercise presented difficulties of different types de-
pending on the scale, each group of students necessarily
had to offer a different design solution. The differences be-
tween scales were of course also evident in the exercises
based on variations.
In what follows I offer a descriptive brief of the
subjects dealt with in each unit and in the corresponding
exercises. The latter held a fundamental importance in the
overall economy of the course, given that they connected
theory with practice and formed an educational pathway
that began from a few basic elements and then became
progressively richer and more complex.
MATTEO VEGETTI 197 AN-ICON
INTRODUCTION and UNIT 1
“I ask a young student: how would you make a door? With what
dimensions? Where would you place it? In which corner of the room
would you have it open? Do you understand that these different
solutions are the are the very basis of architecture? Depending
on the way that one enters into an apartment, on where doors
are located in the walls, you feel very different sensations, and the
wall that you that you drill likewise takes on very different charac-
teristics. You then feel that this is architecture.”11
The first introductory lesson of the course dealt
with the relationship between body and space, bringing to
light some of the fundamental issues in Merleau-Ponty and
Heidegger’s phenomenological approaches.12 Through the
definition of these concepts and the relationship between
them (space as correlate of the activity of a living body, as
environment, as site, as a felt, perceived, lived space, in-
vested with meanings), the course established a theoretical
basis sufficient for understanding its aims.
Then, a first approach to virtual reality, and
a first intuitive test of the ideas learned, was carried out
through the use of the Gravity Sketch program, which of-
fers its users the possibility of creating space through the
movements of their hands, and to choose from a vast rep-
ertoire of creative resources (lines, shapes, surfaces, colors,
materials, transparencies, etc.). Each pair of students ran-
domly selected an aesthetic/perceptual theme (unknown to
the others) to give form to. Once a pair of students created
theirs in VR, the rest of the class was invited to visit it and
provide a brief description of it. Based on the comments
received, it was easy to tell if the students had succeeded
11 Le Corbusier, Precisions on the Present State of Architecture and City Planning (1930)
(Cambridge MA: The MIT Press, 2015).
12 M. Heidegger, M. Corpo e spazio (1964), trans. F. Bolino (Genova: Il Melangolo, 2000); M.
Merleau-Ponty, Phenomenology of Perception (1945), trans. D. Landes (Abingdon-New York:
Routledge, 2012).
MATTEO VEGETTI 198 AN-ICON
in conveying the theme that they were tasked with inter-
preting spatially.
In a small way, this first contact with virtual
reality reproduced the characteristic transposition of theo-
retical themes into an “applied” dimension that would char-
acterize the course as a whole. Most importantly, Gravity
Sketch is an effective tool for becoming familiar with VR,
and more particularly with the possible functions offered
by the Oculus.
UNIT 1 - Phenomenology of thresholds
The first unit was dedicated to the theme of
thresholds, or rather to the diverse configurations of the
divide between interior and exterior that make the experi-
ence of space as a place possible (the possibility of “en-
tering” or accessing that only the crossing of a threshold
allows). Experimenting with the different thresholds that
comprise space and mastering their rhetorical significance
means knowing how to articulate space like a complex
text, full of caesuras, connections, leaps, transitions, and
transformations. Each threshold represents a critical point
in space because it is called upon not only to manage the
different practical and symbolic functions of the environ-
ment, but also the relationship between seemingly irrecon-
cilable opposites: interior and exterior, public and private,
the familiar and the foreign, the inside and the outside. The
phenomenology of thresholds thus aimed to show through
numerous examples how the threshold could be designed
and conceived of in different ways depending on goals and
intentions (aesthetic, symbolic, practical).
The lesson took its impetus from an anthropo-
logical reflection on the significance of the threshold/door,
13
to then move towards more philosophical14 and phenom-
enological15 questions. Here, as elsewhere, Ching’s im-
13 J. Rykwert, The Idea of a Town (Cambridge MA: The MIT Press, 1988).
14 G. Simmel, “Bridge and door,” Theory, Culture & Society 11 (1994): 5-10.
15 P. V. Meiss, De la forme au lieu (Lausanne: Presses polytechinques et universitaires, 1986);
A. Moles, E. Rohmer, Psychologie de l’espace (Paris: Casterman, 1998).
MATTEO VEGETTI 199 AN-ICON
ages and insightful observations were very useful in ac-
companying the discussion.16
The lesson was also the occasion to thematize
the threshold between “front” and “back,” between “stage”
and “backstage,” or rather between the public and private
dimension, through a series of different frames. Here, I use
the language of Erving Goffman to allude to the importance
of the frame in defining, on the basis of its specific material
or formal qualities, the type of situated social situation that
one wishes to obtain: the degree of visibility, of separation,
of privacy (or of porosity, contamination, or transparency)
that one wants to establish between the respective domains
of “front” and “back” in order to strengthen or weaken the
public valence of the place and the relationships that take
place there.17
Expected outcomes:
■ Understanding the symbolic value of the entering a space
and the way in which the threshold manages the relationship
between interior and exterior.
■ Experimenting with the perceptual effects generated by
the different positioning of a door-opening in the same identical
space.
■ Experimenting with the connection that is created between
two door-openings within the same space, and the modification
of spatial relationships that this connection brings about.
■ Understanding the significance of the center as what or-
ganizes space and its distortions.
■ Understanding the language of the window-opening through
different typologies.
■ Experimenting with the concept of “frame.”
■ Analyzing the way in which an object (in this case, a work
of art) reacts to space based on its position, size, relationship to
light, and to its own “aura.”
16 F.D.K. Ching, Architecture: Form, Space, and Order (Hoboken: John Wiley & Sons, 2015).
17 E. Goffman, Behavior in Public Places (New York: Free Press, 1966); and Interaction Ritual
(New York: Pantheon, 1982)
MATTEO VEGETTI 200 AN-ICON
Fig. 1. Beyond a certain limit, an opening ceases to be an enclosed area and becomes
a dominating element: a transparent plane bordered by a frame. From F.D.K. Ching,
Architecture: Form, Space, and Order (Hoboken: Wiley, 2015).
Fig. 2. An opening situated on the plane of a wall will appear to be a luminous form
against a contrasting background. If it is centered on the plane, the opening will appear
stable and will visually organize the surface around it. If it is decentered, it will create
a level of visual tension with the sides of the plane towards which it has been moved.
From F.D.K. Ching, Architecture: Form, Space, and Order.
MATTEO VEGETTI 201 AN-ICON
Exercise
Each pair of students works on a space of dif-
ferent scale, with a square or rectangular base (2.5x2.5;
5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20).
A) Create three spaces with equal dimensions.
In one of these spaces, place a door-opening in three differ-
ent positions, and note how the space changes perceptu-
ally, writing a description of it from within the virtual space.
B) For each of the three spaces, create two
door-openings placed in different ways (but on the same
wall). Describe the result: how is space modified? Where
is the center?
C) Place a rug of shape, dimension, and mate-
rial of your choice in each space.
D) Place a window-opening in each space. The
openings must be central, zenithal, and angular (size and
shape are up to you).
E) Modify the dimensions and shape of the
window-openings, increasing their width or height freely.
Describe the result.
F) Place into one single space a combination
of four of the entry-doors or windows created earlier (4
total: this could be 2 doors and 2 windows or 3 doors and
1 window, etc.) Describe the result.
G) Connect in a sequence four of the spaces
created earlier. Give these environments a hierarchy and
connect them with a path that joins the entrance and the
exit. Design the main entrance into the space from a rhe-
torical standpoint. Try to convey the hierarchy between
different environments through the use of different kinds
of thresholds. The thresholds must anticipate the sense
of the space being entered, and must convey the relation-
ship between the spaces that they connect (you can use
frames, stairs, boxes, ramps, partitions, false ceilings, dif-
ferent thicknesses for the walls, and the form and dimen-
sions of the thresholds can be modified. In this phase, the
MATTEO VEGETTI 202 AN-ICON
threshold can become a volume). You may not, however,
use any elements of décor.
H) Place a sculpture in one of the environments
in such a way as to enhance the latter.
I) Design a threshold/separation (a frame) that
creates a private space within one of the rooms that you
have already made.
J) Make a 30-second VR film of these environ-
ments and describe the created space (2000 words). The
description should be written subjectively (“I advance and
see on my right…;” “the light from the window is illuminat-
ing the threshold that I am about to cross…”)
K) Take 3 photos of the interior that illustrate the
design choices (that is, representative views of the interior
space generated through experimental solutions.)
UNIT 2 - The power of the field
“By emphasizing the generated field in addition to the architectural
object, one raises once more the problem of space, but in different
terms by giving the concept a different value. In traditional criti-
cism space is a homogeneous structure, a kind of counterform
to the mural envelope, indifferent to the lighting conditions and to
its position in relation to the buildings, whereas the notion of field
stresses the continuous variability of what surrounds the archi-
tectural structures.”18
The second unit, which clarified some of the
theoretical elements already present in the first, analyzed
the principles of field theory, or better, an ensemble of the-
ories based on the shared presupposition that a space
occupied by volumes does not coincide with their physical
18 P.P. Portoghesi, cited in R. Arnheim, The Dynamics of Architectural Form (1977) (Berkeley:
University of California Press, 2009).
MATTEO VEGETTI 203 AN-ICON
space, but extends beyond it, without however being in-
dependent of the originating form.19
The field thus coincides not with the borders
within which everything is enclosed, but with a certain ar-
rangement of forces and vectors acting in space. Space
thus becomes an active and reactive environment: a field
of psycho/physical forces. Every volume present in the field,
by virtue of its mass and its shape(s), changes the field’s
appearance. The field generated through design deeply
affects our perceptual schemas through the play of forces
that act within it. But within the concept of field, the concept
of center, already encountered in the previous unit, plays
a fundamental role. While geometrically a center is simply
a point, perceptually it extends as far as the conditions
of stability that it is based on will permit. Of course, the
center may or may not be indicated. In architecture, it can
be indicated (or suggested) by a ceiling lamp, a mobile, a
decoration, or a mosaic. Or, it can be an empty space at
the center of two diagonals or of the geometry dictated by
the positions of the thresholds. Normally, however, there
are multiple centers at work in each field, each of which
attempts to prevail over the others. The lesson thus brought
attention to the problem of the interaction between fields of
different shapes and strengths, suggesting the possibility
of making corrections to one’s designs by working on the
centers, the directions of the volumes that generate the
field, or their distance from one another.
This illustrates the concept, well known to phe-
nomenology and cognitive psychology, that space is born
as the relationship between objects. On the basis of this
idea, shifting attention from the shapes of objects and their
interaction to the void that separates them, the lesson then
also discussed the concept of “interspace,” and along with
it the fundamental law of attraction-repulsion: “Objects that
look ‘too close’ to each other display mutual repulsion: they
want to be moved apart. At a somewhat greater distance
19 R. Arnheim, The Dynamics of Architectural Form; P.P. Portoghesi, V.G. Gigliotti, “Ricerche
sulla centralità. Progetti dello studio di Porta Pinciana,” Controspazio 6 (1971); A. Marcolli,
Teoria del campo (Firenze: Sansoni, 1971) and Teoria del campo 2 (Firenze: Sansoni, 1978).
MATTEO VEGETTI 204 AN-ICON
the interval may look just right or the objects may seem to
attract each other.”20
The final theme concerned the typical fields of
basic shapes such as the circle, triangle, and square. This
discussion was then applied to bidimensionally-perceived
spatial forms, such as the shape of the window in respect
to the wall in which it is placed.
Finally, it bears noting in relation to point “C”
of this unit’s exercise that VR does not exclude interaction
with physical objects. Virtual and material reality can in fact
overlap, generating a significant enhancement of spatial
experience. In the present case, it was sufficient to place a
real table where the virtual table designed by the students
was, in order to allow a group of four people to share the
same situation from different perspectives. The members
of the group sat around the same virtual table (sharing the
same design simultaneously in multiple Oculus viewers),
but could at the same time establish a tactile relationship
with the table around which they were seated in real space.
The lesson made wide use of examples taken
from architecture as well as city planning in order to explain
how field theory adapts to each scale.
20 R. Arnheim, The Dynamics of Architectural Form.
MATTEO VEGETTI 205 AN-ICON
Expected outcomes:
■ Understanding and experimenting with the influence of the
center and the relationship between centers.
■ Perceptually experimenting with the field in terms of scope
and shape of irradiation, as well as the relationship between fields
in terms of interference, conflict, or harmony.
■ Perceiving the language of voids in relation to solids in
terms of visual balance and variable density (compression and
decompression of the spaces between elements).
■ Testing the symbolic/perceptual power of fire (that of a
fireplace) in establishing a center and a space.
■ Observing the dynamics of the field together with the other
students, developing a suitable language.
■ Putting the dynamics of the fields into the form of a graphic
representation.
P. Portoghesi, Field Theory. Space as a system of places, 1974.
MATTEO VEGETTI 206 AN-ICON
Fig. 4. Modification of forces internal to a rectangular field based on
the positioning of the door-openings. From P. V. Meiss, De la forme
au lieu (Lausanne: Presses polytechinques et universitaires, 1986).
MATTEO VEGETTI 207 AN-ICON
Fig. 5. “Irraggiamento spaziale.”
Exercise
Beginning from the final state of the work un-
dertaken in the previous exercises, inserting objects and
volumes in space, we will analyze the force fields that these
create.
A) Begin the exercise by observing and analyz-
ing the space already created on the basis of field theory.
B) Among the four volumes from the previous
exercise, we have one that already contains the sculpture.
In the three remaining, place:
a) A fireplace and a table for 4 people
b) 5 monochrome volumes (1 cylindrical,
1 cubic of 1x1, 2 parallelepipeds of 1x1x2, and a column):
create a harmonious field out of these volumes, which may
not touch the wall (the volumes can be sized in respect to
MATTEO VEGETTI 208 AN-ICON
the space that hosts them). Describe the fields that you
think you have generated.
c) In the third room, place a painting and
a mirror on one of the walls.
C) Sit in a group of four at the table, and to-
gether analyze the space with the fireplace from inside of
the simulation. Improve the previous solutions by changing
the placement of the volumes, or try an alternative solution.
D) Now, enter the space with the geometrical
volumes and analyze the field/fields generated. Improve the
previous solutions by changing the position of the volumes,
or try an alternative solution.
E) Analyze how the spaces change at different
hours of the day due to natural light and shadows. Create
a film of 30 seconds, based on a narrative strategy, that
shows how the fields are modified by natural light at differ-
ent times of the day. Walk through the entire space, back
and forth, at three different times of day: morning, afternoon,
and twilight.
F) Now, enter into the space with the geomet-
rical volumes and analyze the field/fields generated. Im-
prove the previous solutions by changing the position of
the volumes, or try an alternative solution.
G) From inside the space, take three photo-
graphs representative of the perceptual/visual experience
of the field.
H) Extract the building plan from Archicad
(1/100) and draw the fields, centers, and vectors that you
think you have generated within the space.
UNIT 3 - Multisensoriality and synesthesia
“...every architectural setting has its auditive, haptic, olfactory, and
even hidden gustatory qualities, and those properties give the
visual percept its sense of fullness and life. Regardless of the
immediate character of visual perception, paradoxically we have
already unconsciously touched a surface before we become aware
MATTEO VEGETTI 209 AN-ICON
of its visual characteristics; we understand its texture, hardness,
temperature, moisture instantaneously.” 21
The third unit was carried out in collaboration
with Dr. Fabrizia Bandi, researcher in the “AN-ICON” group
led by Andrea Pinotti, who was a guest of the course thanks
to the SEMP international exchange program. The aim of
the unit was to guide students to the discovery of the uni-
verse of synesthetic effects attributable to sight and hearing.
Fabrizia Bandi, an expert in the thought of Mikel
Dufrenne, introduced the students to elements relating to
synesthesia in the phenomenology of Merleau-Ponty, Pal-
lasmaa, and Dufrenne.22 The lesson insisted on the im-
portance of understanding the multisensorial character of
perception since, whether one likes it or not, space com-
municates with bodies in this way, through the intertwining
of different perceptual faculties.
Synaesthetic perception is the rule, and we are unaware of it only
because scientific knowledge shifts the center of gravity of expe-
rience, so that we have unlearned how to see, hear, and generally
speaking, feel, in order to deduce, from our bodily organization
and the world as the physicist conceives it, what we are to see,
hear and feel . . . The senses intercommunicate by opening on to
the structure of the thing. One sees the hardness and brittleness
of glass, and when, with a tinkling sound, it breaks, this sound is
conveyed by the visible glass. One sees the springiness of steel,
the ductility of red-hot steel, the hardness of a plane blade, the
softness of shavings.23
By relativizing the predominance of sight in the
structure of perception, the theorists of synesthesia invite
us to discover the persistence of “unauthorized” sensory
registers (like sound and temperature in colors, or touch in
something perceived visually), which condition experience
21 J. Pallasmaa, The Embodied Image (Hoboken: Wiley and Sons, 2012): 51-52.
22 M. Merleau-Ponty, Phenomenology of Perception; J. Pallasmaa, The Embodied Image; M.
Dufrenne, L’oeil et l’oreille (1987) (Paris: Nouvelles Éditions Place, 2020).
23 M. Merleau-Ponty, Phenomenology of Perception: 266-267.
MATTEO VEGETTI 210 AN-ICON
in mostly unconscious and unconditioned ways. The many
examples referring to the field of architecture had the aim
of leading the students to a decisive point: given the origi-
nal complicity between body and space, to design means,
perhaps before anything else, to organize a complex per-
ceptual environment in which each element not only has
multisensory potential in itself but also inevitably relates
with that of the others. By experimentally testing the synes-
thetic effects of the designed space in virtual reality, inter-
twining their own bodies with it, the students had a way to
determine the results of their choices on multiple perceptual
levels. These could work towards creating syntonic or dys-
tonic effects, or could play with the composition of different
synesthetic qualities within the same element, for example,
combining a given material with a color that contrasts with
it in temperature, or background music of a certain kind, for
example, soft and enveloping, with an environment imbued
with the opposite synesthetic characteristics (cold, sharp,
shrill). The general goal was to create a perceptually rich
and coherent environment. Here, it is important to note that
it is possible to import images of any material, including
photographs of existing surfaces, into the Oculus.
This unit also allowed for the development of a
discourse straddling the border between the phenomeno-
logical aspects of multisensory experience and the findings
of the neurosciences.24
24 For example N. Bruno, F., Pavani, M., Zampini, La percezione multisensoriale (Bologna: il
Mulino, 2010).
MATTEO VEGETTI 211 AN-ICON
Expected outcomes:
■ Cultivating sensitivity to the multisensory aspects of ma-
terial and texture.
■ Developing a language capable of translating synesthetic
experience and allowing it to be shared with others.
■ Studying the possibilities of using multisensoriality to de-
sign and compose different perceptual environments in logical
sequences.
■ Experimenting with the encounter between the synesthetic
aspects of music and those of the designed environments.
■ Verifying the efficacy of the desired perceptual effects
through a questionnaire.
Exercise
Beginning with the previously-created space, gen-
erate four different perceptual environments, working with ma-
terials, colors, and sounds. The environments must create an
ordered sequence, a perceptual-synesthetic path imbued with
meaning.
A) Work with tactile perception: use textures on
different parts of the environment (floor, ceiling, objects pres-
ent in the room, etc.) while also modulating the qualities of the
materials (transparency, opacity, reflectiveness, etc.) to create
an effect that induces a multisensorial/synesthetic sensation.
B) Use materials and colors to elicit a specific
sensation (hot/cold; rough/smooth; sharp/soft; enveloping/
repelling; lightness/oppression, etc.)
C) Work with sound: test the impact of the sound
of footsteps, introducing different numbers of people into the
space based on its size as follows:
• 2.5x2.5: 1 person, 5 people, 20 people
• 5x5: 1 person, 10 people, 40 people
• 10x10: 1 person, 20 people, 80 people
• 20x20: 1 person, 40 people, 400 people
• 2.5x5: 1 person, 10 people, 40 people
• 5x10: 1 person, 20 people, 80 people
• 10x20: 1 person, 40 people, 400 people
MATTEO VEGETTI 212 AN-ICON
Once the highest number of people within the
space has been reached, add voices. Finally, walk through
the space and test the sounds of your footsteps in different
environments.
D) In an environment of your choice, introduce a
sound effect (natural or artificial) or music that reinforces the
synesthetic character of the space.
E) The environments must create a percep-
tual itinerary. Through the characteristics that you give the
environments, try to construct a pathway that will make a
hierarchy apparent, with the clearest possible succession.
F) Describe in writing the synesthetic effect that
you think you have generated in each of the fourenvironments
(without sharing the responses with the rest of the class);
a) How can the environments that you have
created be defined as multisensory?
b) What type of sensation did you want to
make emerge from the different spaces?
c) What is the relationship between the
choice of materials/sound and the sensation that you wanted
to transmit to those within the space?
d) How did the choice of sound relate to
the choice of materials and colors?
G) Take one photo in each environment.
H) Shoot a video of the four environments, lasting
24 hours (with all natural light). Compress it into a film of 2-3
minutes.
I) During the morning of the second day, each
group will visit the rooms created by the others and respond
in writing to some questions aimed at verifying the effect pro-
duced by the space on its users:
a) How do the spaces visited constitute an
example of multisensoriality? Which factors contribute most?
b) What sort of sensation emerges from the
different spaces. Try to describe which elements caused this
sensation.
c) Was the sound particularly significant in
your experience of the space? Why?
MATTEO VEGETTI 213 AN-ICON
UNIT 4 - Light and color: phenomenology
of atmosphere
The fourth didactic unit was dedicated exclu-
sively to the topic of light and color. The reason for this
choice resided primarily in the importance of these two
factors for spatial perception (in various ways: from colored
light to the relationship between natural light and materials
that reflect it). Furthermore, light and color play a decisive
role in the connotations of atmospheres. In dialogue with
various others, from Goethe25 to Conrad-Martius,26 from
Sedlmayr27 to James Turrel,28 the lesson highlighted both
aspects: the perceptual dimension and what Conrad Mar-
tius calls “the character” of light, or rather the way in which
a given property of light is intermittently given expression.
Light is undoubtedly a special atmospheric agent, since
temperature and color can give space a very clear emotion-
al timbre. But it can be used—as in the phenomenological
art of James Turrel and Robert Irwin—to change the form
of space, up to the point of distorting it and erasing its
borders.
VR is a unique instrument for testing how light
reacts to surfaces, their textures, and their colors in the
widest range of different conditions (for example, depend-
ing on the time of day, and also by adding natural light to
artificial light sources).
It is also useful, though, to create spaces and
spatial languages linked to the psychology of shapes. Five
possible functions of light capable of perceptually altering
space in respect to different design aims: illumination, indi-
cation, division/unification, connection, creation of rhythm.
Of course, each of these functions raises specific questions
25 J.W. Goethe, Theory of Colours (1810) (Cambridge MA: The MIT Press, 1970).
26 H. Conrad-Martius, “Realontologie,” Jahrbüch für Philosophie und phänomenologische
Forschung 6 (1923): 159-333; H. Conrad-Martius, “Farben. Ein Kapitel aus der Realontologie,”
Festschrift Edmund Husserl zum 70. Geburstag gewidmet (Jahrbüch für Philosophie und
phänomenologische Forschung) 10 (1929): 339-370.
27 H. Sedlmayr, La luce nelle sue manifestazioni artistiche, ed. A. Pinotti (Palermo: Aesthetica,
2009).
28 J. Turrell, Extraordinary Ideas-Realized (Berlin: Hatje Cantz Verlag, 2018). See also M.
Govan, C.Y. Kim, eds., James Turrell: A Retrospective (Los Angeles: Los Angeles County
Museum of Art, 2013).
MATTEO VEGETTI 214 AN-ICON
(the type of light source and its temperature, the shape and
position of the light sources, the relationship between light
and darkness, background and foreground, etc.), but in a
theoretical sense, the exercise aimed above all to demon-
strate the potential applications of a complex theoretical
framework like the one mentioned above.
Finally, the discussion turned to the phenom-
enological theme of atmospheres, a field that, as already
noted, could only appear last, once the basic elements for
an analytic understanding of the body-space relationship
had been acquired. With few exceptions, “atmosphere” is
a concept used in a very intuitive way by architects, yet
is central to their specific form of spatial intelligence. It is
here that VR perhaps offers its greatest contribution: it is
one thing to introduce students to the thought of the usual
authors on the subject, such as Böhme,29 Norberg-Schulz,30
Schmitz,31 Ströker32 or Zumthor,33 and quite another for
them to have the chance to analyze atmospheres from
within, to study their perceptual effects, and to modify their
factors in the desired (often experimental) way. Describ-
ing the extraordinary power of atmospheres to influence
our mood is much simpler and more effective when one
has the possibility of interacting with a virtual environment.
From within these environments, variation in light can be
understood atmospherically in all of its significance. The
capacity to design an/the entrance as a tool to understand,
expand, or focus an encounter with a given atmosphere
can be carried out in all possible ways, giving life to the
theoretical hypotheses learned through the creativity of the
designed. The symbolic and potential connotations of an
atmosphere—which are often an involuntary outcome, but
29 G. Böhme, “Atmosphere as the subject matter of architecture,” in P. Ursprung, ed., Herzog
and de Meuron: Natural History (Montreal: Lars Müller and Canadian Centre for Architecture,
2002) and Atmosfere, estasi, messe in scena. L’estetica come teoria generale della percezione,
trans. T. Griffero (Milano: Christian Marinotti, 2010).
30 C. Norberg-Schulz, Genius Loci: Towards a Phenomenology of Architecture (New York:
Rizzoli, 1991).
31 H. Schmitz, “Atmosphärische Räume,” in Atmosphäre(n) II. Interdisziplinäre Annäherungen
an einen unscharfen Begriff (München: Kopaed, 2012).
32 E. Ströker, Investigations in Philosophy of Space (Athens: Ohio University Press, 1987).
33 P. Zumthor, Atmospheres: Architectural Environments, Surrounding Objects (Basel:
Birkhäuser Verlag, 2006).
MATTEO VEGETTI 215 AN-ICON
nonetheless entirely controllable, through the composition
and interaction of the conditions present in a given space,
and at times even a result produced by a “heterogenesis
of ends”—can finally become the objects of direct experi-
ence, which would otherwise be impossible. I think these
examples are sufficient to illustrate a field of research that
goes far beyond virtual reality’s capacity to change one
floor into another, in order to find which one best suit the
environment.
For architectural professionals, though, this as-
pect should truly not be underestimated. VR offers them
a precious medium of communication with their clients,
who often lack the ability to imagine the design solutions
being proposed, or to read plans and “visualize” them in
three dimensions. But even if bridging the gap between the
spatial competencies of architect and client may sooner
or later prove to be the main use of virtual reality, it is not,
however, the most important for, nor does it lie within the
specific aims of the course.
MATTEO VEGETTI 216 AN-ICON
Expected outcomes:
■ Experimenting with environmental effects of lighting.
■ Experimenting with the semiotic and Gestaltic use of light.
■ Testing the atmospheric effects relating to light and color.
Exercise
A) Use artificial light to strengthen the synes-
thetic connotations of the environment in an atmospheric
way.
B) Use light to unify a part of the space and
the objects within it.
C) Use light to generate a threshold.
D) Generate variations in the temperature, in-
tensity, and type of artificial light, and observe how the
colors of surfaces and the texture of materials change.
E) Analyze how the spaces change under the
different variations of artificial light.
F) Modify the color of the materials through the
effects of variations of artificial light.
G) Using a narrative strategy, make an atmo-
spheric film of 30 seconds that shows how the spaces are
modified by different types of artificial light. If necessary,
you can animate the space with the movement of a virtual
character.
UNIT 5 - Orientation and legibility of
space
The final didactic unit dealt with the theme
of spatial orientation on the basis of the line of research
opened up by the work of Kevin Lynch.34 At the basis of
this choice are two assumptions. The first is that Lynch
has given us a scalable methodology, which can also be
effective when applied to interior spaces. The second is
34 K. Lynch, The Image of the City (Cambridge MA: The MIT Press, 1960). See also L.
Letenyei, J. Dobák, eds., Mental Mapping (Passau: Schenk Verlag, 2019).
MATTEO VEGETTI 217 AN-ICON
that such a methodology, based on psychology of shapes
and on a study of mental maps that we might say are akin
to phenomenology, places itself in continuity or in dialogue
with the content already explored in the preceding units of
the course. The formation of mental maps takes place in the
interaction between subject and environment. On a cogni-
tive level, for Lynch the maps reveal the constant presence
of five elements, which we can also define as structures,
in the sense that they structure the experience of (urban)
space by connecting it back to a universal mental schema.
Such irreducible elements, even if they are not necessarily
always co-present, are the path, the edge, the district, the
node, and the landmark. A space’s degree of comprehen-
sibility, or rather our own capacity to orient ourselves in
space and to have a clear mental image of it, depends on
the form, character, and composition of these structures.
The capacity of design to give spaces identity, structure,
figurability, and meaning is fundamental in fostering a pos-
itive interaction between subject and environment, or even
to induce emotional well-being. This gives us the capacity
to anticipate how space will be understood, to support our
spatial awareness (and hence our confidence in the space),
and to develop a positive identification with spaces.
All of this holds for any interior space, even if it
is clearest on a large scale (for example that of a museum).
Each interior indeed presents us with paths,
both introverted and extroverted nodes, helpful or disori-
enting edges (like walls, partitions, or anything that divides
space), landmarks (prominent aesthetic elements), and
even districts, since the term designates first and fore-
most for Lynch whatever distinguishes the characteristic
atmosphere of a place.
To demonstrate and test this hypothesis, the
students had to empty out the spaces they had created up
to this point, multiply them by four, and connect them in a
freely-chosen sequence. Using only the spatial language
of the five fundamental elements and working in syntony
with the principles of the psychology of shapes that make
space recognizable and possible to remember (uniqueness,
MATTEO VEGETTI 218 AN-ICON
formal simplicity, continuity, preeminence, clarity of con-
nection, directional differentiation, visual field, awareness
of movement, rhythm) the students were asked to give
their design a high cognitive value for the users. In order
to test the result obtained, each student visited the design
created by the others in virtual reality, and at the end of the
visit drew a mental map for each.
The study of the maps, finally, allowed sever-
al problems linked to the understanding of space to be
brought into the discussion: errors in the reconstruction of
the shape of the space, missing places, unclear dimensions
and hierarchies, and incongruencies and hesitations of var-
ious types. The critical evaluation of the most problematic
spaces (and, on the other hand, of those that almost al-
ways elicited a clear representation) allowed the students
to rethink their design, seeking effective solutions. VR is a
very useful tool for studying phenomena of orientation and
environmental image. Its usage, however, can be extended
to other psychological aspects related to the design of the
environment, as for example to the concept of affordance,
which in Gibson’s language refers to the physical qualities
of objects that suggest to a subject the appropriate actions
for manipulating them.35 The greater the affordance, the
more the use of the tool becomes automatic and intuitive
(a passage to cross, a door to open in a given direction,
a switch to turn or press, etc.). Another possible use of a
virtual space with “public” dimensions, like the one created
in the last unit, is the study of the rules of proxemics.36 This
can be accomplished through the possibility of inserting a
number of virtual people, who move according to estab-
lished or casual paths, interacting in various ways, into the
scene.
35 J.J. Gibson, The Ecological Approach to Visual Perception (1979) (New York: Psychology
Press, 2015).
36 T.E. Hall, The Hidden Dimension (New York: Anchor Books, 1990).
MATTEO VEGETTI 219 AN-ICON
Expected outcomes:
■ Experimenting with the principles of Lynch’s theory from the
perspective of design and develop a sensitivity to the cognitive
structure of space.
■ Learning the method of mental maps.
Exercise
A) Return to the basic space in its starting con-
dition, taking away all of the elements aside from the open-
ings (doors and windows). Multiply the space you created
before by four times. Then generate a sequence of twelve
connected environments.
Four spatial elements must be present in the
design: pathways, edges, introverted nodes, extroverted
nodes, and landmarks. Design the entrance and exit of the
building. The goal is to create a fluid and figurable space. To
achieve this goal, plasterboard walls can be taken away or
added (also to change the shape of the space); or you can
redesign them in such a way as to weaking or strengthen
the frame (the edges) to create visual and auditory connec-
tions, light effects, or transparencies.
Each room can have a landmark (painting, stat-
ue, mirror, geometric volumes).
In order to orient the user on the path and to
support the figurability of the space you can use: colors,
materials, lights, sounds, and frames.
You may not, however, use symbols or signs.
B) Make a film of the space.
C) Once it has been designed, the space will
be visited by other groups for a set period of time. These
visitors will then be asked to draw a map of the space as
they remember it. On the basis of these mental maps, try
to understand the strong and weak points of the designed
space through a synthetic map.
The project will be evaluated in respect to the fol-
lowing categories: uniqueness/originality, formal simplicity,
MATTEO VEGETTI 220 AN-ICON
hierarchical continuity, clarity of connections, directional
differentiation, scope of vision, awareness of movement.
The maps will be collectively discussed. We
will try to understand why certain spatial elements were
forgotten, misunderstood, and memorized with difficulty.
D) Change the space in order to modify it on the
basis of the suggestions that emerged from the discussion.
Technical specifications
There are dozens of 3D and VR software pro-
grams specialized in various types of applications. The
criteria that guided our choice were the following: possibly
free software, so that the students could continue to use
it as professionals, simplicity of the interface and usage,
simplified workflow, and the capacity to model in 3D and
have VR visualization and navigation functions.
Based on these criteria, we chose Twinmotion
(https://www.unrealengine.com/en-US/twinmotion), a soft-
ware specifically designed for architecture and interior ar-
chitecture based on the Unreal motor; the VR experience
is native “out-of-the box,” with features allowing for the
real-time modifications of materials, time of day, etc.
Fig. 6.
The interface is very simple, but on a deep-
er level allows for all of the necessary modifications of
MATTEO VEGETTI 221 AN-ICON
parameters. It can also simulate sounds in the space when
one moves through the VR scene.
Twinmotion has an internal library of 3D models
(animated and otherwise) that can be added to the scene
one is working on in a very intuitive way, but does not allow
for the creation of new 3D models from within.
The solution to this problem was to use the
Twinmotion plugin, which allows for the importation from
various 3D modelling programs such as Rhinoceros, Ar-
chiCAD, or 3DS Max, of 3D objects with a simple transfer.
This solution was ideal insofar as the students
were able to use ArchiCAD for 3D modeling and then to
synchronize it with Twinmotion for VR and rendering.
Also, the main design remained in ArchiCAD,
where various sections and plans were designed as usual.
The VR viewer market has developed in inter-
esting ways in the past few years, moving from solutions
with fixed stations (with the viewer connected to the com-
puter by cable and external sensors to map the area of the
game) to mobile ones, with integrated sensors that function
independently, without a cable and the need for an external
computer to function.
The main need of the project was to have a
quick working process with the fewest possible number
of intermediate steps. The product chose was the Oculus
Quest 2 (https://www.oculus.com/quest-2), a “standalone”
viewer with an integrated graphics processor, which can
also function as an external viewer for a computer when
connected via cable. The price and the image quality were
important factors in the final selection.
The possibility of using the students’ own lap-
top computers was quickly rejected, due to the issue of
the computing power of graphics cards, different operating
systems, and the installation of necessary programs that
use a large amount of disc space (at least 30 GB).
To solve these problems, Windows laptops with
the latest video cards (Nvidia RTX 3070), with all of the nec-
essary programs installed (ArchiCAD, Oculus, Twinmotion)
were acquired.
MATTEO VEGETTI 222 AN-ICON
Discussion and recommendations
The structure of the course proved to be effec-
tive and engaging, and gained very positive evaluations
from the students, confirming in its own way the positive
effects on VR learning already cited.37 The strongest point
was the integration of theory and practice, two dimensions
that normally are clearly separated and, despite good in-
tentions, mutually indifferent.
This also signaled a danger and a difficulty: un-
fortunately, the results of the course could not be measured
by looking at the end outcomes —as would take place in a
design workshop— because the design, in our case, was
the means and not the end.
Furthermore, some of the starting conditions
(for example, the position of the door-openings) can seem
absurd from an architectural point of view, and are incom-
prehensible if one is not aware of the specific educational
goals of the course.
The attention dedicated by the students to cer-
tain environmental, spatial, compositional, formal, percep-
tual, and atmospheric factors definitely produced surpris-
ing results, which were also appreciated by our architect
colleagues, but in order to avoid misunderstandings it was
always necessary to strongly reiterate the theoretical/phil-
osophical specificity of the course and its objectives. From
this point of view, even the spaces that were seemingly less
successful from an architectural standpoint could have a
positive significance in regard to what interested us: the
essential was not in fact in the results in themselves, but
in the process that led to them, in the experimental inten-
tions of those who made them, and in the documentary
traces that recorded and commented on the experience
on a theoretical and critical level. The essential, in short,
was the degree of awareness developed by students in
each phase of the course and their level of understanding
37 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
MATTEO VEGETTI 223 AN-ICON
regarding the ways in which certain spatial factors impact
our relationship with space on conscious and unconscious,
and cognitive and perceptual levels.
However, in view of the Academic Year 2022-
2023, in order to better distinguish the intentions of the
course from those of the project work, we decided to mod-
ify the course.
In particular, we have attempted to simplify the
exercises and standardise them so that the results are com-
parable. In addition, we placed emphasis on experiment-
ing with spatial variants of an element (e.g. the threshold/
door) to allow students to test the most significant per-
ceptual changes between the choices made. Finally, we
required the students to present the experiments they had
tried, a selection of the most interesting results, and writ-
ten descriptions of their experiences in a common layout.
Redefined in these terms, the first point of the new exer-
cise relating to the first unit asks the students to place a
gap-threshold in the starting space, to experiment with dif-
ferent solutions capable of generating a meaningful spatial
experience; to describe in writing the criterion used, the
most paradigmatic solutions, and the quality of space de-
termined by these solutions. The same method, based on
the study of variations, was applied to the composition of
the rooms, the shape of the threshold/windows, the posi-
tion of the sculpture, etc. Overall, the course has become
much more analytical than before, and somewhat more
phenomenological.
MATTEO VEGETTI 224 AN-ICON
Fig. 7.
Fig. 8.
MATTEO VEGETTI 225 AN-ICON
Fig. 9.
Fig. 10.
Fig. 11.
Fig. 12.
Figg. 9-12. Four pictures related to the exercise on the thresholds: projects of Elmira Rabbani and
Gabriele Luciani, Giada Pettenati and Michelle Rosato, Giorgio Ghielmetti e Mattia Buttinoni. Bachelor
of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 226 AN-ICON
Fig. 13.
Fig. 14.
Fig. 15.
Fig. 16.
Figg. 13-16: Four pictures related to the exercise on light and colour. Projects of
Sandra Burn and Asia Camoia, Elmira Rabbani and Gabriele Luciani, Jessica Corti
and Silvia Zehnder. Bachelor of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 227 AN-ICON
Unità 1 es.1 - Diversi modi di inserire un varco/soglia nello spazio
spazio analizzato: 3 x 4.5 x 2.5m
Dal momento che il nostro parallelepi-
pedo è di base rettangolare abbiamo
iniziato ad analizzare le sperimen-
tazioni in cuiNun varco viene posto
sulla facciata più lunga, ossia 4,5 m.
Abbiamo sperimentato varie possibilià
di soglie utilizzando i seguenti criteri:
locazione, altezza e larghezza.
Inizialmente abbiamo posto la soglia
al centro della facciata e abbiamo
osservato come variava la percezione
cambiando l’altezza (1.60m, 2.10m,
2.50m) del varco e in seguito cambian-
do la larghezza (0.50m, 0.70m, 1m,
1.50m, 2m, 2.50m). Successivamente
abbiamo decentrato la soglia, ed infine
abbiamo fatto lo stesso procedimento
anche per la facciata più corta, os-
sia 3m. Dopo aver sviluppato queste
svariate possibilità ne abbiamo selezio-
nate alcune che secondo noi sono più
significative:
1.1:
- Apertura minima
- Si fa quasi fatica a passare
- Non si è invogliati a varcare la soglia
- Luogo molto riservato
1.2:
-Le senzazioni elencate precedente-
mente vengono accentuate decentran-
do la soglia
1.3
- Forte collegamento interno-esterno
- Luogo arioso
1.4:
-Le senzazioni elencate precedente-
mente diminuiscono decentrando la
soglia
V1.5:
- Sorge la domanda se si tratta ancora
di una soglia
1.7:
- Non è vivibile
- Quasi non ci si rende conto che si
tratta di una vera e propria soglia
1.8:
- Altezza standard
- In correlazione con i cambiamenti di
larghezza sperimentati non influisce
granché
1.9:
- Direzionalità: dona verticalità allo
spazio
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri Fig. 17.
Unità 1 es.2 - Varianti migliori
spazio analizzato: 3 x 4.5 x 2.5m
orem ipsum dolor sit amet, consectetur
adipiscing elit. Suspendisse lobortis
urna id velit tempor, in gravida est hen-
drerit. Mauris vestibulum facilisis erat
sit amet consequat. Curabitur ullamcor-
per eros enim, eget interdum dolor
feugiat at. Etiam viverra orci ac quam
lobortis, ac posuere turpis ultricies. Sed
facilisis dictum turpis eget venenatis.
Nunc vehicula augue enim, at viverra
turpis ornare vel. Phasellus vel mollis
augue.
Curabitur luctus, erat ut bibendum
bibendum, lacus nisl molestie eros, sed
cursus turpis magna quis nibh. Sed ac
volutpat magna, id mattis risus. Fusce
ipsum neque, placerat ac posuere at,
sollicitudin in nulla. Maecenas ege-
stas nibh ac ultricies laoreet. Integer
tristique fermentum neque, sit amet
vehicula sapien. Morbi condimentum
consequat turpis a rutrum. Proin nec
dolor eu purus ultrices rutrum.
Ut rutrum semper dictum. Morbi sapien
lacus, feugiat sit amet commodo et,
feugiat ut felis. Mauris tellus justo,
laoreet ut quam in, molestie ultrices
sapien. Sed tincidunt, augue ut inter-
dum cursus, lorem dui laoreet augue,
in semper urna dolor sed tellus. Su-
spendisse molestie urna id commodo
pretium. Ut non dui tincidunt, dictum
justo in, posuere sapien. Sed non est
at purus fermentum tincidunt vulputate
id libero. Etiam mi ante, rutrum a libero
vel, feugiat pharetra sem. In volutpat
metus arcu, eget fringilla ipsum soda-
les ac.
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri
Fig. 18.
Figg. 17-18. Examples of the layout used in the course 2022-2023 (first point
of the Unit 1 exercise). Students: Zoe Togni and Silvia Pedeferri.
MATTEO VEGETTI 228 AN-ICON
Unità 3 es.G - Fotogrammi video
obiettivi Il nostro obiettivo è di creare un’atmo- scelte Ci siamo focalizzate principalmente con tutte le pareti in clacestruzzo, ma
sfera che metta in contrapposizione sull’utilizzo di un materiale base, quale questa volta laccate, in modo da dare
una sensazione di apertura e leggerez- il calcestruzzo, che abbiamo adopera- ancora l’effetto della leggerezza e del
za con una sensazione di chiusura e to in primo luogo, su tutti i pavimenti, freddo, ma creando un climax con la
pesantezza, tramite l’utilizzo di texture, e successivamente sule pareti tre prima stanza.
coliri e materiali che possano aiutare stanze. La terza stanza, caratterizzata da
ad enfatizzare tali emozioni. La prima stanza è caratterizzata da un pareti in calcestruzzo grezzo, invece,
pavimento chiaro, con tonalità azzurra- ha come colorazioni un grigio scuro,
stre e pareti in alluminio riflettente per che introducono un effetto sinestetico
creare un effetto sinestetico che ricor- di pesantezza ed oppressione.
dasse il freddo e la leggerezza, qualità L’ultima stanza, invece, è caratterizzata
innate del metallo. da un pavimento blu scuro, notte, e da
La seconda stanza, invece, è valoriz- pareti e soffitto rivestite da pietra nera.
zata da una colorazione, sempre sulle
tonalità dell’azzurro, ma più calde,
riscontri Attraverso l’utilizzo del visore abbiamo La terza stanza è particolarmente
constatato come le le nostre iniziali tangibile e concreta. Crea un netto
ipotesi non fossero del tutto errate. contrasto con la stanza precedente,
Nella prima stanza, ci si trova in uno trasportandoci in un’atmosfera pesante
spazio freddo, quasi fantascientifico e reale. La sensazione che si prova è
e irreale, ma a differenza di come quasi di calma e tranquillità.
pensavamo, si ha una sensazione di Il contrasto con le due stanze prece-
maggiore chiusura rispetto alla secon- dente viene inoltre accentutato dall’ul-
da stanza. tima stanza che è buia, opprimente
Proseguendo la stanza successiva e quasi soffocante, da non riuscire a
ci trasporta in una relatà anch’essa stare al suo interno per troppo tempo.
fredda, nella quale si crea un gioco
di colori che nasconde il fatto che sia
stato utilizzato lo stesso colore su tutte
le pareti.
AIS200 Fenomenologia dello spazio_2022-23 Anna Bolla e Camilla Tosi Fig. 19.
Fig. 19. Examples of the layout used in the course 2022-2023 (Unit 3,
synoptic view of tested variants). Students: Anna Bolla e Camilla Tosi.
MATTEO VEGETTI 229 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18166 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18166",
"Description": "The paper presents the theoretical assumptions and the way of conducting an experimental course on the Phenomenology of Space designed for architects and interior designers.\nThe course made use of virtual reality to allow students to directly experience the perceptive and cognitive effects induced by the forms of space, colour, the texture of materials, and light. Virtual reality was also the medium that made it possible to translate certain philosophical concepts related to the phenomenology of space into an experiential and applicative field close to the sensitivity and spatial culture of the designers.\nThe themes addressed gave rise to a progressive development that allowed students to develop an increasingly complex project and experiment with increasingly complex issues. The course began with the phenomenology of thresholds, and continued with the analysis of field and synesthesia, the phenomenology of atmospheres, and the analysis of orientation and mind maps. In each of these areas of research and experimentation, the common thread remained the relationship between the body and space. The article also presents the exercises proposed to the students and an overall assessment of the teaching experience.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18166",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Matteo Vegetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Education",
"Title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Operational An-Icons",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-03",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Matteo Vegetti",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18166",
"firstpage": null,
"institution": "Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera Italiana",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Education",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Verlag, 2006).",
"spatial": null,
"temporal": null,
"title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18166/17780",
"volume": "1"
}
] | Phenomenology
of space and virtual
reality. An experimental course
for students
by Matteo Vegetti
in architecture
Phenomenology
Virtual reality
Achitecture
Philosophy
Education
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Phenomenology of space and
virtual reality. An experimental
course for students in
architecture
MATTEO VEGETTI, Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera
Italiana – https://orcid.org/0000-0002-5149-8609
https://doi.org/10.54103/ai/18166
Abstract The paper presents the theoretical assumptions and
the way of conducting an experimental course on the Phenom-
enology of Space designed for architects and interior designers.
The course made use of virtual reality to allow stu-
dents to directly experience the perceptive and cognitive effects
induced by the forms of space, colour, the texture of materials,
and light. Virtual reality was also the medium that made it pos-
sible to translate certain philosophical concepts related to the
phenomenology of space into an experiential and applicative
field close to the sensitivity and spatial culture of the designers.
The themes addressed gave rise to a progressive
development that allowed students to develop an increasingly
complex project and experiment with increasingly complex is-
sues. The course began with the phenomenology of thresholds,
and continued with the analysis of field and synesthesia, the
phenomenology of atmospheres, and the analysis of orienta-
tion and mind maps. In each of these areas of research and
experimentation, the common thread remained the relationship
between the body and space. The article also presents the ex-
ercises proposed to the students and an overall assessment of
the teaching experience.
Keywords Phenomenology Virtual reality Achitecture
Philosophy Education
To quote this essay: M. Vegetti, “Phenomenology of space and virtual reality. An experimental course for
students in architecture,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 184-
229, https://doi.org/10.54103/ai/18166
MATTEO VEGETTI 184 AN-ICON
Presentation of the course
Virtual reality (VR) holds educational potential
of great interest for all disciplines that deal with spatiali-
ty, and even more for those, like architecture, that have a
privileged relationship with lived space, that is to say with
the interaction between the body and its environment. I at-
tempted to demonstrate this thesis through the conception
and development of a course on Phenomenology of space
that makes use of virtual reality to study the perceptual
effects of architectural design.
The course began as a research project funded
by an internal call for proposals in the Department of en-
vironments, construction, and design of the University of
Applied Sciences and Arts of Southern Switzerland (SUP-
SI-DACD, Mendrisio, Switzerland) dedicated to digitization.
From the outset, its implementation required the formation of
a small interdisciplinary research team. It included, alongside
myself, philosopher and professor of spatial theory Pietro
Vitali (architect and professor of the degree course in inte-
rior architecture), Matteo Moriani (architect and assistant
for the course developed by this project), and Marco Lurati
(interaction designer and lecturer). In contrast to what often
occurs, the collaboration between different areas of exper-
tise in our case had a material character. The task of taking
care of the content and educational aims of the course fell
to me, as philosopher, while that of dealing with questions
related to more strictly architectural aspects fell to the de-
signers, who then guided the students in their design work.
The interaction designer, finally, had the task not only of
making the course possible through the development of
the technology and the necessary programming, but also
of teaching students how to carry out design in VR and the
relevant programs (Twinmotion in particular). As is clear, no
member of the working group could have proceeded without
the aid of the others. The final goal was to create a course
in phenomenology applied to architecture with the help of
Oculus Quest 2 headsets. In other words, rather than just
learning theories, the students would need to sharpen their
MATTEO VEGETTI 185 AN-ICON
spatial sensibility by experimenting with these theories in
a virtual environment. The challenge was thus double: on
one hand to offer a course on applied philosophy, and on
the other to introduce virtual reality into a theoretical course,
making it the tool for the application of theory.
In addition to this, in an almost unconscious,
seemingly instrumental way, the students would need to
learn sophisticated programming languages, a skill that is
also useful from a professional standpoint.
Background
Virtual Reality has recently emerged in archi-
tecture and the arts as novel means for visualizing different
design solutions and for building up the design model and
its virtual environment.
Similar to these applications, VR is commonly
used in architectural education in the design process, as it
provides the designer with an image to create the spatial
and topological relationships of a project. Although the use
of VR for teaching purposes is not yet widespread in archi-
tecture faculties (in Europe at least), its pedagogical effec-
tiveness has been clearly documented.1 Several studies on
the pedagogical function of VR in architectural studies have
shown that the use of VR increases the awareness of de-
signer during designing in terms of the structural properties
and component assembly of a structural system,2 helps stu-
dents’ way of thinking, critical thinking, and problem-solv-
ing activities,3 creates the possibility to “feel like being in
the place,”4 strengthens the memory and awareness of the
1 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process,” Automation in Construction 141 (2022): 1-19, https://doi.org/10.1016/j.
autcon.2022.104393.
2 W.A. Abdelhameed, “Virtual reality in architectural design studios: a case of studying
structure and construction,” Procedia Computer Science 25 (2013): 220-230, https://doi.
org/10.1016/j.procs.2013.11.027.
3 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
4 T. Chandrasekera, K. Fernando, L. Puig, “Effect of degrees of freedom on the sense of
presence generated by virtual reality (VR) head-mounted display systems: a case study on the
use of VR in early design studios,” Journal of Educational Technology Systems 47, no.4 (2019):
513-522.
MATTEO VEGETTI 186 AN-ICON
spatial configuration,5 augments “spatial abilities” in stu-
dents,6 trains the capacity to switch naturally from a planar
representation of space to a 3D representation of the same
space.7 To cite a concrete experience, Johan Bettum, pro-
fessor of architecture at the Städelschule, has used virtual
reality in the master degree studio Architecture and Aes-
thetic Practice at Städelschule Architecture Class (Frank-
furt) as a laboratory for spatial inquiries in relation to sub-
jective experience, the construction of reality and the role
of images in regimes of representation. These experiments
consisted in designing immersive environments where ar-
chitecture has been explored through the computerized
representation of forms and spaces. According to the inten-
tions of the course, this digitally produced realm of images
supplemented and often supplanted the traditional role of
drawing in the contemporary design process.8 A second
research experiment on the integration of VR in the cur-
riculum at architecture schools, took place at the College
of Architecture and Planning (CAP) of Ball State University.
For three years in a row, the CAP created a design virtual
environment for 2nd year students, making use of an HMD
(Head Mounted Display). The CAP VR Environment aimed
to support the actual architectural design process, therefore
aiding the process of learning how to design, rather than
limiting its use as a visualization tool. In the practical terms,
the immersive simulation of an actual design project (the
lobby of a small hotel) was intended to enable students to
recreate the architectural characteristics of the space, elic-
iting an appraisal of their architectural spatial experience.
According to the author, the ability to navigate through
5 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience,” Ambiences. Environment Sensible, Architecture et
Espace Urbain 1 (2015): 1-23, https://doi.org/10.4000/ambiances.594.
6 T. Chandrasekera, S.Y. Yoon, “Adopting augmented reality in design communication:
focusing on improving spatial abilities,” The International Journal of Architectonics, Spatial
and Environmental Design 9, no.1 (2015): 1-14, http://dx.doi.org/10.18848/2325-1662/CGP/
v09i01/38384; M. Schnabel, T. Kvan, E. Kruijff, D. Donath, “The first virtual environment design
studio,” 19th eCAADe Conference Proceedings. Helsinki (2001): 394-400.
7 J. Milovanovic, G. Moreau, D. Siret, F. Miguet, “Virtual and augmented reality in architectural
design and education. An immersive multimodal platform to support architectural pedagogy,”
17th International Conference, CAAD Futures 2017, Istanbul, Turkey.
8 J. Bettum, Architecture, Futurability and the Untimely (Bielefeld: transcript Verlag, 2022).
MATTEO VEGETTI 187 AN-ICON
the simulated lobbies turned out to be key to capture the
architectural spatial experience and perceive the aesthetic
emotion and/or symbolic meaning embedded in the proj-
ects.9
A further type of studies attempted to demon-
strate, through an experimental design that also involved
students from a design class at the Milan Polytechnic, the
possibility of recreating complex spatial qualities through
VR, for example investigating how multisensoriality (scent
in particular) affects the realism of the experience contrib-
uting to increase the users’ sense of presence in the virtual
environment.10
Although in some ways apparently akin to the
case studies cited, it must be borne in mind that the course
we experimented with differs first and foremost from them
for the basic reason that it does not fall within the scope
of architecture, but of philosophy applied to space (a phi-
losophy with a phenomenological orientation). The aim of
the pedagogical experiments conducted is therefore not
related to design, but to the understanding of the body-
space relationship, with a specific focus on the modalities
of sensory perception. In other words, thanks to virtual re-
ality, the students were able to experiment in various ways,
according to a number of controlled possibilities, how the
manipulation of certain variables (positions of openings,
colors, scales, relationships between objects in space, arti-
ficial lights, sequences of spaces) impact the spatial expe-
rience on a perceptive and cognitive level. The aim was not
to obtain a realistic representation of space, nor was it to
learn about and visualize certain spaces and construction
processes through VR. The aim was rather to verify with
one’s own (virtual) body the perceptual effects induced by
9 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience.”
10 M. Carulli, M. Bordegoni, U. Cugini, “Integrating scents simulation in virtual reality
multisensory environment for industrial products evaluation,” Computer-Aided Design &
Applications 13, no. 3 (2016): 320-328, https://doi.org/10.1080/16864360.2015.1114390.
MATTEO VEGETTI 188 AN-ICON
certain design choices, and to develop a method to derive
generalizable knowledge from experience.
Although the aforementioned studies have
provided the course with useful information and a set of
important examples regarding the didactic use of VR in
architecture, there is - to the best of my knowledge - no
previous use of VR in phenomenology of space.
Theoretical framework
Phenomenology is undoubtedly the theoret-
ical orientation most closely related to the intelligence of
architects, who are accustomed to thinking about space
“live,” so to speak. Among the characteristic abilities of
the architect are the capacity to consider the relationship
between spaces and bodies, to imagine the atmosphere
of environments and the way in which shape, color, and
spatial scale influence our experience of them, and to or-
ganize solids and voids, exteriors and interiors, the visible
and the invisible, light and shadow, volumes and matter, as
though they were elements of an aesthetically expressed
spatial language. It is precisely this sort of sensibility that
the course sought to thematically develop, strengthening
students’ awareness of and ability to design perceptual (i.e.,
not only spatial) environments imbued with cognitive and
emotional meanings. To best realize the desired encounter
between philosophy and architecture in this pre-categor-
ical level of spatial experience, I found it useful to refer to
phenomenology broadly defined, broadly enough to include
Gestalt psychology and some elements of behaviorist psy-
chology. Before giving a synopsis of the thematic contents
of the course, it will be necessary to evaluate the contribu-
tion that virtual reality can offer to the encounter between
phenomenology and architecture, mediating between their
languages. VR’s potential consists in its particular quali-
ties as an immersive medium, or more specifically in its
MATTEO VEGETTI 189 AN-ICON
capacity to insert perception into an immaterial, interactive,
and programmable Umwelt.
The first aspect is perhaps the most important.
If there is a single quality that the spatial intelligence of the
architect must necessarily develop during the course of
study, it lies in the capacity to move from an understand-
ing of space based on plans—made up of lines, symbols,
numbers, and so on—to a subjective understanding, ideally
placed in the space that those signs represent abstractly.
The passage from an objective and external gaze (the one
that reads the plan) to an internal, embodied one, capable
of bringing the signs to life in a volumetric space and cor-
porealizing them, is normally entrusted to the imagination.
But given the complexity of this mental operation, it is al-
ways necessary to turn to a plurality of media: sketches,
models, photographs of the models taken from the inside,
rendering, etc.
None of these tools, however, is capable of
physically including the subject, who thus continues to
have a distanced and disembodied understanding of space.
Given the importance of the role that the body plays in
spatial experience, it is clear that the value of virtual reality
lies in the possibility of transferring the subject inside of the
space of representation, in such a way that allows them to
have a direct, aesthetic, and even synesthetic experience.
Thanks to VR, the architect can jump in and out of the rep-
resentation: he or she can “enter the plan,” making it into an
immersive experience, and then exit, modify the design on
the basis of this experience, and finally return to the virtual
space to check the outcome of the operation. This move-
ment in and out of the space of representation provides
the intelligence of the architect with a new medium; this is
not, however, virtual reality, but rather his or her own body
as an “analogical” tool, one that provides an analog to em-
bodied sensory experience. On the one hand, virtual space
replicates the intentional structure that the world presents
to us: space moves with me, shows itself and hides itself
in relation to my gaze, and declares its secondary qualities
(for example, showing itself to be narrow and oppressive,
MATTEO VEGETTI 190 AN-ICON
or disorienting —all qualities that are related to a certain
kind of subjective experience.). On the other hand, even if
they are “embedded” in a virtual environment, the subjects
still maintain an interior distance, a remainder of objectiv-
ity; they know that they are in a representation, just like at
every moment they know that their own body is only an
analogon of the sentient one, which allows them to have
a mediated, self-observed experience, and to register its
effects. If virtual space is a distant relative of the sketchpad,
the body that explores virtual space is a distant relative of
the pencil that draws in the sketchpad, or more precisely
of the manual intelligence involved in that experience.
The risk of virtual reality causing the architect
to lose an authentic relationship to space, or to “authentic
space,” is, when taken from this point of view, less serious
than one might fear—and all the more so due to the fact
that VR does not by any means claim to substitute itself for
the traditional forms of mediation, translation, and repre-
sentation of space, but rather to integrate them into its own
capabilities. Furthermore, VR remediates within itself many
media to which we have long been accustomed, from the
drawing pad to the cinema; from this perspective, rather
than eliminating all mediation, it entails a deep and layered
media culture. This is also confirmed by the educational
usage of VR, given that in order to adequately use it, the
students will necessarily continue to move through the rep-
resentational languages of different media (from manual
design to CAD, as well as the photos and films that can be
made within virtual reality). They can also share their visual
experience externally, since what they see within the virtual
environment can be simultaneously projected on a screen
connected to a projector. This, if we consider it closely, is
no small thing. Two separate and autonomous (although
co-present) environments—two different parallel Umwel-
ten—can be connected in real time. Making it possible to
show the outside what one sees as one sees it, VR makes
ocular experience shareable, albeit through two different
media (on one hand the projected film and on the oth-
er the immersive reality.) The VR viewer transforms vision
MATTEO VEGETTI 191 AN-ICON
into a full-fledged medium: it transmits, communicates to
the outside, shows, and makes what it manifests public in
real time. The virtual experience is, in effect, “replicant” by
nature. In it, technological reproducibility has now caught
up with the perceptual experience linked with one’s own
body: today sight, tomorrow touch, and then who knows.
The alienation of one’s own body, if we can
call it such, may have slightly disturbing aspects for those
who want to project it into dystopian future scenarios, but
within the context of more modest educational ambitions,
it holds enormous potential, given that it makes the lived
experiences of others shareable and evaluable. As will by
now be clear, the course was nothing like a normal design
workshop, nor did it aspire to be. It was more like a virtual
gymnasium where, through a series of guided experiments,
the perceptual and psychological dimensions of space
were exercised; a gymnasium that allowed for the easy
modification of space and the experimental verification of
its effects.
Aims of the program
To be concise, the use of virtual reality in the
architectural context can be summarized in four points.
These, as we will see, were developed in the course through
a series of exercises.
1) VR allows for the modification of space at will,
and for the verification of its effects on perceptual, emotion-
al, and cognitive levels (depending on what one is interested
in determining) in an immersive environment.
For example, the height of a ceiling is, from
one point of view, objective and mathematical, identical in
any space. It is what it is, regardless of other spatial vari-
ables like color and depth. Within the perceptual dimen-
sion, however, things proceed very differently, since all of
these variables intertwine and influence one another in a
manner so clear that to define it as subjective would be
misleading. The depth of space modifies the perception of
MATTEO VEGETTI 192 AN-ICON
height in direct proportion to its increase. This can easily
be experienced in virtual reality precisely because it only
applies to a sentient body, which on paper does not ex-
ist. Experiments of this type can examine the relationship
between color and spatial perception, the modification of
an environment through light (or shadows) depending on
the hour of the day or the season, the perception of one’s
center of balance in space, the relationship between differ-
ent scales, the relationship between different volumes and
shapes, synesthesia, and many other analogous situations.
VR offers the opportunity to examine all of these
aspects not only through vision, but also from a practical
point of view, that is to say, through the study of the behav-
ior of the users that interact with the organization of a given
space: how they move, what they understand, what they
remember, and how they describe a certain environment.
All of this provides a way to test design solutions (whether
realistic or experimental), or to verify theories developed
in the existing literature.
2) VR allows for the implementation of phenom-
enological variations and the experiencing of their effects
on different levels: aesthetic, psychological, ontological.
The use of phenomenological variation within
the context of the project meant the possibility of varying
one or two special elements, altering in a controlled way
their position, breadth, depth, and other characteristics.
One can, for example, modify the perception and geometry
of an entire environment by changing where the entryway is
located, thus deforming the environment in relation to the
observer’s center. Depending on the breadth or depth of
the entry, the experience of entering, and of the relationship
between outside and inside, is modified. Depending where
the two entries in a room are located—given that these es-
tablish between themselves, on a perceptual level, a recip-
rocal connection, a sort of invisible corridor—space will be
“sliced” by that connection in different ways, redistributing
MATTEO VEGETTI 193 AN-ICON
internal space and generating areas (compartments) of vari-
able shapes and dimensions.
This method requires experimenting with a lim-
ited and controlled number of variations, and that the results
be recorded from a perceptual and even ontological point
of view. The dimensions of a window can be varied in such
a way as to produce significant aesthetic discontinuities,
but beyond a certain threshold of size the window changes
in nature, becoming, for example, a glass door (if it alludes
to the possibility of transit, taking on the potentiality of an
opening-threshold), or a glass wall, where wall and window
meet, each giving up one of its intrinsic potentialities (in the
case of the wall, the possibility of visually separating spaces,
and in the case of the window, that of connecting an inside
to an outside atmosphere). The exercise of variation can
take on many forms, all useful for testing a wide range of
spatial effects with aesthetic, symbolic, or even ontological
significance. To give a final example, which highlights the
possibilities of VR, we might think of the effect of all of the
possible variations applied to the height of a small room,
from the minimum or even insufficient measurement to a
generous one, say of 3 meters, up to a decidedly out of
scale measurement of 10 or 20 meters. This modification
allows for the discovery through intuitive evidence of the
discontinuous relationship between stimulus and percep-
tion, or of the differential thresholds that punctuate the
qualitative passage from one psychophysical condition to
another (claustrophobic, comfortable, roomy, oppressive,
etc.). The qualitative thresholds can also cause a change
in the sense of space itself. For instance, a space in which
the ceiling is too low will not be perceived as inhabitable.
Habitability is a spatial quality that requires a certain min-
imum height, even if it is still a claustrophobic one. But if
one exceeds this measurement greatly, one enters into a
new context of meaning, for example that of an artistic
installation, and space takes on a poetic significance that
it did not have before. But this is not all. The exercise of
phenomenological variation calls for the capacity to de-
scribe, or better, to verbalize lived experience, developing
MATTEO VEGETTI 194 AN-ICON
an appropriate (specific), effective (figurative), and meaning-
ful (persuasive) language. From perception to expression: a
continuous two-way transit that helps students develop a
degree of spatial awareness that they do not normally pos-
sess. Naturally, the exercise becomes progressively more
complex depending on the number of variables one choos-
es to introduce. The preceding case, for example, could
be made much more complex simply with the introduction
of one further variable, such as materials (say, concrete or
word) or the presence of a light source (for example, an
opening onto a natural light source from above).
3) VR allows for the firsthand study of relationships
between form and meaning.
Here, I turn to the field of Gestalt psychology,
and more particularly to the possibility of simulating and
studying phenomena of orientation and mental maps (at
the base of which lie the tools of the psychology of shapes).
To once again in this case offer some examples, one might
think of virtual space as a site in which to experiment with
different strategies for functionally dividing up space, for
grouping families of objects on the basis of the principles
of “figural unification,” for generating rhythms, for anticipat-
ing the sense of space (directions and meanings), and for
inducing motor responses. Within this field of experimenta-
tion also lies the possibility of giving symbolic significance
to a certain element of the environment (for example, the
main entrance, the most important painting, the state room,
etc.) as well as that of articulating in various modes the re-
lationship between voids and solids, distances, or objects
with different shapes and sizes.
4) VR allows for experimentation with the consti-
tutive factors of atmospheres.
This fourth point is the result of the interac-
tion between all of the preceding spatial components and
their relative interactions, and thus cannot but appear last.
Experimentation with the constitutive factors of the atmo-
sphere becomes explicit when attention is shifted to the
MATTEO VEGETTI 195 AN-ICON
holistic aspects of the environment, the emotional impact
that the space has on us, and the moment of encounter
with an atmosphere and the way it can be an object of
design. The usefulness of virtual reality in respect to the
phenomenological analysis of atmospheres is clear: pre-
cisely because an atmosphere is in itself an immersive and
synesthetic phenomenon, it can only be observed through
bodily presence. One is always inside an atmosphere, to
the point that the very presence of a certain atmospheric
connotation defines, when perceived, the confines of an
interior (the interior of a work of architecture, of a certain
city or neighborhood, or of a particular culture, etc.). VR
thus shows itself to be extremely effective as a tool for the
analysis of the psychological aspects of atmosphere, fa-
cilitating an applied atmospherology. The various aspects
that comprise the atmosphere of a place, that is to say its
social and emotional characteristics, can become the ob-
ject of critical analysis and can be used for the revision of
designs. Within this field of experimentation there is also the
possibility of observing space from any desired perspective
and of moving, even if in a limited way, in a manner that
unites visual and synesthetic experience.
In addition, VR offers the possibility of introduc-
ing natural sounds, background noises (for example, chatter,
whose intensity depends on the number of people that we
decide to put into the space), sounds of footsteps (which
change depending on the surface being tread upon), and
music (which can be diffused into space from a preselected
source). It is not yet possible, however, to introduce tactile
experiences, while olfactory ones are difficult to manage
and a bit artificial.
Structure of the course and workflow
The course took place during the first semester
of the 2022 academic year, and was divided into 12 lessons,
each lasting an entire day.
Excluding the first introductory lesson and the
last one, dedicated to the presentation of final exercises,
MATTEO VEGETTI 196 AN-ICON
five units were offered to the students, each one compris-
ing two lessons. Each unit dealt with a different theme, but
always built on the themes discussed in the preceding units.
The course thus followed a gradual development through
units. The typical organization of the units followed this
order: a theoretical lecture (Matteo Vegetti); presentation of
the exercise; discussion; presentation of programing tools
and the use of Twinmotion for the given exercise (Marco
Lurati); design work by students under the guidance of the
course assistant (the architect Matteo Moriani, with the
invaluable volunteer contribution of the interior architect
Victoria Pham). Each unit was concluded the afternoon
of the second lesson with a group review of the exercises.
Since these were carried out by students in pairs, the pre-
sentations took place as follows: one student explained the
design choices and the outcomes of the experimentation,
while the other, from within the virtual space, showed the
spaces in question (thanks to a projector connected to
the Oculus, or rather to the computer supporting it). Each
pair of students worked on a space of a different scale
(2.5x2.5; 5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20). In this
manner, the phenomenologically significant issue of scale
was indirectly present throughout the course, presenting
numerous opportunities for reflection. Given that the same
exact exercise presented difficulties of different types de-
pending on the scale, each group of students necessarily
had to offer a different design solution. The differences be-
tween scales were of course also evident in the exercises
based on variations.
In what follows I offer a descriptive brief of the
subjects dealt with in each unit and in the corresponding
exercises. The latter held a fundamental importance in the
overall economy of the course, given that they connected
theory with practice and formed an educational pathway
that began from a few basic elements and then became
progressively richer and more complex.
MATTEO VEGETTI 197 AN-ICON
INTRODUCTION and UNIT 1
“I ask a young student: how would you make a door? With what
dimensions? Where would you place it? In which corner of the room
would you have it open? Do you understand that these different
solutions are the are the very basis of architecture? Depending
on the way that one enters into an apartment, on where doors
are located in the walls, you feel very different sensations, and the
wall that you that you drill likewise takes on very different charac-
teristics. You then feel that this is architecture.”11
The first introductory lesson of the course dealt
with the relationship between body and space, bringing to
light some of the fundamental issues in Merleau-Ponty and
Heidegger’s phenomenological approaches.12 Through the
definition of these concepts and the relationship between
them (space as correlate of the activity of a living body, as
environment, as site, as a felt, perceived, lived space, in-
vested with meanings), the course established a theoretical
basis sufficient for understanding its aims.
Then, a first approach to virtual reality, and
a first intuitive test of the ideas learned, was carried out
through the use of the Gravity Sketch program, which of-
fers its users the possibility of creating space through the
movements of their hands, and to choose from a vast rep-
ertoire of creative resources (lines, shapes, surfaces, colors,
materials, transparencies, etc.). Each pair of students ran-
domly selected an aesthetic/perceptual theme (unknown to
the others) to give form to. Once a pair of students created
theirs in VR, the rest of the class was invited to visit it and
provide a brief description of it. Based on the comments
received, it was easy to tell if the students had succeeded
11 Le Corbusier, Precisions on the Present State of Architecture and City Planning (1930)
(Cambridge MA: The MIT Press, 2015).
12 M. Heidegger, M. Corpo e spazio (1964), trans. F. Bolino (Genova: Il Melangolo, 2000); M.
Merleau-Ponty, Phenomenology of Perception (1945), trans. D. Landes (Abingdon-New York:
Routledge, 2012).
MATTEO VEGETTI 198 AN-ICON
in conveying the theme that they were tasked with inter-
preting spatially.
In a small way, this first contact with virtual
reality reproduced the characteristic transposition of theo-
retical themes into an “applied” dimension that would char-
acterize the course as a whole. Most importantly, Gravity
Sketch is an effective tool for becoming familiar with VR,
and more particularly with the possible functions offered
by the Oculus.
UNIT 1 - Phenomenology of thresholds
The first unit was dedicated to the theme of
thresholds, or rather to the diverse configurations of the
divide between interior and exterior that make the experi-
ence of space as a place possible (the possibility of “en-
tering” or accessing that only the crossing of a threshold
allows). Experimenting with the different thresholds that
comprise space and mastering their rhetorical significance
means knowing how to articulate space like a complex
text, full of caesuras, connections, leaps, transitions, and
transformations. Each threshold represents a critical point
in space because it is called upon not only to manage the
different practical and symbolic functions of the environ-
ment, but also the relationship between seemingly irrecon-
cilable opposites: interior and exterior, public and private,
the familiar and the foreign, the inside and the outside. The
phenomenology of thresholds thus aimed to show through
numerous examples how the threshold could be designed
and conceived of in different ways depending on goals and
intentions (aesthetic, symbolic, practical).
The lesson took its impetus from an anthropo-
logical reflection on the significance of the threshold/door,
13
to then move towards more philosophical14 and phenom-
enological15 questions. Here, as elsewhere, Ching’s im-
13 J. Rykwert, The Idea of a Town (Cambridge MA: The MIT Press, 1988).
14 G. Simmel, “Bridge and door,” Theory, Culture & Society 11 (1994): 5-10.
15 P. V. Meiss, De la forme au lieu (Lausanne: Presses polytechinques et universitaires, 1986);
A. Moles, E. Rohmer, Psychologie de l’espace (Paris: Casterman, 1998).
MATTEO VEGETTI 199 AN-ICON
ages and insightful observations were very useful in ac-
companying the discussion.16
The lesson was also the occasion to thematize
the threshold between “front” and “back,” between “stage”
and “backstage,” or rather between the public and private
dimension, through a series of different frames. Here, I use
the language of Erving Goffman to allude to the importance
of the frame in defining, on the basis of its specific material
or formal qualities, the type of situated social situation that
one wishes to obtain: the degree of visibility, of separation,
of privacy (or of porosity, contamination, or transparency)
that one wants to establish between the respective domains
of “front” and “back” in order to strengthen or weaken the
public valence of the place and the relationships that take
place there.17
Expected outcomes:
■ Understanding the symbolic value of the entering a space
and the way in which the threshold manages the relationship
between interior and exterior.
■ Experimenting with the perceptual effects generated by
the different positioning of a door-opening in the same identical
space.
■ Experimenting with the connection that is created between
two door-openings within the same space, and the modification
of spatial relationships that this connection brings about.
■ Understanding the significance of the center as what or-
ganizes space and its distortions.
■ Understanding the language of the window-opening through
different typologies.
■ Experimenting with the concept of “frame.”
■ Analyzing the way in which an object (in this case, a work
of art) reacts to space based on its position, size, relationship to
light, and to its own “aura.”
16 F.D.K. Ching, Architecture: Form, Space, and Order (Hoboken: John Wiley & Sons, 2015).
17 E. Goffman, Behavior in Public Places (New York: Free Press, 1966); and Interaction Ritual
(New York: Pantheon, 1982)
MATTEO VEGETTI 200 AN-ICON
Fig. 1. Beyond a certain limit, an opening ceases to be an enclosed area and becomes
a dominating element: a transparent plane bordered by a frame. From F.D.K. Ching,
Architecture: Form, Space, and Order (Hoboken: Wiley, 2015).
Fig. 2. An opening situated on the plane of a wall will appear to be a luminous form
against a contrasting background. If it is centered on the plane, the opening will appear
stable and will visually organize the surface around it. If it is decentered, it will create
a level of visual tension with the sides of the plane towards which it has been moved.
From F.D.K. Ching, Architecture: Form, Space, and Order.
MATTEO VEGETTI 201 AN-ICON
Exercise
Each pair of students works on a space of dif-
ferent scale, with a square or rectangular base (2.5x2.5;
5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20).
A) Create three spaces with equal dimensions.
In one of these spaces, place a door-opening in three differ-
ent positions, and note how the space changes perceptu-
ally, writing a description of it from within the virtual space.
B) For each of the three spaces, create two
door-openings placed in different ways (but on the same
wall). Describe the result: how is space modified? Where
is the center?
C) Place a rug of shape, dimension, and mate-
rial of your choice in each space.
D) Place a window-opening in each space. The
openings must be central, zenithal, and angular (size and
shape are up to you).
E) Modify the dimensions and shape of the
window-openings, increasing their width or height freely.
Describe the result.
F) Place into one single space a combination
of four of the entry-doors or windows created earlier (4
total: this could be 2 doors and 2 windows or 3 doors and
1 window, etc.) Describe the result.
G) Connect in a sequence four of the spaces
created earlier. Give these environments a hierarchy and
connect them with a path that joins the entrance and the
exit. Design the main entrance into the space from a rhe-
torical standpoint. Try to convey the hierarchy between
different environments through the use of different kinds
of thresholds. The thresholds must anticipate the sense
of the space being entered, and must convey the relation-
ship between the spaces that they connect (you can use
frames, stairs, boxes, ramps, partitions, false ceilings, dif-
ferent thicknesses for the walls, and the form and dimen-
sions of the thresholds can be modified. In this phase, the
MATTEO VEGETTI 202 AN-ICON
threshold can become a volume). You may not, however,
use any elements of décor.
H) Place a sculpture in one of the environments
in such a way as to enhance the latter.
I) Design a threshold/separation (a frame) that
creates a private space within one of the rooms that you
have already made.
J) Make a 30-second VR film of these environ-
ments and describe the created space (2000 words). The
description should be written subjectively (“I advance and
see on my right…;” “the light from the window is illuminat-
ing the threshold that I am about to cross…”)
K) Take 3 photos of the interior that illustrate the
design choices (that is, representative views of the interior
space generated through experimental solutions.)
UNIT 2 - The power of the field
“By emphasizing the generated field in addition to the architectural
object, one raises once more the problem of space, but in different
terms by giving the concept a different value. In traditional criti-
cism space is a homogeneous structure, a kind of counterform
to the mural envelope, indifferent to the lighting conditions and to
its position in relation to the buildings, whereas the notion of field
stresses the continuous variability of what surrounds the archi-
tectural structures.”18
The second unit, which clarified some of the
theoretical elements already present in the first, analyzed
the principles of field theory, or better, an ensemble of the-
ories based on the shared presupposition that a space
occupied by volumes does not coincide with their physical
18 P.P. Portoghesi, cited in R. Arnheim, The Dynamics of Architectural Form (1977) (Berkeley:
University of California Press, 2009).
MATTEO VEGETTI 203 AN-ICON
space, but extends beyond it, without however being in-
dependent of the originating form.19
The field thus coincides not with the borders
within which everything is enclosed, but with a certain ar-
rangement of forces and vectors acting in space. Space
thus becomes an active and reactive environment: a field
of psycho/physical forces. Every volume present in the field,
by virtue of its mass and its shape(s), changes the field’s
appearance. The field generated through design deeply
affects our perceptual schemas through the play of forces
that act within it. But within the concept of field, the concept
of center, already encountered in the previous unit, plays
a fundamental role. While geometrically a center is simply
a point, perceptually it extends as far as the conditions
of stability that it is based on will permit. Of course, the
center may or may not be indicated. In architecture, it can
be indicated (or suggested) by a ceiling lamp, a mobile, a
decoration, or a mosaic. Or, it can be an empty space at
the center of two diagonals or of the geometry dictated by
the positions of the thresholds. Normally, however, there
are multiple centers at work in each field, each of which
attempts to prevail over the others. The lesson thus brought
attention to the problem of the interaction between fields of
different shapes and strengths, suggesting the possibility
of making corrections to one’s designs by working on the
centers, the directions of the volumes that generate the
field, or their distance from one another.
This illustrates the concept, well known to phe-
nomenology and cognitive psychology, that space is born
as the relationship between objects. On the basis of this
idea, shifting attention from the shapes of objects and their
interaction to the void that separates them, the lesson then
also discussed the concept of “interspace,” and along with
it the fundamental law of attraction-repulsion: “Objects that
look ‘too close’ to each other display mutual repulsion: they
want to be moved apart. At a somewhat greater distance
19 R. Arnheim, The Dynamics of Architectural Form; P.P. Portoghesi, V.G. Gigliotti, “Ricerche
sulla centralità. Progetti dello studio di Porta Pinciana,” Controspazio 6 (1971); A. Marcolli,
Teoria del campo (Firenze: Sansoni, 1971) and Teoria del campo 2 (Firenze: Sansoni, 1978).
MATTEO VEGETTI 204 AN-ICON
the interval may look just right or the objects may seem to
attract each other.”20
The final theme concerned the typical fields of
basic shapes such as the circle, triangle, and square. This
discussion was then applied to bidimensionally-perceived
spatial forms, such as the shape of the window in respect
to the wall in which it is placed.
Finally, it bears noting in relation to point “C”
of this unit’s exercise that VR does not exclude interaction
with physical objects. Virtual and material reality can in fact
overlap, generating a significant enhancement of spatial
experience. In the present case, it was sufficient to place a
real table where the virtual table designed by the students
was, in order to allow a group of four people to share the
same situation from different perspectives. The members
of the group sat around the same virtual table (sharing the
same design simultaneously in multiple Oculus viewers),
but could at the same time establish a tactile relationship
with the table around which they were seated in real space.
The lesson made wide use of examples taken
from architecture as well as city planning in order to explain
how field theory adapts to each scale.
20 R. Arnheim, The Dynamics of Architectural Form.
MATTEO VEGETTI 205 AN-ICON
Expected outcomes:
■ Understanding and experimenting with the influence of the
center and the relationship between centers.
■ Perceptually experimenting with the field in terms of scope
and shape of irradiation, as well as the relationship between fields
in terms of interference, conflict, or harmony.
■ Perceiving the language of voids in relation to solids in
terms of visual balance and variable density (compression and
decompression of the spaces between elements).
■ Testing the symbolic/perceptual power of fire (that of a
fireplace) in establishing a center and a space.
■ Observing the dynamics of the field together with the other
students, developing a suitable language.
■ Putting the dynamics of the fields into the form of a graphic
representation.
P. Portoghesi, Field Theory. Space as a system of places, 1974.
MATTEO VEGETTI 206 AN-ICON
Fig. 4. Modification of forces internal to a rectangular field based on
the positioning of the door-openings. From P. V. Meiss, De la forme
au lieu (Lausanne: Presses polytechinques et universitaires, 1986).
MATTEO VEGETTI 207 AN-ICON
Fig. 5. “Irraggiamento spaziale.”
Exercise
Beginning from the final state of the work un-
dertaken in the previous exercises, inserting objects and
volumes in space, we will analyze the force fields that these
create.
A) Begin the exercise by observing and analyz-
ing the space already created on the basis of field theory.
B) Among the four volumes from the previous
exercise, we have one that already contains the sculpture.
In the three remaining, place:
a) A fireplace and a table for 4 people
b) 5 monochrome volumes (1 cylindrical,
1 cubic of 1x1, 2 parallelepipeds of 1x1x2, and a column):
create a harmonious field out of these volumes, which may
not touch the wall (the volumes can be sized in respect to
MATTEO VEGETTI 208 AN-ICON
the space that hosts them). Describe the fields that you
think you have generated.
c) In the third room, place a painting and
a mirror on one of the walls.
C) Sit in a group of four at the table, and to-
gether analyze the space with the fireplace from inside of
the simulation. Improve the previous solutions by changing
the placement of the volumes, or try an alternative solution.
D) Now, enter the space with the geometrical
volumes and analyze the field/fields generated. Improve the
previous solutions by changing the position of the volumes,
or try an alternative solution.
E) Analyze how the spaces change at different
hours of the day due to natural light and shadows. Create
a film of 30 seconds, based on a narrative strategy, that
shows how the fields are modified by natural light at differ-
ent times of the day. Walk through the entire space, back
and forth, at three different times of day: morning, afternoon,
and twilight.
F) Now, enter into the space with the geomet-
rical volumes and analyze the field/fields generated. Im-
prove the previous solutions by changing the position of
the volumes, or try an alternative solution.
G) From inside the space, take three photo-
graphs representative of the perceptual/visual experience
of the field.
H) Extract the building plan from Archicad
(1/100) and draw the fields, centers, and vectors that you
think you have generated within the space.
UNIT 3 - Multisensoriality and synesthesia
“...every architectural setting has its auditive, haptic, olfactory, and
even hidden gustatory qualities, and those properties give the
visual percept its sense of fullness and life. Regardless of the
immediate character of visual perception, paradoxically we have
already unconsciously touched a surface before we become aware
MATTEO VEGETTI 209 AN-ICON
of its visual characteristics; we understand its texture, hardness,
temperature, moisture instantaneously.” 21
The third unit was carried out in collaboration
with Dr. Fabrizia Bandi, researcher in the “AN-ICON” group
led by Andrea Pinotti, who was a guest of the course thanks
to the SEMP international exchange program. The aim of
the unit was to guide students to the discovery of the uni-
verse of synesthetic effects attributable to sight and hearing.
Fabrizia Bandi, an expert in the thought of Mikel
Dufrenne, introduced the students to elements relating to
synesthesia in the phenomenology of Merleau-Ponty, Pal-
lasmaa, and Dufrenne.22 The lesson insisted on the im-
portance of understanding the multisensorial character of
perception since, whether one likes it or not, space com-
municates with bodies in this way, through the intertwining
of different perceptual faculties.
Synaesthetic perception is the rule, and we are unaware of it only
because scientific knowledge shifts the center of gravity of expe-
rience, so that we have unlearned how to see, hear, and generally
speaking, feel, in order to deduce, from our bodily organization
and the world as the physicist conceives it, what we are to see,
hear and feel . . . The senses intercommunicate by opening on to
the structure of the thing. One sees the hardness and brittleness
of glass, and when, with a tinkling sound, it breaks, this sound is
conveyed by the visible glass. One sees the springiness of steel,
the ductility of red-hot steel, the hardness of a plane blade, the
softness of shavings.23
By relativizing the predominance of sight in the
structure of perception, the theorists of synesthesia invite
us to discover the persistence of “unauthorized” sensory
registers (like sound and temperature in colors, or touch in
something perceived visually), which condition experience
21 J. Pallasmaa, The Embodied Image (Hoboken: Wiley and Sons, 2012): 51-52.
22 M. Merleau-Ponty, Phenomenology of Perception; J. Pallasmaa, The Embodied Image; M.
Dufrenne, L’oeil et l’oreille (1987) (Paris: Nouvelles Éditions Place, 2020).
23 M. Merleau-Ponty, Phenomenology of Perception: 266-267.
MATTEO VEGETTI 210 AN-ICON
in mostly unconscious and unconditioned ways. The many
examples referring to the field of architecture had the aim
of leading the students to a decisive point: given the origi-
nal complicity between body and space, to design means,
perhaps before anything else, to organize a complex per-
ceptual environment in which each element not only has
multisensory potential in itself but also inevitably relates
with that of the others. By experimentally testing the synes-
thetic effects of the designed space in virtual reality, inter-
twining their own bodies with it, the students had a way to
determine the results of their choices on multiple perceptual
levels. These could work towards creating syntonic or dys-
tonic effects, or could play with the composition of different
synesthetic qualities within the same element, for example,
combining a given material with a color that contrasts with
it in temperature, or background music of a certain kind, for
example, soft and enveloping, with an environment imbued
with the opposite synesthetic characteristics (cold, sharp,
shrill). The general goal was to create a perceptually rich
and coherent environment. Here, it is important to note that
it is possible to import images of any material, including
photographs of existing surfaces, into the Oculus.
This unit also allowed for the development of a
discourse straddling the border between the phenomeno-
logical aspects of multisensory experience and the findings
of the neurosciences.24
24 For example N. Bruno, F., Pavani, M., Zampini, La percezione multisensoriale (Bologna: il
Mulino, 2010).
MATTEO VEGETTI 211 AN-ICON
Expected outcomes:
■ Cultivating sensitivity to the multisensory aspects of ma-
terial and texture.
■ Developing a language capable of translating synesthetic
experience and allowing it to be shared with others.
■ Studying the possibilities of using multisensoriality to de-
sign and compose different perceptual environments in logical
sequences.
■ Experimenting with the encounter between the synesthetic
aspects of music and those of the designed environments.
■ Verifying the efficacy of the desired perceptual effects
through a questionnaire.
Exercise
Beginning with the previously-created space, gen-
erate four different perceptual environments, working with ma-
terials, colors, and sounds. The environments must create an
ordered sequence, a perceptual-synesthetic path imbued with
meaning.
A) Work with tactile perception: use textures on
different parts of the environment (floor, ceiling, objects pres-
ent in the room, etc.) while also modulating the qualities of the
materials (transparency, opacity, reflectiveness, etc.) to create
an effect that induces a multisensorial/synesthetic sensation.
B) Use materials and colors to elicit a specific
sensation (hot/cold; rough/smooth; sharp/soft; enveloping/
repelling; lightness/oppression, etc.)
C) Work with sound: test the impact of the sound
of footsteps, introducing different numbers of people into the
space based on its size as follows:
• 2.5x2.5: 1 person, 5 people, 20 people
• 5x5: 1 person, 10 people, 40 people
• 10x10: 1 person, 20 people, 80 people
• 20x20: 1 person, 40 people, 400 people
• 2.5x5: 1 person, 10 people, 40 people
• 5x10: 1 person, 20 people, 80 people
• 10x20: 1 person, 40 people, 400 people
MATTEO VEGETTI 212 AN-ICON
Once the highest number of people within the
space has been reached, add voices. Finally, walk through
the space and test the sounds of your footsteps in different
environments.
D) In an environment of your choice, introduce a
sound effect (natural or artificial) or music that reinforces the
synesthetic character of the space.
E) The environments must create a percep-
tual itinerary. Through the characteristics that you give the
environments, try to construct a pathway that will make a
hierarchy apparent, with the clearest possible succession.
F) Describe in writing the synesthetic effect that
you think you have generated in each of the fourenvironments
(without sharing the responses with the rest of the class);
a) How can the environments that you have
created be defined as multisensory?
b) What type of sensation did you want to
make emerge from the different spaces?
c) What is the relationship between the
choice of materials/sound and the sensation that you wanted
to transmit to those within the space?
d) How did the choice of sound relate to
the choice of materials and colors?
G) Take one photo in each environment.
H) Shoot a video of the four environments, lasting
24 hours (with all natural light). Compress it into a film of 2-3
minutes.
I) During the morning of the second day, each
group will visit the rooms created by the others and respond
in writing to some questions aimed at verifying the effect pro-
duced by the space on its users:
a) How do the spaces visited constitute an
example of multisensoriality? Which factors contribute most?
b) What sort of sensation emerges from the
different spaces. Try to describe which elements caused this
sensation.
c) Was the sound particularly significant in
your experience of the space? Why?
MATTEO VEGETTI 213 AN-ICON
UNIT 4 - Light and color: phenomenology
of atmosphere
The fourth didactic unit was dedicated exclu-
sively to the topic of light and color. The reason for this
choice resided primarily in the importance of these two
factors for spatial perception (in various ways: from colored
light to the relationship between natural light and materials
that reflect it). Furthermore, light and color play a decisive
role in the connotations of atmospheres. In dialogue with
various others, from Goethe25 to Conrad-Martius,26 from
Sedlmayr27 to James Turrel,28 the lesson highlighted both
aspects: the perceptual dimension and what Conrad Mar-
tius calls “the character” of light, or rather the way in which
a given property of light is intermittently given expression.
Light is undoubtedly a special atmospheric agent, since
temperature and color can give space a very clear emotion-
al timbre. But it can be used—as in the phenomenological
art of James Turrel and Robert Irwin—to change the form
of space, up to the point of distorting it and erasing its
borders.
VR is a unique instrument for testing how light
reacts to surfaces, their textures, and their colors in the
widest range of different conditions (for example, depend-
ing on the time of day, and also by adding natural light to
artificial light sources).
It is also useful, though, to create spaces and
spatial languages linked to the psychology of shapes. Five
possible functions of light capable of perceptually altering
space in respect to different design aims: illumination, indi-
cation, division/unification, connection, creation of rhythm.
Of course, each of these functions raises specific questions
25 J.W. Goethe, Theory of Colours (1810) (Cambridge MA: The MIT Press, 1970).
26 H. Conrad-Martius, “Realontologie,” Jahrbüch für Philosophie und phänomenologische
Forschung 6 (1923): 159-333; H. Conrad-Martius, “Farben. Ein Kapitel aus der Realontologie,”
Festschrift Edmund Husserl zum 70. Geburstag gewidmet (Jahrbüch für Philosophie und
phänomenologische Forschung) 10 (1929): 339-370.
27 H. Sedlmayr, La luce nelle sue manifestazioni artistiche, ed. A. Pinotti (Palermo: Aesthetica,
2009).
28 J. Turrell, Extraordinary Ideas-Realized (Berlin: Hatje Cantz Verlag, 2018). See also M.
Govan, C.Y. Kim, eds., James Turrell: A Retrospective (Los Angeles: Los Angeles County
Museum of Art, 2013).
MATTEO VEGETTI 214 AN-ICON
(the type of light source and its temperature, the shape and
position of the light sources, the relationship between light
and darkness, background and foreground, etc.), but in a
theoretical sense, the exercise aimed above all to demon-
strate the potential applications of a complex theoretical
framework like the one mentioned above.
Finally, the discussion turned to the phenom-
enological theme of atmospheres, a field that, as already
noted, could only appear last, once the basic elements for
an analytic understanding of the body-space relationship
had been acquired. With few exceptions, “atmosphere” is
a concept used in a very intuitive way by architects, yet
is central to their specific form of spatial intelligence. It is
here that VR perhaps offers its greatest contribution: it is
one thing to introduce students to the thought of the usual
authors on the subject, such as Böhme,29 Norberg-Schulz,30
Schmitz,31 Ströker32 or Zumthor,33 and quite another for
them to have the chance to analyze atmospheres from
within, to study their perceptual effects, and to modify their
factors in the desired (often experimental) way. Describ-
ing the extraordinary power of atmospheres to influence
our mood is much simpler and more effective when one
has the possibility of interacting with a virtual environment.
From within these environments, variation in light can be
understood atmospherically in all of its significance. The
capacity to design an/the entrance as a tool to understand,
expand, or focus an encounter with a given atmosphere
can be carried out in all possible ways, giving life to the
theoretical hypotheses learned through the creativity of the
designed. The symbolic and potential connotations of an
atmosphere—which are often an involuntary outcome, but
29 G. Böhme, “Atmosphere as the subject matter of architecture,” in P. Ursprung, ed., Herzog
and de Meuron: Natural History (Montreal: Lars Müller and Canadian Centre for Architecture,
2002) and Atmosfere, estasi, messe in scena. L’estetica come teoria generale della percezione,
trans. T. Griffero (Milano: Christian Marinotti, 2010).
30 C. Norberg-Schulz, Genius Loci: Towards a Phenomenology of Architecture (New York:
Rizzoli, 1991).
31 H. Schmitz, “Atmosphärische Räume,” in Atmosphäre(n) II. Interdisziplinäre Annäherungen
an einen unscharfen Begriff (München: Kopaed, 2012).
32 E. Ströker, Investigations in Philosophy of Space (Athens: Ohio University Press, 1987).
33 P. Zumthor, Atmospheres: Architectural Environments, Surrounding Objects (Basel:
Birkhäuser Verlag, 2006).
MATTEO VEGETTI 215 AN-ICON
nonetheless entirely controllable, through the composition
and interaction of the conditions present in a given space,
and at times even a result produced by a “heterogenesis
of ends”—can finally become the objects of direct experi-
ence, which would otherwise be impossible. I think these
examples are sufficient to illustrate a field of research that
goes far beyond virtual reality’s capacity to change one
floor into another, in order to find which one best suit the
environment.
For architectural professionals, though, this as-
pect should truly not be underestimated. VR offers them
a precious medium of communication with their clients,
who often lack the ability to imagine the design solutions
being proposed, or to read plans and “visualize” them in
three dimensions. But even if bridging the gap between the
spatial competencies of architect and client may sooner
or later prove to be the main use of virtual reality, it is not,
however, the most important for, nor does it lie within the
specific aims of the course.
MATTEO VEGETTI 216 AN-ICON
Expected outcomes:
■ Experimenting with environmental effects of lighting.
■ Experimenting with the semiotic and Gestaltic use of light.
■ Testing the atmospheric effects relating to light and color.
Exercise
A) Use artificial light to strengthen the synes-
thetic connotations of the environment in an atmospheric
way.
B) Use light to unify a part of the space and
the objects within it.
C) Use light to generate a threshold.
D) Generate variations in the temperature, in-
tensity, and type of artificial light, and observe how the
colors of surfaces and the texture of materials change.
E) Analyze how the spaces change under the
different variations of artificial light.
F) Modify the color of the materials through the
effects of variations of artificial light.
G) Using a narrative strategy, make an atmo-
spheric film of 30 seconds that shows how the spaces are
modified by different types of artificial light. If necessary,
you can animate the space with the movement of a virtual
character.
UNIT 5 - Orientation and legibility of
space
The final didactic unit dealt with the theme
of spatial orientation on the basis of the line of research
opened up by the work of Kevin Lynch.34 At the basis of
this choice are two assumptions. The first is that Lynch
has given us a scalable methodology, which can also be
effective when applied to interior spaces. The second is
34 K. Lynch, The Image of the City (Cambridge MA: The MIT Press, 1960). See also L.
Letenyei, J. Dobák, eds., Mental Mapping (Passau: Schenk Verlag, 2019).
MATTEO VEGETTI 217 AN-ICON
that such a methodology, based on psychology of shapes
and on a study of mental maps that we might say are akin
to phenomenology, places itself in continuity or in dialogue
with the content already explored in the preceding units of
the course. The formation of mental maps takes place in the
interaction between subject and environment. On a cogni-
tive level, for Lynch the maps reveal the constant presence
of five elements, which we can also define as structures,
in the sense that they structure the experience of (urban)
space by connecting it back to a universal mental schema.
Such irreducible elements, even if they are not necessarily
always co-present, are the path, the edge, the district, the
node, and the landmark. A space’s degree of comprehen-
sibility, or rather our own capacity to orient ourselves in
space and to have a clear mental image of it, depends on
the form, character, and composition of these structures.
The capacity of design to give spaces identity, structure,
figurability, and meaning is fundamental in fostering a pos-
itive interaction between subject and environment, or even
to induce emotional well-being. This gives us the capacity
to anticipate how space will be understood, to support our
spatial awareness (and hence our confidence in the space),
and to develop a positive identification with spaces.
All of this holds for any interior space, even if it
is clearest on a large scale (for example that of a museum).
Each interior indeed presents us with paths,
both introverted and extroverted nodes, helpful or disori-
enting edges (like walls, partitions, or anything that divides
space), landmarks (prominent aesthetic elements), and
even districts, since the term designates first and fore-
most for Lynch whatever distinguishes the characteristic
atmosphere of a place.
To demonstrate and test this hypothesis, the
students had to empty out the spaces they had created up
to this point, multiply them by four, and connect them in a
freely-chosen sequence. Using only the spatial language
of the five fundamental elements and working in syntony
with the principles of the psychology of shapes that make
space recognizable and possible to remember (uniqueness,
MATTEO VEGETTI 218 AN-ICON
formal simplicity, continuity, preeminence, clarity of con-
nection, directional differentiation, visual field, awareness
of movement, rhythm) the students were asked to give
their design a high cognitive value for the users. In order
to test the result obtained, each student visited the design
created by the others in virtual reality, and at the end of the
visit drew a mental map for each.
The study of the maps, finally, allowed sever-
al problems linked to the understanding of space to be
brought into the discussion: errors in the reconstruction of
the shape of the space, missing places, unclear dimensions
and hierarchies, and incongruencies and hesitations of var-
ious types. The critical evaluation of the most problematic
spaces (and, on the other hand, of those that almost al-
ways elicited a clear representation) allowed the students
to rethink their design, seeking effective solutions. VR is a
very useful tool for studying phenomena of orientation and
environmental image. Its usage, however, can be extended
to other psychological aspects related to the design of the
environment, as for example to the concept of affordance,
which in Gibson’s language refers to the physical qualities
of objects that suggest to a subject the appropriate actions
for manipulating them.35 The greater the affordance, the
more the use of the tool becomes automatic and intuitive
(a passage to cross, a door to open in a given direction,
a switch to turn or press, etc.). Another possible use of a
virtual space with “public” dimensions, like the one created
in the last unit, is the study of the rules of proxemics.36 This
can be accomplished through the possibility of inserting a
number of virtual people, who move according to estab-
lished or casual paths, interacting in various ways, into the
scene.
35 J.J. Gibson, The Ecological Approach to Visual Perception (1979) (New York: Psychology
Press, 2015).
36 T.E. Hall, The Hidden Dimension (New York: Anchor Books, 1990).
MATTEO VEGETTI 219 AN-ICON
Expected outcomes:
■ Experimenting with the principles of Lynch’s theory from the
perspective of design and develop a sensitivity to the cognitive
structure of space.
■ Learning the method of mental maps.
Exercise
A) Return to the basic space in its starting con-
dition, taking away all of the elements aside from the open-
ings (doors and windows). Multiply the space you created
before by four times. Then generate a sequence of twelve
connected environments.
Four spatial elements must be present in the
design: pathways, edges, introverted nodes, extroverted
nodes, and landmarks. Design the entrance and exit of the
building. The goal is to create a fluid and figurable space. To
achieve this goal, plasterboard walls can be taken away or
added (also to change the shape of the space); or you can
redesign them in such a way as to weaking or strengthen
the frame (the edges) to create visual and auditory connec-
tions, light effects, or transparencies.
Each room can have a landmark (painting, stat-
ue, mirror, geometric volumes).
In order to orient the user on the path and to
support the figurability of the space you can use: colors,
materials, lights, sounds, and frames.
You may not, however, use symbols or signs.
B) Make a film of the space.
C) Once it has been designed, the space will
be visited by other groups for a set period of time. These
visitors will then be asked to draw a map of the space as
they remember it. On the basis of these mental maps, try
to understand the strong and weak points of the designed
space through a synthetic map.
The project will be evaluated in respect to the fol-
lowing categories: uniqueness/originality, formal simplicity,
MATTEO VEGETTI 220 AN-ICON
hierarchical continuity, clarity of connections, directional
differentiation, scope of vision, awareness of movement.
The maps will be collectively discussed. We
will try to understand why certain spatial elements were
forgotten, misunderstood, and memorized with difficulty.
D) Change the space in order to modify it on the
basis of the suggestions that emerged from the discussion.
Technical specifications
There are dozens of 3D and VR software pro-
grams specialized in various types of applications. The
criteria that guided our choice were the following: possibly
free software, so that the students could continue to use
it as professionals, simplicity of the interface and usage,
simplified workflow, and the capacity to model in 3D and
have VR visualization and navigation functions.
Based on these criteria, we chose Twinmotion
(https://www.unrealengine.com/en-US/twinmotion), a soft-
ware specifically designed for architecture and interior ar-
chitecture based on the Unreal motor; the VR experience
is native “out-of-the box,” with features allowing for the
real-time modifications of materials, time of day, etc.
Fig. 6.
The interface is very simple, but on a deep-
er level allows for all of the necessary modifications of
MATTEO VEGETTI 221 AN-ICON
parameters. It can also simulate sounds in the space when
one moves through the VR scene.
Twinmotion has an internal library of 3D models
(animated and otherwise) that can be added to the scene
one is working on in a very intuitive way, but does not allow
for the creation of new 3D models from within.
The solution to this problem was to use the
Twinmotion plugin, which allows for the importation from
various 3D modelling programs such as Rhinoceros, Ar-
chiCAD, or 3DS Max, of 3D objects with a simple transfer.
This solution was ideal insofar as the students
were able to use ArchiCAD for 3D modeling and then to
synchronize it with Twinmotion for VR and rendering.
Also, the main design remained in ArchiCAD,
where various sections and plans were designed as usual.
The VR viewer market has developed in inter-
esting ways in the past few years, moving from solutions
with fixed stations (with the viewer connected to the com-
puter by cable and external sensors to map the area of the
game) to mobile ones, with integrated sensors that function
independently, without a cable and the need for an external
computer to function.
The main need of the project was to have a
quick working process with the fewest possible number
of intermediate steps. The product chose was the Oculus
Quest 2 (https://www.oculus.com/quest-2), a “standalone”
viewer with an integrated graphics processor, which can
also function as an external viewer for a computer when
connected via cable. The price and the image quality were
important factors in the final selection.
The possibility of using the students’ own lap-
top computers was quickly rejected, due to the issue of
the computing power of graphics cards, different operating
systems, and the installation of necessary programs that
use a large amount of disc space (at least 30 GB).
To solve these problems, Windows laptops with
the latest video cards (Nvidia RTX 3070), with all of the nec-
essary programs installed (ArchiCAD, Oculus, Twinmotion)
were acquired.
MATTEO VEGETTI 222 AN-ICON
Discussion and recommendations
The structure of the course proved to be effec-
tive and engaging, and gained very positive evaluations
from the students, confirming in its own way the positive
effects on VR learning already cited.37 The strongest point
was the integration of theory and practice, two dimensions
that normally are clearly separated and, despite good in-
tentions, mutually indifferent.
This also signaled a danger and a difficulty: un-
fortunately, the results of the course could not be measured
by looking at the end outcomes —as would take place in a
design workshop— because the design, in our case, was
the means and not the end.
Furthermore, some of the starting conditions
(for example, the position of the door-openings) can seem
absurd from an architectural point of view, and are incom-
prehensible if one is not aware of the specific educational
goals of the course.
The attention dedicated by the students to cer-
tain environmental, spatial, compositional, formal, percep-
tual, and atmospheric factors definitely produced surpris-
ing results, which were also appreciated by our architect
colleagues, but in order to avoid misunderstandings it was
always necessary to strongly reiterate the theoretical/phil-
osophical specificity of the course and its objectives. From
this point of view, even the spaces that were seemingly less
successful from an architectural standpoint could have a
positive significance in regard to what interested us: the
essential was not in fact in the results in themselves, but
in the process that led to them, in the experimental inten-
tions of those who made them, and in the documentary
traces that recorded and commented on the experience
on a theoretical and critical level. The essential, in short,
was the degree of awareness developed by students in
each phase of the course and their level of understanding
37 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
MATTEO VEGETTI 223 AN-ICON
regarding the ways in which certain spatial factors impact
our relationship with space on conscious and unconscious,
and cognitive and perceptual levels.
However, in view of the Academic Year 2022-
2023, in order to better distinguish the intentions of the
course from those of the project work, we decided to mod-
ify the course.
In particular, we have attempted to simplify the
exercises and standardise them so that the results are com-
parable. In addition, we placed emphasis on experiment-
ing with spatial variants of an element (e.g. the threshold/
door) to allow students to test the most significant per-
ceptual changes between the choices made. Finally, we
required the students to present the experiments they had
tried, a selection of the most interesting results, and writ-
ten descriptions of their experiences in a common layout.
Redefined in these terms, the first point of the new exer-
cise relating to the first unit asks the students to place a
gap-threshold in the starting space, to experiment with dif-
ferent solutions capable of generating a meaningful spatial
experience; to describe in writing the criterion used, the
most paradigmatic solutions, and the quality of space de-
termined by these solutions. The same method, based on
the study of variations, was applied to the composition of
the rooms, the shape of the threshold/windows, the posi-
tion of the sculpture, etc. Overall, the course has become
much more analytical than before, and somewhat more
phenomenological.
MATTEO VEGETTI 224 AN-ICON
Fig. 7.
Fig. 8.
MATTEO VEGETTI 225 AN-ICON
Fig. 9.
Fig. 10.
Fig. 11.
Fig. 12.
Figg. 9-12. Four pictures related to the exercise on the thresholds: projects of Elmira Rabbani and
Gabriele Luciani, Giada Pettenati and Michelle Rosato, Giorgio Ghielmetti e Mattia Buttinoni. Bachelor
of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 226 AN-ICON
Fig. 13.
Fig. 14.
Fig. 15.
Fig. 16.
Figg. 13-16: Four pictures related to the exercise on light and colour. Projects of
Sandra Burn and Asia Camoia, Elmira Rabbani and Gabriele Luciani, Jessica Corti
and Silvia Zehnder. Bachelor of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 227 AN-ICON
Unità 1 es.1 - Diversi modi di inserire un varco/soglia nello spazio
spazio analizzato: 3 x 4.5 x 2.5m
Dal momento che il nostro parallelepi-
pedo è di base rettangolare abbiamo
iniziato ad analizzare le sperimen-
tazioni in cuiNun varco viene posto
sulla facciata più lunga, ossia 4,5 m.
Abbiamo sperimentato varie possibilià
di soglie utilizzando i seguenti criteri:
locazione, altezza e larghezza.
Inizialmente abbiamo posto la soglia
al centro della facciata e abbiamo
osservato come variava la percezione
cambiando l’altezza (1.60m, 2.10m,
2.50m) del varco e in seguito cambian-
do la larghezza (0.50m, 0.70m, 1m,
1.50m, 2m, 2.50m). Successivamente
abbiamo decentrato la soglia, ed infine
abbiamo fatto lo stesso procedimento
anche per la facciata più corta, os-
sia 3m. Dopo aver sviluppato queste
svariate possibilità ne abbiamo selezio-
nate alcune che secondo noi sono più
significative:
1.1:
- Apertura minima
- Si fa quasi fatica a passare
- Non si è invogliati a varcare la soglia
- Luogo molto riservato
1.2:
-Le senzazioni elencate precedente-
mente vengono accentuate decentran-
do la soglia
1.3
- Forte collegamento interno-esterno
- Luogo arioso
1.4:
-Le senzazioni elencate precedente-
mente diminuiscono decentrando la
soglia
V1.5:
- Sorge la domanda se si tratta ancora
di una soglia
1.7:
- Non è vivibile
- Quasi non ci si rende conto che si
tratta di una vera e propria soglia
1.8:
- Altezza standard
- In correlazione con i cambiamenti di
larghezza sperimentati non influisce
granché
1.9:
- Direzionalità: dona verticalità allo
spazio
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri Fig. 17.
Unità 1 es.2 - Varianti migliori
spazio analizzato: 3 x 4.5 x 2.5m
orem ipsum dolor sit amet, consectetur
adipiscing elit. Suspendisse lobortis
urna id velit tempor, in gravida est hen-
drerit. Mauris vestibulum facilisis erat
sit amet consequat. Curabitur ullamcor-
per eros enim, eget interdum dolor
feugiat at. Etiam viverra orci ac quam
lobortis, ac posuere turpis ultricies. Sed
facilisis dictum turpis eget venenatis.
Nunc vehicula augue enim, at viverra
turpis ornare vel. Phasellus vel mollis
augue.
Curabitur luctus, erat ut bibendum
bibendum, lacus nisl molestie eros, sed
cursus turpis magna quis nibh. Sed ac
volutpat magna, id mattis risus. Fusce
ipsum neque, placerat ac posuere at,
sollicitudin in nulla. Maecenas ege-
stas nibh ac ultricies laoreet. Integer
tristique fermentum neque, sit amet
vehicula sapien. Morbi condimentum
consequat turpis a rutrum. Proin nec
dolor eu purus ultrices rutrum.
Ut rutrum semper dictum. Morbi sapien
lacus, feugiat sit amet commodo et,
feugiat ut felis. Mauris tellus justo,
laoreet ut quam in, molestie ultrices
sapien. Sed tincidunt, augue ut inter-
dum cursus, lorem dui laoreet augue,
in semper urna dolor sed tellus. Su-
spendisse molestie urna id commodo
pretium. Ut non dui tincidunt, dictum
justo in, posuere sapien. Sed non est
at purus fermentum tincidunt vulputate
id libero. Etiam mi ante, rutrum a libero
vel, feugiat pharetra sem. In volutpat
metus arcu, eget fringilla ipsum soda-
les ac.
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri
Fig. 18.
Figg. 17-18. Examples of the layout used in the course 2022-2023 (first point
of the Unit 1 exercise). Students: Zoe Togni and Silvia Pedeferri.
MATTEO VEGETTI 228 AN-ICON
Unità 3 es.G - Fotogrammi video
obiettivi Il nostro obiettivo è di creare un’atmo- scelte Ci siamo focalizzate principalmente con tutte le pareti in clacestruzzo, ma
sfera che metta in contrapposizione sull’utilizzo di un materiale base, quale questa volta laccate, in modo da dare
una sensazione di apertura e leggerez- il calcestruzzo, che abbiamo adopera- ancora l’effetto della leggerezza e del
za con una sensazione di chiusura e to in primo luogo, su tutti i pavimenti, freddo, ma creando un climax con la
pesantezza, tramite l’utilizzo di texture, e successivamente sule pareti tre prima stanza.
coliri e materiali che possano aiutare stanze. La terza stanza, caratterizzata da
ad enfatizzare tali emozioni. La prima stanza è caratterizzata da un pareti in calcestruzzo grezzo, invece,
pavimento chiaro, con tonalità azzurra- ha come colorazioni un grigio scuro,
stre e pareti in alluminio riflettente per che introducono un effetto sinestetico
creare un effetto sinestetico che ricor- di pesantezza ed oppressione.
dasse il freddo e la leggerezza, qualità L’ultima stanza, invece, è caratterizzata
innate del metallo. da un pavimento blu scuro, notte, e da
La seconda stanza, invece, è valoriz- pareti e soffitto rivestite da pietra nera.
zata da una colorazione, sempre sulle
tonalità dell’azzurro, ma più calde,
riscontri Attraverso l’utilizzo del visore abbiamo La terza stanza è particolarmente
constatato come le le nostre iniziali tangibile e concreta. Crea un netto
ipotesi non fossero del tutto errate. contrasto con la stanza precedente,
Nella prima stanza, ci si trova in uno trasportandoci in un’atmosfera pesante
spazio freddo, quasi fantascientifico e reale. La sensazione che si prova è
e irreale, ma a differenza di come quasi di calma e tranquillità.
pensavamo, si ha una sensazione di Il contrasto con le due stanze prece-
maggiore chiusura rispetto alla secon- dente viene inoltre accentutato dall’ul-
da stanza. tima stanza che è buia, opprimente
Proseguendo la stanza successiva e quasi soffocante, da non riuscire a
ci trasporta in una relatà anch’essa stare al suo interno per troppo tempo.
fredda, nella quale si crea un gioco
di colori che nasconde il fatto che sia
stato utilizzato lo stesso colore su tutte
le pareti.
AIS200 Fenomenologia dello spazio_2022-23 Anna Bolla e Camilla Tosi Fig. 19.
Fig. 19. Examples of the layout used in the course 2022-2023 (Unit 3,
synoptic view of tested variants). Students: Anna Bolla e Camilla Tosi.
MATTEO VEGETTI 229 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19919 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19919",
"Description": "Most often, the concept of illusion has been interpreted in a negative way as a synonym for deception. However, a second, positive meaning has gained sometimes prominence according to which illusion does not necessarily imply any cognitive failure or distortion. As such, it can even play an important role in eliciting genuine aesthetic enjoyment. This introduction focuses on crucial aspects in the history and theory of aesthetic illusion, a notion that has resurfaced recently as a key aspect of the phenomenon of immersion, being regarded as a goal to be pursued by both the creators and the experiencers of virtual environments.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19919",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Lambert Wiesing",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Hallucination",
"Title": "On the razor’s edge: the (virtual) image between illusion and deception",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-03-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-05-16",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lambert Wiesing",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19919",
"firstpage": null,
"institution": "Friedrich-Schiller-Universität Jena",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Hallucination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wolf, W., “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New York: de Gruyter, 2009): 144-160.",
"spatial": null,
"temporal": null,
"title": "On the razor’s edge: the (virtual) image between illusion and deception",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19919/17769",
"volume": "1"
}
] | On the razor’s
edge: the (virtual)
image between illusion
and deception
by Pietro Conte and Lambert Wiesing
Immersion
Presence
Virtual reality
Representation
Hallucination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Introduction
On the razor’s edge:
the (virtual) image between
1
il usion and deception
PIETRO CONTE, Università degli Studi di Milano – https://orcid.org/0000-0002-7128-2696
LAMBERT WIESING, Friedrich-Schiller-Universität Jena
https://doi.org/10.54103/ai/19919
Illusion or delusion?
Were novelists and filmmakers right in fore-
shadowing the advent of 3D virtual worlds that would exist
parallel to physical reality, where people could interact with
each other through the full immersion of all their senses,
possibly losing awareness of the artificial nature of those
environments? Indeed, what has been imagined in count-
less science fiction narratives, dystopian movies, and TV
series seems to be turning into reality to an increasing
Keywords Immersion Presence Virtual reality
Representation Hallucination
To quote this essay: P. Conte, L. Wiesing, “On the razor’s edge: the (virtual) image between illusion and
deception,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 4-21, https://doi.
org/10.54103/ai/19919
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR).
PIETRO CONTE, LAMBERT WIESING 4 AN-ICON
degree: a pictorially generated environment that is not per-
ceived as such.
A modern incarnation of René Descartes’s evil
demon thought experiment, the brain-in-a-vat hypothesis
famously describes a scenario in which a mad scientist
might remove a person’s brain from the body, place it in a
vat of life-sustaining nutrients, and wire it to a computer that
feeds it with electrical stimuli identical to those the brain
normally receives. In the words of Hilary Putnam, who in
1981 made the story popular and provoked much heated
debate among philosophers of mind, that would cause the
individual “to have the illusion that everything is perfectly
normal.” If, for instance, the person tries to raise her hand,
the feedback from the machine will make her immediately
“see” and “feel” the hand being raised. The evil scientist
can cause the victim “to ‘experience’ (or hallucinate)” any
situation he wishes. He can even erase the memory of the
brain operation so that the victim will seem to herself to
have been born and always lived in the digital environment.2
More recently, the idea of a simulation so pow-
erful that people caught in it would take it for reality in
the flesh has resurfaced in notions such as Peter Weibel’s
“future cinema,” according to which the next coming cine-
matographic apparatuses, thanks to miniature neural im-
plants and interfaces that stimulate the brain directly, will
be able to bypass the sensorium, thus acting immediately
on the neural networks:
Instead of trompe l’oeil, the next step might be trompe le cerveau
[...]. There would be perception without the senses, seeing without
the eyes. [...] Advances in neurophysiology and cognitive science
give rise to the hope that future engineers will succeed in imple-
menting these discoveries in neuronal and molecular machines that
2 H. Putnam, “Brains in a vat,” in Reason, Truth and History (Cambridge: Cambridge
University Press, 1981): 1-21, 6.
PIETRO CONTE, LAMBERT WIESING 5 AN-ICON
transform the technology of simulation to deceive the eye into a
technology of stimulation that in turn deceives the brain.3
One is certainly free to disbelieve such proph-
ecies and exercise healthy scepticism. And yet, given the
unprecedented rapid pace of technological innovation, one
cannot help but recall Louis Marin’s argument that every
representation, in order to present itself “in its function,
its functioning, and, indeed, its functionality” as represen-
tation, must include a frame that keeps the image-world
clearly separated from the real world: “The more ‘mimetic’
transparency is manifested seductively, [...] the less the
mechanisms are noticed, the less they are acknowledged.”4
The dream, or perhaps nightmare, of a medium
achieving absolute transparency and of a user experiencing
total immersion has yet to come true, and it will perhaps
never do so. However, it is (certainly not only, but neverthe-
less in a particularly powerful way) the new advancements
in the field of simulation, illusion, and immersion that have
contributed powerfully to determining the way we think
about today’s media landscape. The evolution of technolog-
ical equipment goes hand in hand with the evolution of the
techno-cultural – which also means political – dispositif that
supports and even guides them. One need only consider
the way in which virtual reality is nowadays hailed as the
last medium, capable of immersing the user in someone
else’s shoes, teleporting her to some other place, making
her feel as if she were really “there.”
3 P. Weibel, “The intelligent image: neurocinema or quantum cinema?,” in J. Shaw, P. Weibel,
eds., Future Cinema: The Cinematic Imaginary after Film (Cambridge MA-London: The MIT
Press, 2003): 594-601, 599.
4 L. Marin, “The frame of representation and some of its figures” (1988), trans. C. Porter, in
On Representation (Stanford: Stanford University Press, 2001): 352-372, 353.
PIETRO CONTE, LAMBERT WIESING 6 AN-ICON
Being there: debunking the rhetoric
Such “being there” has become the catch-
phrase of virtual technologies, and it often goes along with
an over-romanticization of the idea of immersion, according
to which immersive environments would grant the experi-
encer a perfect illusion by making the medium disappear.
This would differentiate the new forms of illusion from tra-
ditional trompe l’œil:
The concepts of trompe l’œil or illusionism aim to utilize represen-
tations that appear faithful to real impressions, the pretense that
two-dimensional surfaces are three-dimensional. The decisive
factor in trompe l’œil, however, is that the deception is always
recognizable; in most cases, because the medium is at odds with
what is depicted and this is realized by the observer in seconds,
or even fractions of seconds. This moment of aesthetic pleasure,
of aware and conscious recognition, where perhaps the process
of deception is a challenge to the connoisseur, differs from the
concept of the virtual and its historic precursors, which are geared
to unconscious deception.5
The concept of a virtual reality that could re-
place the realm of physical existence has been criticized for
resting upon an idealization of total immersion that would
lead to an illegitimate equation of illusion with delusional
hallucination. In particular, the assumption of a pictorial
environment so hermetically sealed off from anything ex-
traneous to the picture that the observer (or rather the ex-
periencer) feels completely submerged in it is highly prob-
lematic. Leading scholars in game studies such as Katie
Salen and Eric Zimmerman have labelled this assumption
“the immersive fallacy,” polemically referring to the idea that
5 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge MA-London: The MIT Press,
2003): 15-16.
PIETRO CONTE, LAMBERT WIESING 7 AN-ICON
the ability of a media experience to sensually transport the
participant into an illusory reality could reach a point where
“the frame falls away so that the player truly believes that
he or she is part of an imaginary world.”6 Emblematically
expressed in the concept of the holodeck (a fictional tech-
nology that made its first appearance in Star Trek: The Next
Generation and consists in a holographic room where a
simulation including sight, sound, touch, smell, and taste
is indistinguishable from physical reality), the immersive
fallacy encourages people to buy into new forms of magical
thinking and overlook that virtual reality is but “a medium of
representation that the brain will process in its appropriate
cultural context, just as it has learned to process speech,
writing, photography, or moving images.”7
Such warnings against a cyberpunk-flavoured
idea of immersion point towards a different interpretation.
As is made evident by the etymological presence of ludus
in the Latin word inlusio, “illusion” originally refers to a
lusory attitude. Being elicited by the perception of physi-
cal representational artefacts, texts, or performances, the
aesthetic illusion is to be distinguished from both halluci-
nations and dreams. Moreover, it differs from delusions in
that it is neither a conceptual nor a perceptual error, but a
complex phenomenon characterized by “an asymmetrical
ambivalence”8 that results from its positioning halfway be-
tween the two poles of rational distance (i.e., disinterested
“observation” of an artefact in its fictional nature) and im-
mersion (or in Kendall Walton’s words, “participation”9) in
the represented world:
6 K. Salen, E. Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge MA-
London: The MIT Press, 2004): 451.
7 J. H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27, 20.
8 W. Wolf, “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New
York: de Gruyter, 2009): 144-160, 144.
9 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge: Harvard University Press, 1990): 240-289.
PIETRO CONTE, LAMBERT WIESING 8 AN-ICON
When we play a game, we feel engaged and engrossed, and play
seems to take on its own “reality.” This is all certainly true. But the
way that a game achieves these effects does not happen in the
manner the immersive fallacy implies. A game player does become
engrossed in the game, yes. But it is an engagement that occurs
through play itself. As we know, play is a process of metacommu-
nication, a double-consciousness in which the player is well aware
of the artificiality of the play situation.10
Contrary to David Hume’s conviction that all
illusions should be given up to the flames,11 the contempo-
rary immersive media and apparatuses make it necessary
to disentangle the word “illusion” from its negative con-
notation as “deception.” From this perspective, an illusion
is about something that is present but not real: it marks
the presence of something while at the same time making
it appear as “unreal.” The key term for describing this di-
chotomic phenomenon is conflict – a term that in image
theory goes back to Hippolyte Taine and Edmund Husserl.12
Every perception rests upon the awareness of being there
and being present, but only image perception implies a
self-relativisation of real presence: the perception of every
image generates artificial presence. For what is visible in
the picture – one may call it, using Husserl’s vocabulary,
“picture object,” or in more analytical tradition “content” or
“representation” – is relativised in its character of presence
by a conflict (Widerstreit). This happens in two different
ways: in the case of traditional images through the visibility
of the grounding materiality of the image, the visibility of
the real environment and, last but not least, through the
10 K. Salen, E. Zimmerman, Rules of Play: 51
11 D. Hume, An Enquiry Concerning Human Understanding (1748), sect. 12, pt. 3. (Mineola,
N.Y.: Dover 2004): 107.
12 On this, see L. Wiesing, Artificial Presence. Philosophical Studies in Image Theory (2005),
trans. N.F. Schott (Stanford: Stanford University Press, 2010): p. 53.
PIETRO CONTE, LAMBERT WIESING 9 AN-ICON
visible frame. These forms of perceptible conflicts tend to
disappear when an image expands into its surroundings,
thus becoming an artificial “environment.” Yet even in the
case of simulations and hyperrealistic worlds, the condition
for speaking of images at all is that here, too, there must
be an experience of conflict. That is the point: in the case
of immersive environments, the conflict is (or, if we are re-
alistic, should be) given through the knowledge of being in
a simulation. The knowledge that something experienced
is “not real” creates image-generating conflicts, just as
traditionally the frame did. This is grasped when it is said:
images produce artificial presence.
This calls up numerous questions that the pres-
ent issue of the AN-ICON journal aims to address: how is
such a conflict between knowledge and perception to be
explained, and is it to be regarded as a new form of aes-
thetic illusion?13 On the one hand, it is necessary to distin-
guish the conflict phenomena of the new forms of immer-
sion formation empirically in their technology from those
of traditional images. On the other hand, the various forms
of seeing artificial presence must always be categorically
differentiated and determined in their respective specificity.
Is it a case of an unconscious illusion brought about by a
false perception, or is it rather a matter of a lustful, playful
attitude adopted in a special kind of illusory relationship?
What is the difference between illusion, deception, and
hallucination? How does an illusion become a delusion?
As if it were not complicated enough: the de-
scription of a virtual environment faces the problem that
it is a double form of illusion building. On one side, this is
the mostly solely themed illusion that people in simulated
and immersive virtual environments have a strong feeling
of presence (place illusion) and react to what they perceive
13 T. Koblížek, ed., The Aesthetic Illusion in Literature and the Arts (London: Bloomsbury,
2017).
PIETRO CONTE, LAMBERT WIESING 10 AN-ICON
as if it were real (plausibility illusion).14 In doing so, however,
they are fully aware that they are not “really” there and that
events are not “actually” taking place. Yet as relevant as this
illusion is, the attention it receives should not induce us to
overlook the fact that, on the other hand, there is a second
form of illusion formation that is not present in the many
precursors of immersive images (such as the stereoscope
and the panorama). This illusion of hyperrealism does not
just concern what is seen, but also the one who sees. It is
the change in the way the viewers experience themselves in
relation to the image: virtual reality has the power to make
users and beholders feel like they own and control a body
(body ownership illusion) that can look very different from
their biological one. Here, illusions are created that do not
affect what one sees but rather the one who sees some-
thing. One might want to think about whether there were not
already precursor experiences in this respect in watching
films, but it is only in the experience of virtual realities that
this phenomenon seems to take on a radicality that brings
about new forms of transformation of self-representation
and changes in our attitudes to ourselves or to other peo-
ple, which can be seen, for example, when implicit racial
and gender biases are changed – in the best case reduced
– in the experience of immersive virtual realities, or health
problems and mental disorders are alleviated.15
Against this background, the present issue of
the AN-ICON journal poses equally technological, aesthet-
ic and decidedly moral questions. What are the limits of
virtual reality and the possibilities it offers for empathising
14 M. Hofer et al., “The role of plausibility in the experience of spatial presence in
virtual environments,” Frontiers in Virtual Reality 1, no. 2 (2020), https://doi.org/10.3389/
frvir.2020.00002; M. Slater, “Place illusion and plausibility can lead to realistic behaviour in
immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological
Sciences 364, no. 1535 (2009): 3549-3557.
15 T.C. Peck et al., “Putting yourself in the skin of a black avatar reduces implicit racial
bias,” Consciousness and Cognition 22, no. 3 (2013): 779-787, https://doi.org/10.1016/j.
concog.2013.04.016; F. Scarpina et al., “The effect of a virtual-reality full-body illusion on
body representation in obesity,” Journal of Clinical Medicine 8, no. 9 (2019), 1330, https://doi.
org/10.3390/jcm8091330.
PIETRO CONTE, LAMBERT WIESING 11 AN-ICON
with others and fostering virtuous and socially adaptive
processes of imitation? How can we debunk the rhetoric
(which has ethical, social, and political significance) behind
the celebration of virtual reality as the “ultimate empathy
machine?”16 The field of these questions becomes all the
larger and more unmanageable when it is noted that the
new forms of digital immersion education, while not nec-
essary, are also usually associated with new forms of in-
teraction education. This raises questions that are often
psychological. Is interactivity necessary to create illusion?
Does the multisensory quality of the interaction affect the
overall effect of illusion? Considering that immersive virtu-
al environments are often inhabited by users’ surrogates,
do avatars, in their extensive phenomenology, enhance or
diminish the degree of illusion? What is the relationship
between illusion and the “style” of the image? Is hyperreal-
ism an important element to enhance illusion or, as Gordon
Calleja claims,17 only an element among many others?
The present issue
A first reflection on these topics is offered by
Salvatore Tedesco in his essay “Imagination and Körper-
zustand,” which provides a historical overview of how the
concept of illusion was understood in the Eighteenth Cen-
tury by Moses Mendelssohn. Through a critical examination
of Johann Georg Sulzer’s analysis of the passage from the
state of thinking [Nachdenken] to that of feeling [Empfinden],
Mendelssohn elaborated further on the contrast between
the state of the body and the faculty of knowledge – a
contrast that led the German philosopher to define illusion
not merely in terms of common deception, but rather as a
16 C. Milk, “How virtual reality can create the ultimate empathy machine,” TED conference,
March 2015, https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_
ultimate_empathy_machine.
17 G. Calleja, In-Game. From Immersion to Incorporation (Cambridge MA: The MIT Press, 2011).
PIETRO CONTE, LAMBERT WIESING 12 AN-ICON
form of conscious illusion. This is made clear in the corre-
spondence with Gotthold Ephraim Lessing on the nature
of tragedy, where great emphasis is put on so-called “aes-
thetic” or “poetic” illusion, considered as the instrument
through which the dramatic poet is allowed to induce in
the audience – contrary to what Aristotle and his modern
followers maintained – even the most violent feelings, on
condition that the reader or viewer is under the aesthetic
effect of the illusion. The latter is characterized by a pecu-
liar mismatch between sensitivity and the higher cognitive
faculties: regardless of how deeply immersed one may be
in sensory experiences, one still retains awareness of be-
ing confronted with a virtual, fictional world. Precisely this
contrast harmonization is the hallmark of aesthetic expe-
rience as such.
The anthropological relevance of aesthetic illu-
sion can be grasped by describing it in terms of play, and
more specifically pretend play. By referring to both clas-
sical and contemporary studies on play and playfulness
by scholars from many diverse scientific fields (including
among others Sigmund Freud, Jean Piaget, Roger Caillois,
Donald Winnicott, Lev Vygotskij, Gregory Bateson, Brian
Sutton-Smith and William Corsaro), Anna Bondioli’s article
offers a reading of illusion as a non-imitative form of play.
Far from limiting themselves to reproducing the activities
that adults undertake in the surrounding world, children
distort reality in a creative way by performing actions that
differ from those already seen and known. Children collect
elements of the external world and use them in an inter-sub-
jective process of co-construction of meanings in order to
open up new possible worlds, without hallucinating: they
know for sure that “this is play.”18 From this perspective, the
semantic field of illusion shifts from the negative meaning
of pretence as lying, mocking, or simulating, to the positive
18 G. Bateson, The Message “This Is Play” (Princeton: Josia Macy Jr. Foundation, 1956).
PIETRO CONTE, LAMBERT WIESING 13 AN-ICON
notion of pretending meant as a poietic activity of model-
ling, building, and giving form. In play, the two cognitive
frames – “this is the real world” and “this is the fictional
world” – are not to be conceived as completely separate.
Players move on the threshold between physical reality
and the peculiar (un)reality of fiction. Play isn’t real – it is,
indeed, “pretend” – but this does not mean it is false. If it
were (that is, if it lost the link with the meanings that objects,
actions, and events represented during the playful activity
denote in the “real” context), it would lose its significance.
Yet this is not the case: play (similar in this respect to the
poietic use of language in the creation of metaphors) allows
the participants to put together things that do not belong
to the same category, thereby opening up the possibility
to generate new references and meanings that go beyond
the logical contrast between the “real” and the “imaginary,”
between the “true” and the “possible,” between “believing”
and “not believing.”
The ambiguity surrounding the notion of illusion
has been made all the more evident by the theoretical re-
flection on the nature and power of contemporary images.
Vilém Flusser’s thought, which is the subject of Francesco
Restuccia’s essay, provides an emblematic example. Illusion
is first described as a form of deception, with dangerous
and deplorable effects. This is especially true when tech-
nical media – starting from photography – are employed
in a way that aims to conceal their nature as artefacts.
In this sense, the most illusionary images are those that
appear transparent and present themselves as objective
reality, thus bringing about a new form of “idolatry” or “hal-
lucination:” “Instead of representing [vorstellen] the world,
they obscure [verstellen] it.”19 This dangerous reversal of
imagination happens when we do not recognize a medium,
19 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 10.
PIETRO CONTE, LAMBERT WIESING 14 AN-ICON
especially a visual one, as such. In this sense, technical
images are the most deceiving, because their mechanical,
automatic production seems to grant a “noninterventionist
objectivity”20 freed from human and cultural interference.
But this objectivity is deceptive, because technology is
a human product, therefore always culturally biased. In
Flusser’s work, however, a second interpretation of illusion
is given that unveils its possible use as a precious artistic
and epistemic tool. In Filmerzeugung und Filmverbrauch,
the notion is introduced to understand the filmic experience
as a modern version of Plato’s cave. While sitting in the dark
space of the movie theatre, people ignore the world outside
the “cave.” They do so not because they are deceived by
the moving images projected on the screen in front of them.
On the contrary, they choose to abandon themselves to the
fascination of the medium. They do not want to be freed
from the enchantment: their illusion is voluntary, self-im-
posed, like a specific form of fiction or make-believe play.
When illusion is conceived in a positive way as a practice of
sense-making, Flusser replaces the German term täuschen
(“to deceive”) with vortäuschen (to simulate, to feign). In this
sense, simulation is not about producing a copy [Abbild],
it is about shaping a model [Vorbild]. Technical media can
allow for a new, “experimental” approach to image making:
one inserts a certain input, sees what the outcome is, and
then changes the input so as to achieve a different result.
According to Flusser, this is the greatest potentiality of vir-
tual simulations: they allow us to experience what until now
we were only able to calculate; and vice versa, they allow
us to calculate and control experiences that until now we
could only vaguely imagine.
The peculiar experience that contemporary vir-
tual environments grant access to lies at the core of Fran-
cesco Zucconi’s essay, which follows an anachronistic path
20 L. Daston, P. Galison, Objectivity (New York: Zone Books, 2007).
PIETRO CONTE, LAMBERT WIESING 15 AN-ICON
through art history and theory by taking some of Caravag-
gio’s paintings as an anticipation of the invention of gyro-
scope technology that made possible the first immersive
experience in the history of Western painting. Building on
Frank Stella’s interpretation of the Italian master’s “realistic
illusionism”21 and reformulating Michael Fried’s concepts
of “absorption” and “theatricality”22 through the categories
of “immersion” and “specularity,” Zucconi focuses on the
double effect of attraction and distancing as the funda-
mental structure of the experience of virtual reality cinema.
On the one side, as I put on a VR headset, I find myself
“teleported” to the simulated environment: I feel “there.”23
On the other side, there is always something that reminds
me that I am just inhabiting a digital milieu: a bodily, cog-
nitive, and affective frame brings me back to the “here” of
physical reality. Such experience of bilocation24 is most
often conceived of as a negative aspect of even the most
sophisticated (and expensive) immersive apparatuses cur-
rently on the market – a limitation that, according to many
techno-deterministic enthusiasts, will be overcome in some
unspecified future, when total immersion will be eventually
achieved. Arguing against this view, Zucconi maintains that
such ambivalent and even paradoxical coexistence of at-
traction and distancing should be better understood as an
intrinsic quality of cinematic virtual reality experiences as
such. This medium-specific trait, in turn, can help debunk
the bombastic rhetoric that hails virtual reality as the “ul-
timate empathy machine” capable of making the user not
only understand but also directly experience someone’s
21 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 11.
22 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
23 See among others M. Lombard et al., Immersed in Media. Telepresence Theory,
Measurement & Technology (Cham: Springer, 2015); M. Lombard, Th. Ditton, “At the heart of it
all. The concept of presence,” Journal of Computer-Mediated Communication 3, no. 2 (1997),
https://dx.doi.org/10.1111/j.1083-6101.1997.tb00072.x.
24 A. Pinotti, “Staying here, being there. Bilocation, empathy and self-empathy in virtual
reality,” Bollettino Filosofico 37 (2022): 142-162, https://doi.org/10.6093/1593-7178/9657
PIETRO CONTE, LAMBERT WIESING 16 AN-ICON
other pain and worries. Through reference to Susan Son-
tag’s critical theory of photography, Zucconi challenges
the simplistic use of notions such as those of “empathy,”
“compassion,” and “immersion” which accompanies the
launch of many virtual reality projects, holding instead that
the (alleged) absolute transparency of the medium is not
only unattainable but not even desirable. From this perspec-
tive, the co-presence of illusionistic and counter-illusionistic
effects is not to be interpreted as a weakening of the expe-
riential and testimonial value of immersive experiences. On
the contrary, it paves the way to a conscious ethical and
political approach to virtual reality, according to which the
most interesting aspect of such technology is precisely its
capacity to produce both identification and estrangement,
thus making viewers feel at the razor’s edge between pres-
ence and absence, between “here” and “there,” between
empathizing with others and being aware that we can never
truly walk a mile in someone else’s shoes.
If virtual reality as it exists today struggles to
make us experience things from the perspective of another
human being, can it allow us to feel what it is like to be a
non-human creature? Philippe Bédard’s article tackles this
question by critically examining the fundamental anthropo-
centrism of virtual reality’s dominant mode of experience.
Designed as it is around a technological apparatus such
as the head-mounted display, which is tuned to the human
sensorium, and more in particular, to the subjective qualities
of human vision (its binocularity, its “egocentric” perspec-
tive, and the individuals’ ability to move their point of view
through six degrees of freedom of movement along three
dimensions), the medium of virtual reality is also intrinsically
anthropocentric. This, in turn, seems to rule out from the
outset the possibility of bypassing our perceptual habi-
tus by using immersive virtual environments as a tool for
PIETRO CONTE, LAMBERT WIESING 17 AN-ICON
exploring and understanding how non-human (or post-hu-
man) beings exist in, and make sense of, a version of the
world that is completely different from ours: as Ian Bogost
puts it, “when we ask what it means to be something, we
pose a question that exceeds our own grasp of the being
of the world.”25 This does not mean, however, that virtual
reality cannot help us imagine what the world might look
like to a different being. In Bédard’s essay, nonnormative,
artistic uses of immersive technologies are described that
encourage the user to imaginatively explore what the Um-
welt of a mosquito, dragonfly, or even a tree might appear.
Particular attention is paid to the fact that the induction
of illusory ownership of, and agency over, a virtual body
does not require a fake, hyperrealistic appearance of the
avatar; factors like first-person perspective, sensorimotor
coherence, multisensory feedback, and the possibility to
interact with the virtual environment play a much greater
role.26 This opens the door to artistic experimentation with
bodies that do not have human (visual) appearance. The
illusory ownership over implausible digital bodies makes
it possible for virtual reality artists to produce immersive
experiences that facilitate the users’ (temporary) engage-
ment in a foray into non-human worlds, notwithstanding
the fact that they remain perfectly aware of the impossi-
bility to perceive the environment differently from what our
sensorium gives access to.
The idea that analogue and digital immersive
devices could be used to expand our sensory knowledge is
key for their commercial success. As Marcin Sobieszczans-
ki shows, marketing strategies that pass off virtual reality
as the perfect machine to make dreams come true are
common. After being applied to cinema, such “oneiric”
25 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing (Minneapolis: University
of Minnesota Press, 2012): 30.
26 M. Slater et al., “Inducing illusory ownership of a virtual body,” Frontiers in Neuroscience
3, no. 2 (2009): 214-220, https://doi.org/10.3389/neuro.01.029.2009.
PIETRO CONTE, LAMBERT WIESING 18 AN-ICON
interpretation now tends to assimilate the immersive expe-
rience granted by increasingly sophisticated head-mounted
displays to hallucinatory phenomena.27 By sketching out a
history of some classical theories that have drawn a com-
parison between dreams and the “unreal” dimension of
the image, Sobieszczanski concentrates on the scientific
debate around the nature of illusory phenomena in order
to disclose the heuristic potential of the metaphor of vir-
tual reality as hallucination. Highlighting both similarities
and dissimilarities between the cognitive mechanisms un-
derlying perception (or perception failure) in hallucinatory
states and perception in immersive environments provides
an interesting intellectual tool to make a cultural practice
evident that is deeply rooted in the human understanding
of image-making as the attempt to cross the boundaries
that keep the physical world separated from the pictorial
world.
One of the biggest challenges this attempt must
face is providing, within the virtual environment, multisen-
sory and synaesthetic experiences comparable to those of
everyday life. Traditionally, so-called distal senses (vision
and hearing) have often been considered more suitable
than proximal senses (touch, taste, and smell) to experi-
ence images, due to the assumption that genuine aesthetic
experience would necessarily imply distance and disinter-
estedness. Yet the new digital and immersive mediascape
calls for going beyond a merely visual or audio-visual way
of experiencing the image: when pictures turn into environ-
ments, a reorganization of the whole sensory experience
is required. Valentina Bartalesi and Anna Calise’s contribu-
tion deals with this issue by examining the current struggle
to include haptic technologies within immersive projects
developed by different cultural institutions. Indeed, touch
27 On this, see G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale (Milan: Johan
& Levi, 2021).
PIETRO CONTE, LAMBERT WIESING 19 AN-ICON
seems to resist virtualisation: being the sense that, histor-
ically and theoretically, has carried the burden of proof on
“true reality,” it appears a priori unsuited for illusory environ-
ments. Proof of this would be that, while haptic technolo-
gies are certainly useful to allow users to “touch” – if only
virtually – precious artefacts that could not otherwise be
touched, they nevertheless present both a qualitative and
quantitative deficit compared to the human haptic sensitiv-
ity in physical reality: the illusion of touch would be in fact
better described as an illusionary touch. However, haptic
technologies do not need to be designed to mimic the
original functions of touch. Rather than merely attempting
to make them replicate the touching experience, program-
mers and developers can exploit their illusory potential in
non-hyperrealistic ways, focussing on the power of haptics
to elicit emotions. By reviewing some recent case studies,
Bartalesi and Calise show how haptic technologies can
enrich our cultural and aesthetic experience of artefacts,
offering medium-specific opportunities that neither physical
objects nor printed replicas – no matter how accurate they
may be – could elicit.
The blurring of the threshold between physi-
cal reality and virtual reality is also at the centre of Yizeng
Zhang’s essay, where the case study of digital fashion is
investigated in its function of giving birth to a completely
new form of materiality. While creating their clothes, fashion
designers have been limited so far by the available fabrics
(and their price), the manufacturing technologies at their
disposal, and, of course, the laws of physics. The so-called
metaverse is in this respect a game changer. Using virtual
avatars and models to sell clothing and accessories made
of code instead of cotton or wool, designers are free to
imagine any type of garment or fabric and to “manufacture”
products never seen before. Given that our everyday lives
have moved online so much that a new term “phygital” was
PIETRO CONTE, LAMBERT WIESING 20 AN-ICON
coined to indicate the increasing blending of digital experi-
ences with physical ones, it is a safe bet that digital fashion
will become a vital category for every brand’s business
model, being more and more sold as NFTs, showcased on
virtual catwalks and in virtual showrooms, or worn by both
physical and virtual influencers on social networks. Under
the auspices of Gernot Böhme’s philosophy, Zhang takes
on the notion of atmosphere to reflect on the “stage values”
of digital fashion, that is, on its ability to emancipate from
the material function of garments and to produce new forms
of self-presentation. Digital garments are thus intended
as experiences whose value arises from the atmosphere
they are able to generate. By tracing such atmospheric
production across three sites of its exhibition (the e-com-
merce website, social media, and the runway show), Zhang
shows how digital fashion contributes to the construction
of a new kind of affective milieu. If the generation of such
atmospheres can be said to be just an illusion or, rather, if
the illusion itself can be conceived of as providing access
to a new reality, is a question that fits well into the thematic
section of this issue of the AN-ICON journal.
PIETRO CONTE, LAMBERT WIESING 21 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19919 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19919",
"Description": "Most often, the concept of illusion has been interpreted in a negative way as a synonym for deception. However, a second, positive meaning has gained sometimes prominence according to which illusion does not necessarily imply any cognitive failure or distortion. As such, it can even play an important role in eliciting genuine aesthetic enjoyment. This introduction focuses on crucial aspects in the history and theory of aesthetic illusion, a notion that has resurfaced recently as a key aspect of the phenomenon of immersion, being regarded as a goal to be pursued by both the creators and the experiencers of virtual environments.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19919",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Lambert Wiesing",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Hallucination",
"Title": "On the razor’s edge: the (virtual) image between illusion and deception",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-03-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-05-16",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lambert Wiesing",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19919",
"firstpage": null,
"institution": "Friedrich-Schiller-Universität Jena",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Hallucination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wolf, W., “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New York: de Gruyter, 2009): 144-160.",
"spatial": null,
"temporal": null,
"title": "On the razor’s edge: the (virtual) image between illusion and deception",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19919/17769",
"volume": "1"
}
] | On the razor’s
edge: the (virtual)
image between illusion
and deception
by Pietro Conte and Lambert Wiesing
Immersion
Presence
Virtual reality
Representation
Hallucination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Introduction
On the razor’s edge:
the (virtual) image between
1
il usion and deception
PIETRO CONTE, Università degli Studi di Milano – https://orcid.org/0000-0002-7128-2696
LAMBERT WIESING, Friedrich-Schiller-Universität Jena
https://doi.org/10.54103/ai/19919
Illusion or delusion?
Were novelists and filmmakers right in fore-
shadowing the advent of 3D virtual worlds that would exist
parallel to physical reality, where people could interact with
each other through the full immersion of all their senses,
possibly losing awareness of the artificial nature of those
environments? Indeed, what has been imagined in count-
less science fiction narratives, dystopian movies, and TV
series seems to be turning into reality to an increasing
Keywords Immersion Presence Virtual reality
Representation Hallucination
To quote this essay: P. Conte, L. Wiesing, “On the razor’s edge: the (virtual) image between illusion and
deception,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 4-21, https://doi.
org/10.54103/ai/19919
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR).
PIETRO CONTE, LAMBERT WIESING 4 AN-ICON
degree: a pictorially generated environment that is not per-
ceived as such.
A modern incarnation of René Descartes’s evil
demon thought experiment, the brain-in-a-vat hypothesis
famously describes a scenario in which a mad scientist
might remove a person’s brain from the body, place it in a
vat of life-sustaining nutrients, and wire it to a computer that
feeds it with electrical stimuli identical to those the brain
normally receives. In the words of Hilary Putnam, who in
1981 made the story popular and provoked much heated
debate among philosophers of mind, that would cause the
individual “to have the illusion that everything is perfectly
normal.” If, for instance, the person tries to raise her hand,
the feedback from the machine will make her immediately
“see” and “feel” the hand being raised. The evil scientist
can cause the victim “to ‘experience’ (or hallucinate)” any
situation he wishes. He can even erase the memory of the
brain operation so that the victim will seem to herself to
have been born and always lived in the digital environment.2
More recently, the idea of a simulation so pow-
erful that people caught in it would take it for reality in
the flesh has resurfaced in notions such as Peter Weibel’s
“future cinema,” according to which the next coming cine-
matographic apparatuses, thanks to miniature neural im-
plants and interfaces that stimulate the brain directly, will
be able to bypass the sensorium, thus acting immediately
on the neural networks:
Instead of trompe l’oeil, the next step might be trompe le cerveau
[...]. There would be perception without the senses, seeing without
the eyes. [...] Advances in neurophysiology and cognitive science
give rise to the hope that future engineers will succeed in imple-
menting these discoveries in neuronal and molecular machines that
2 H. Putnam, “Brains in a vat,” in Reason, Truth and History (Cambridge: Cambridge
University Press, 1981): 1-21, 6.
PIETRO CONTE, LAMBERT WIESING 5 AN-ICON
transform the technology of simulation to deceive the eye into a
technology of stimulation that in turn deceives the brain.3
One is certainly free to disbelieve such proph-
ecies and exercise healthy scepticism. And yet, given the
unprecedented rapid pace of technological innovation, one
cannot help but recall Louis Marin’s argument that every
representation, in order to present itself “in its function,
its functioning, and, indeed, its functionality” as represen-
tation, must include a frame that keeps the image-world
clearly separated from the real world: “The more ‘mimetic’
transparency is manifested seductively, [...] the less the
mechanisms are noticed, the less they are acknowledged.”4
The dream, or perhaps nightmare, of a medium
achieving absolute transparency and of a user experiencing
total immersion has yet to come true, and it will perhaps
never do so. However, it is (certainly not only, but neverthe-
less in a particularly powerful way) the new advancements
in the field of simulation, illusion, and immersion that have
contributed powerfully to determining the way we think
about today’s media landscape. The evolution of technolog-
ical equipment goes hand in hand with the evolution of the
techno-cultural – which also means political – dispositif that
supports and even guides them. One need only consider
the way in which virtual reality is nowadays hailed as the
last medium, capable of immersing the user in someone
else’s shoes, teleporting her to some other place, making
her feel as if she were really “there.”
3 P. Weibel, “The intelligent image: neurocinema or quantum cinema?,” in J. Shaw, P. Weibel,
eds., Future Cinema: The Cinematic Imaginary after Film (Cambridge MA-London: The MIT
Press, 2003): 594-601, 599.
4 L. Marin, “The frame of representation and some of its figures” (1988), trans. C. Porter, in
On Representation (Stanford: Stanford University Press, 2001): 352-372, 353.
PIETRO CONTE, LAMBERT WIESING 6 AN-ICON
Being there: debunking the rhetoric
Such “being there” has become the catch-
phrase of virtual technologies, and it often goes along with
an over-romanticization of the idea of immersion, according
to which immersive environments would grant the experi-
encer a perfect illusion by making the medium disappear.
This would differentiate the new forms of illusion from tra-
ditional trompe l’œil:
The concepts of trompe l’œil or illusionism aim to utilize represen-
tations that appear faithful to real impressions, the pretense that
two-dimensional surfaces are three-dimensional. The decisive
factor in trompe l’œil, however, is that the deception is always
recognizable; in most cases, because the medium is at odds with
what is depicted and this is realized by the observer in seconds,
or even fractions of seconds. This moment of aesthetic pleasure,
of aware and conscious recognition, where perhaps the process
of deception is a challenge to the connoisseur, differs from the
concept of the virtual and its historic precursors, which are geared
to unconscious deception.5
The concept of a virtual reality that could re-
place the realm of physical existence has been criticized for
resting upon an idealization of total immersion that would
lead to an illegitimate equation of illusion with delusional
hallucination. In particular, the assumption of a pictorial
environment so hermetically sealed off from anything ex-
traneous to the picture that the observer (or rather the ex-
periencer) feels completely submerged in it is highly prob-
lematic. Leading scholars in game studies such as Katie
Salen and Eric Zimmerman have labelled this assumption
“the immersive fallacy,” polemically referring to the idea that
5 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge MA-London: The MIT Press,
2003): 15-16.
PIETRO CONTE, LAMBERT WIESING 7 AN-ICON
the ability of a media experience to sensually transport the
participant into an illusory reality could reach a point where
“the frame falls away so that the player truly believes that
he or she is part of an imaginary world.”6 Emblematically
expressed in the concept of the holodeck (a fictional tech-
nology that made its first appearance in Star Trek: The Next
Generation and consists in a holographic room where a
simulation including sight, sound, touch, smell, and taste
is indistinguishable from physical reality), the immersive
fallacy encourages people to buy into new forms of magical
thinking and overlook that virtual reality is but “a medium of
representation that the brain will process in its appropriate
cultural context, just as it has learned to process speech,
writing, photography, or moving images.”7
Such warnings against a cyberpunk-flavoured
idea of immersion point towards a different interpretation.
As is made evident by the etymological presence of ludus
in the Latin word inlusio, “illusion” originally refers to a
lusory attitude. Being elicited by the perception of physi-
cal representational artefacts, texts, or performances, the
aesthetic illusion is to be distinguished from both halluci-
nations and dreams. Moreover, it differs from delusions in
that it is neither a conceptual nor a perceptual error, but a
complex phenomenon characterized by “an asymmetrical
ambivalence”8 that results from its positioning halfway be-
tween the two poles of rational distance (i.e., disinterested
“observation” of an artefact in its fictional nature) and im-
mersion (or in Kendall Walton’s words, “participation”9) in
the represented world:
6 K. Salen, E. Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge MA-
London: The MIT Press, 2004): 451.
7 J. H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27, 20.
8 W. Wolf, “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New
York: de Gruyter, 2009): 144-160, 144.
9 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge: Harvard University Press, 1990): 240-289.
PIETRO CONTE, LAMBERT WIESING 8 AN-ICON
When we play a game, we feel engaged and engrossed, and play
seems to take on its own “reality.” This is all certainly true. But the
way that a game achieves these effects does not happen in the
manner the immersive fallacy implies. A game player does become
engrossed in the game, yes. But it is an engagement that occurs
through play itself. As we know, play is a process of metacommu-
nication, a double-consciousness in which the player is well aware
of the artificiality of the play situation.10
Contrary to David Hume’s conviction that all
illusions should be given up to the flames,11 the contempo-
rary immersive media and apparatuses make it necessary
to disentangle the word “illusion” from its negative con-
notation as “deception.” From this perspective, an illusion
is about something that is present but not real: it marks
the presence of something while at the same time making
it appear as “unreal.” The key term for describing this di-
chotomic phenomenon is conflict – a term that in image
theory goes back to Hippolyte Taine and Edmund Husserl.12
Every perception rests upon the awareness of being there
and being present, but only image perception implies a
self-relativisation of real presence: the perception of every
image generates artificial presence. For what is visible in
the picture – one may call it, using Husserl’s vocabulary,
“picture object,” or in more analytical tradition “content” or
“representation” – is relativised in its character of presence
by a conflict (Widerstreit). This happens in two different
ways: in the case of traditional images through the visibility
of the grounding materiality of the image, the visibility of
the real environment and, last but not least, through the
10 K. Salen, E. Zimmerman, Rules of Play: 51
11 D. Hume, An Enquiry Concerning Human Understanding (1748), sect. 12, pt. 3. (Mineola,
N.Y.: Dover 2004): 107.
12 On this, see L. Wiesing, Artificial Presence. Philosophical Studies in Image Theory (2005),
trans. N.F. Schott (Stanford: Stanford University Press, 2010): p. 53.
PIETRO CONTE, LAMBERT WIESING 9 AN-ICON
visible frame. These forms of perceptible conflicts tend to
disappear when an image expands into its surroundings,
thus becoming an artificial “environment.” Yet even in the
case of simulations and hyperrealistic worlds, the condition
for speaking of images at all is that here, too, there must
be an experience of conflict. That is the point: in the case
of immersive environments, the conflict is (or, if we are re-
alistic, should be) given through the knowledge of being in
a simulation. The knowledge that something experienced
is “not real” creates image-generating conflicts, just as
traditionally the frame did. This is grasped when it is said:
images produce artificial presence.
This calls up numerous questions that the pres-
ent issue of the AN-ICON journal aims to address: how is
such a conflict between knowledge and perception to be
explained, and is it to be regarded as a new form of aes-
thetic illusion?13 On the one hand, it is necessary to distin-
guish the conflict phenomena of the new forms of immer-
sion formation empirically in their technology from those
of traditional images. On the other hand, the various forms
of seeing artificial presence must always be categorically
differentiated and determined in their respective specificity.
Is it a case of an unconscious illusion brought about by a
false perception, or is it rather a matter of a lustful, playful
attitude adopted in a special kind of illusory relationship?
What is the difference between illusion, deception, and
hallucination? How does an illusion become a delusion?
As if it were not complicated enough: the de-
scription of a virtual environment faces the problem that
it is a double form of illusion building. On one side, this is
the mostly solely themed illusion that people in simulated
and immersive virtual environments have a strong feeling
of presence (place illusion) and react to what they perceive
13 T. Koblížek, ed., The Aesthetic Illusion in Literature and the Arts (London: Bloomsbury,
2017).
PIETRO CONTE, LAMBERT WIESING 10 AN-ICON
as if it were real (plausibility illusion).14 In doing so, however,
they are fully aware that they are not “really” there and that
events are not “actually” taking place. Yet as relevant as this
illusion is, the attention it receives should not induce us to
overlook the fact that, on the other hand, there is a second
form of illusion formation that is not present in the many
precursors of immersive images (such as the stereoscope
and the panorama). This illusion of hyperrealism does not
just concern what is seen, but also the one who sees. It is
the change in the way the viewers experience themselves in
relation to the image: virtual reality has the power to make
users and beholders feel like they own and control a body
(body ownership illusion) that can look very different from
their biological one. Here, illusions are created that do not
affect what one sees but rather the one who sees some-
thing. One might want to think about whether there were not
already precursor experiences in this respect in watching
films, but it is only in the experience of virtual realities that
this phenomenon seems to take on a radicality that brings
about new forms of transformation of self-representation
and changes in our attitudes to ourselves or to other peo-
ple, which can be seen, for example, when implicit racial
and gender biases are changed – in the best case reduced
– in the experience of immersive virtual realities, or health
problems and mental disorders are alleviated.15
Against this background, the present issue of
the AN-ICON journal poses equally technological, aesthet-
ic and decidedly moral questions. What are the limits of
virtual reality and the possibilities it offers for empathising
14 M. Hofer et al., “The role of plausibility in the experience of spatial presence in
virtual environments,” Frontiers in Virtual Reality 1, no. 2 (2020), https://doi.org/10.3389/
frvir.2020.00002; M. Slater, “Place illusion and plausibility can lead to realistic behaviour in
immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological
Sciences 364, no. 1535 (2009): 3549-3557.
15 T.C. Peck et al., “Putting yourself in the skin of a black avatar reduces implicit racial
bias,” Consciousness and Cognition 22, no. 3 (2013): 779-787, https://doi.org/10.1016/j.
concog.2013.04.016; F. Scarpina et al., “The effect of a virtual-reality full-body illusion on
body representation in obesity,” Journal of Clinical Medicine 8, no. 9 (2019), 1330, https://doi.
org/10.3390/jcm8091330.
PIETRO CONTE, LAMBERT WIESING 11 AN-ICON
with others and fostering virtuous and socially adaptive
processes of imitation? How can we debunk the rhetoric
(which has ethical, social, and political significance) behind
the celebration of virtual reality as the “ultimate empathy
machine?”16 The field of these questions becomes all the
larger and more unmanageable when it is noted that the
new forms of digital immersion education, while not nec-
essary, are also usually associated with new forms of in-
teraction education. This raises questions that are often
psychological. Is interactivity necessary to create illusion?
Does the multisensory quality of the interaction affect the
overall effect of illusion? Considering that immersive virtu-
al environments are often inhabited by users’ surrogates,
do avatars, in their extensive phenomenology, enhance or
diminish the degree of illusion? What is the relationship
between illusion and the “style” of the image? Is hyperreal-
ism an important element to enhance illusion or, as Gordon
Calleja claims,17 only an element among many others?
The present issue
A first reflection on these topics is offered by
Salvatore Tedesco in his essay “Imagination and Körper-
zustand,” which provides a historical overview of how the
concept of illusion was understood in the Eighteenth Cen-
tury by Moses Mendelssohn. Through a critical examination
of Johann Georg Sulzer’s analysis of the passage from the
state of thinking [Nachdenken] to that of feeling [Empfinden],
Mendelssohn elaborated further on the contrast between
the state of the body and the faculty of knowledge – a
contrast that led the German philosopher to define illusion
not merely in terms of common deception, but rather as a
16 C. Milk, “How virtual reality can create the ultimate empathy machine,” TED conference,
March 2015, https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_
ultimate_empathy_machine.
17 G. Calleja, In-Game. From Immersion to Incorporation (Cambridge MA: The MIT Press, 2011).
PIETRO CONTE, LAMBERT WIESING 12 AN-ICON
form of conscious illusion. This is made clear in the corre-
spondence with Gotthold Ephraim Lessing on the nature
of tragedy, where great emphasis is put on so-called “aes-
thetic” or “poetic” illusion, considered as the instrument
through which the dramatic poet is allowed to induce in
the audience – contrary to what Aristotle and his modern
followers maintained – even the most violent feelings, on
condition that the reader or viewer is under the aesthetic
effect of the illusion. The latter is characterized by a pecu-
liar mismatch between sensitivity and the higher cognitive
faculties: regardless of how deeply immersed one may be
in sensory experiences, one still retains awareness of be-
ing confronted with a virtual, fictional world. Precisely this
contrast harmonization is the hallmark of aesthetic expe-
rience as such.
The anthropological relevance of aesthetic illu-
sion can be grasped by describing it in terms of play, and
more specifically pretend play. By referring to both clas-
sical and contemporary studies on play and playfulness
by scholars from many diverse scientific fields (including
among others Sigmund Freud, Jean Piaget, Roger Caillois,
Donald Winnicott, Lev Vygotskij, Gregory Bateson, Brian
Sutton-Smith and William Corsaro), Anna Bondioli’s article
offers a reading of illusion as a non-imitative form of play.
Far from limiting themselves to reproducing the activities
that adults undertake in the surrounding world, children
distort reality in a creative way by performing actions that
differ from those already seen and known. Children collect
elements of the external world and use them in an inter-sub-
jective process of co-construction of meanings in order to
open up new possible worlds, without hallucinating: they
know for sure that “this is play.”18 From this perspective, the
semantic field of illusion shifts from the negative meaning
of pretence as lying, mocking, or simulating, to the positive
18 G. Bateson, The Message “This Is Play” (Princeton: Josia Macy Jr. Foundation, 1956).
PIETRO CONTE, LAMBERT WIESING 13 AN-ICON
notion of pretending meant as a poietic activity of model-
ling, building, and giving form. In play, the two cognitive
frames – “this is the real world” and “this is the fictional
world” – are not to be conceived as completely separate.
Players move on the threshold between physical reality
and the peculiar (un)reality of fiction. Play isn’t real – it is,
indeed, “pretend” – but this does not mean it is false. If it
were (that is, if it lost the link with the meanings that objects,
actions, and events represented during the playful activity
denote in the “real” context), it would lose its significance.
Yet this is not the case: play (similar in this respect to the
poietic use of language in the creation of metaphors) allows
the participants to put together things that do not belong
to the same category, thereby opening up the possibility
to generate new references and meanings that go beyond
the logical contrast between the “real” and the “imaginary,”
between the “true” and the “possible,” between “believing”
and “not believing.”
The ambiguity surrounding the notion of illusion
has been made all the more evident by the theoretical re-
flection on the nature and power of contemporary images.
Vilém Flusser’s thought, which is the subject of Francesco
Restuccia’s essay, provides an emblematic example. Illusion
is first described as a form of deception, with dangerous
and deplorable effects. This is especially true when tech-
nical media – starting from photography – are employed
in a way that aims to conceal their nature as artefacts.
In this sense, the most illusionary images are those that
appear transparent and present themselves as objective
reality, thus bringing about a new form of “idolatry” or “hal-
lucination:” “Instead of representing [vorstellen] the world,
they obscure [verstellen] it.”19 This dangerous reversal of
imagination happens when we do not recognize a medium,
19 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 10.
PIETRO CONTE, LAMBERT WIESING 14 AN-ICON
especially a visual one, as such. In this sense, technical
images are the most deceiving, because their mechanical,
automatic production seems to grant a “noninterventionist
objectivity”20 freed from human and cultural interference.
But this objectivity is deceptive, because technology is
a human product, therefore always culturally biased. In
Flusser’s work, however, a second interpretation of illusion
is given that unveils its possible use as a precious artistic
and epistemic tool. In Filmerzeugung und Filmverbrauch,
the notion is introduced to understand the filmic experience
as a modern version of Plato’s cave. While sitting in the dark
space of the movie theatre, people ignore the world outside
the “cave.” They do so not because they are deceived by
the moving images projected on the screen in front of them.
On the contrary, they choose to abandon themselves to the
fascination of the medium. They do not want to be freed
from the enchantment: their illusion is voluntary, self-im-
posed, like a specific form of fiction or make-believe play.
When illusion is conceived in a positive way as a practice of
sense-making, Flusser replaces the German term täuschen
(“to deceive”) with vortäuschen (to simulate, to feign). In this
sense, simulation is not about producing a copy [Abbild],
it is about shaping a model [Vorbild]. Technical media can
allow for a new, “experimental” approach to image making:
one inserts a certain input, sees what the outcome is, and
then changes the input so as to achieve a different result.
According to Flusser, this is the greatest potentiality of vir-
tual simulations: they allow us to experience what until now
we were only able to calculate; and vice versa, they allow
us to calculate and control experiences that until now we
could only vaguely imagine.
The peculiar experience that contemporary vir-
tual environments grant access to lies at the core of Fran-
cesco Zucconi’s essay, which follows an anachronistic path
20 L. Daston, P. Galison, Objectivity (New York: Zone Books, 2007).
PIETRO CONTE, LAMBERT WIESING 15 AN-ICON
through art history and theory by taking some of Caravag-
gio’s paintings as an anticipation of the invention of gyro-
scope technology that made possible the first immersive
experience in the history of Western painting. Building on
Frank Stella’s interpretation of the Italian master’s “realistic
illusionism”21 and reformulating Michael Fried’s concepts
of “absorption” and “theatricality”22 through the categories
of “immersion” and “specularity,” Zucconi focuses on the
double effect of attraction and distancing as the funda-
mental structure of the experience of virtual reality cinema.
On the one side, as I put on a VR headset, I find myself
“teleported” to the simulated environment: I feel “there.”23
On the other side, there is always something that reminds
me that I am just inhabiting a digital milieu: a bodily, cog-
nitive, and affective frame brings me back to the “here” of
physical reality. Such experience of bilocation24 is most
often conceived of as a negative aspect of even the most
sophisticated (and expensive) immersive apparatuses cur-
rently on the market – a limitation that, according to many
techno-deterministic enthusiasts, will be overcome in some
unspecified future, when total immersion will be eventually
achieved. Arguing against this view, Zucconi maintains that
such ambivalent and even paradoxical coexistence of at-
traction and distancing should be better understood as an
intrinsic quality of cinematic virtual reality experiences as
such. This medium-specific trait, in turn, can help debunk
the bombastic rhetoric that hails virtual reality as the “ul-
timate empathy machine” capable of making the user not
only understand but also directly experience someone’s
21 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 11.
22 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
23 See among others M. Lombard et al., Immersed in Media. Telepresence Theory,
Measurement & Technology (Cham: Springer, 2015); M. Lombard, Th. Ditton, “At the heart of it
all. The concept of presence,” Journal of Computer-Mediated Communication 3, no. 2 (1997),
https://dx.doi.org/10.1111/j.1083-6101.1997.tb00072.x.
24 A. Pinotti, “Staying here, being there. Bilocation, empathy and self-empathy in virtual
reality,” Bollettino Filosofico 37 (2022): 142-162, https://doi.org/10.6093/1593-7178/9657
PIETRO CONTE, LAMBERT WIESING 16 AN-ICON
other pain and worries. Through reference to Susan Son-
tag’s critical theory of photography, Zucconi challenges
the simplistic use of notions such as those of “empathy,”
“compassion,” and “immersion” which accompanies the
launch of many virtual reality projects, holding instead that
the (alleged) absolute transparency of the medium is not
only unattainable but not even desirable. From this perspec-
tive, the co-presence of illusionistic and counter-illusionistic
effects is not to be interpreted as a weakening of the expe-
riential and testimonial value of immersive experiences. On
the contrary, it paves the way to a conscious ethical and
political approach to virtual reality, according to which the
most interesting aspect of such technology is precisely its
capacity to produce both identification and estrangement,
thus making viewers feel at the razor’s edge between pres-
ence and absence, between “here” and “there,” between
empathizing with others and being aware that we can never
truly walk a mile in someone else’s shoes.
If virtual reality as it exists today struggles to
make us experience things from the perspective of another
human being, can it allow us to feel what it is like to be a
non-human creature? Philippe Bédard’s article tackles this
question by critically examining the fundamental anthropo-
centrism of virtual reality’s dominant mode of experience.
Designed as it is around a technological apparatus such
as the head-mounted display, which is tuned to the human
sensorium, and more in particular, to the subjective qualities
of human vision (its binocularity, its “egocentric” perspec-
tive, and the individuals’ ability to move their point of view
through six degrees of freedom of movement along three
dimensions), the medium of virtual reality is also intrinsically
anthropocentric. This, in turn, seems to rule out from the
outset the possibility of bypassing our perceptual habi-
tus by using immersive virtual environments as a tool for
PIETRO CONTE, LAMBERT WIESING 17 AN-ICON
exploring and understanding how non-human (or post-hu-
man) beings exist in, and make sense of, a version of the
world that is completely different from ours: as Ian Bogost
puts it, “when we ask what it means to be something, we
pose a question that exceeds our own grasp of the being
of the world.”25 This does not mean, however, that virtual
reality cannot help us imagine what the world might look
like to a different being. In Bédard’s essay, nonnormative,
artistic uses of immersive technologies are described that
encourage the user to imaginatively explore what the Um-
welt of a mosquito, dragonfly, or even a tree might appear.
Particular attention is paid to the fact that the induction
of illusory ownership of, and agency over, a virtual body
does not require a fake, hyperrealistic appearance of the
avatar; factors like first-person perspective, sensorimotor
coherence, multisensory feedback, and the possibility to
interact with the virtual environment play a much greater
role.26 This opens the door to artistic experimentation with
bodies that do not have human (visual) appearance. The
illusory ownership over implausible digital bodies makes
it possible for virtual reality artists to produce immersive
experiences that facilitate the users’ (temporary) engage-
ment in a foray into non-human worlds, notwithstanding
the fact that they remain perfectly aware of the impossi-
bility to perceive the environment differently from what our
sensorium gives access to.
The idea that analogue and digital immersive
devices could be used to expand our sensory knowledge is
key for their commercial success. As Marcin Sobieszczans-
ki shows, marketing strategies that pass off virtual reality
as the perfect machine to make dreams come true are
common. After being applied to cinema, such “oneiric”
25 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing (Minneapolis: University
of Minnesota Press, 2012): 30.
26 M. Slater et al., “Inducing illusory ownership of a virtual body,” Frontiers in Neuroscience
3, no. 2 (2009): 214-220, https://doi.org/10.3389/neuro.01.029.2009.
PIETRO CONTE, LAMBERT WIESING 18 AN-ICON
interpretation now tends to assimilate the immersive expe-
rience granted by increasingly sophisticated head-mounted
displays to hallucinatory phenomena.27 By sketching out a
history of some classical theories that have drawn a com-
parison between dreams and the “unreal” dimension of
the image, Sobieszczanski concentrates on the scientific
debate around the nature of illusory phenomena in order
to disclose the heuristic potential of the metaphor of vir-
tual reality as hallucination. Highlighting both similarities
and dissimilarities between the cognitive mechanisms un-
derlying perception (or perception failure) in hallucinatory
states and perception in immersive environments provides
an interesting intellectual tool to make a cultural practice
evident that is deeply rooted in the human understanding
of image-making as the attempt to cross the boundaries
that keep the physical world separated from the pictorial
world.
One of the biggest challenges this attempt must
face is providing, within the virtual environment, multisen-
sory and synaesthetic experiences comparable to those of
everyday life. Traditionally, so-called distal senses (vision
and hearing) have often been considered more suitable
than proximal senses (touch, taste, and smell) to experi-
ence images, due to the assumption that genuine aesthetic
experience would necessarily imply distance and disinter-
estedness. Yet the new digital and immersive mediascape
calls for going beyond a merely visual or audio-visual way
of experiencing the image: when pictures turn into environ-
ments, a reorganization of the whole sensory experience
is required. Valentina Bartalesi and Anna Calise’s contribu-
tion deals with this issue by examining the current struggle
to include haptic technologies within immersive projects
developed by different cultural institutions. Indeed, touch
27 On this, see G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale (Milan: Johan
& Levi, 2021).
PIETRO CONTE, LAMBERT WIESING 19 AN-ICON
seems to resist virtualisation: being the sense that, histor-
ically and theoretically, has carried the burden of proof on
“true reality,” it appears a priori unsuited for illusory environ-
ments. Proof of this would be that, while haptic technolo-
gies are certainly useful to allow users to “touch” – if only
virtually – precious artefacts that could not otherwise be
touched, they nevertheless present both a qualitative and
quantitative deficit compared to the human haptic sensitiv-
ity in physical reality: the illusion of touch would be in fact
better described as an illusionary touch. However, haptic
technologies do not need to be designed to mimic the
original functions of touch. Rather than merely attempting
to make them replicate the touching experience, program-
mers and developers can exploit their illusory potential in
non-hyperrealistic ways, focussing on the power of haptics
to elicit emotions. By reviewing some recent case studies,
Bartalesi and Calise show how haptic technologies can
enrich our cultural and aesthetic experience of artefacts,
offering medium-specific opportunities that neither physical
objects nor printed replicas – no matter how accurate they
may be – could elicit.
The blurring of the threshold between physi-
cal reality and virtual reality is also at the centre of Yizeng
Zhang’s essay, where the case study of digital fashion is
investigated in its function of giving birth to a completely
new form of materiality. While creating their clothes, fashion
designers have been limited so far by the available fabrics
(and their price), the manufacturing technologies at their
disposal, and, of course, the laws of physics. The so-called
metaverse is in this respect a game changer. Using virtual
avatars and models to sell clothing and accessories made
of code instead of cotton or wool, designers are free to
imagine any type of garment or fabric and to “manufacture”
products never seen before. Given that our everyday lives
have moved online so much that a new term “phygital” was
PIETRO CONTE, LAMBERT WIESING 20 AN-ICON
coined to indicate the increasing blending of digital experi-
ences with physical ones, it is a safe bet that digital fashion
will become a vital category for every brand’s business
model, being more and more sold as NFTs, showcased on
virtual catwalks and in virtual showrooms, or worn by both
physical and virtual influencers on social networks. Under
the auspices of Gernot Böhme’s philosophy, Zhang takes
on the notion of atmosphere to reflect on the “stage values”
of digital fashion, that is, on its ability to emancipate from
the material function of garments and to produce new forms
of self-presentation. Digital garments are thus intended
as experiences whose value arises from the atmosphere
they are able to generate. By tracing such atmospheric
production across three sites of its exhibition (the e-com-
merce website, social media, and the runway show), Zhang
shows how digital fashion contributes to the construction
of a new kind of affective milieu. If the generation of such
atmospheres can be said to be just an illusion or, rather, if
the illusion itself can be conceived of as providing access
to a new reality, is a question that fits well into the thematic
section of this issue of the AN-ICON journal.
PIETRO CONTE, LAMBERT WIESING 21 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18189 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18189",
"Description": "The aesthetic reflection in the eighteenth century is deeply traversed by an experience perceived as capable of disrupting the disciplinary and cognitive system of early modernity: To feel the “own body,” that is, to feel its state of well-being or discomfort means to somehow modify from the inside the anthropological project of the Century of Enlightenment and to create the space and the lexicon of a modality of relationship (play, aesthetic illusion) that redefines the relationship with oneself and the context of construction of a future community.\nWhereas “Knowledge” and “Will” articulate the same strategy based on the relationship between the spiritual activity of a subject and the semiotic properties of an object, the orientation towards the condition of one’s own body defines in the play and in the aesthetic illusion the space of an imaginative reserve which is above all a reserve of time and mode of construction for a future sharing.\nMoses Mendelssohn’s thought constitutes the exemplary arrival point of an era of theoretical research that we are interested in investigating not only in terms of the solutions it has found for his time, but also in relation to the open problems, which continue to question our time.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18189",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Salvatore Tedesco",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Imagination",
"Title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Salvatore Tedesco",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18189",
"firstpage": null,
"institution": "Università degli Studi di Palermo",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Imagination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Sulzer, J.G., “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773) (Hildesheim: Olms 1974).",
"spatial": null,
"temporal": null,
"title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18189/17770",
"volume": "1"
}
] | Imagination and
Körperzustand:
illusion and play
in Moses Mendelssohn’s
aesthetic reflMendelssohn
ection
by Salvatore Tedesco
Aesthetics
Illusion
Play
Imagination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Imagination and Körperzustand:
il usion and play in Moses
Mendelssohn’s aesthetic
reflection
SALVATORE TEDESCO, Università degli Studi di Palermo – https://orcid.org/0000-0003-1584-5455
https://doi.org/10.54103/ai/18189
Abstract The aesthetic reflection in the eighteenth century
is deeply traversed by an experience perceived as capable of
disrupting the disciplinary and cognitive system of early moder-
nity: To feel the “own body,” that is, to feel its state of well-being
or discomfort means to somehow modify from the inside the
anthropological project of the Century of Enlightenment and
to create the space and the lexicon of a modality of relation-
ship (play, aesthetic illusion) that redefines the relationship with
oneself and the context of construction of a future community.
Whereas “Knowledge” and “Will” articulate the
same strategy based on the relationship between the spiritual
activity of a subject and the semiotic properties of an object,
the orientation towards the condition of one’s own body defines
in the play and in the aesthetic illusion the space of an imag-
inative reserve which is above all a reserve of time and mode
of construction for a future sharing.
Moses Mendelssohn’s thought constitutes the ex-
emplary arrival point of an era of theoretical research that we
are interested in investigating not only in terms of the solutions
it has found for his time, but also in relation to the open prob-
lems, which continue to question our time.
Keywords Mendelssohn Aesthetics Illusion Play Imagination
To quote this essay: S. Tedesco, “Imagination and Körperzustand: illusion and play in Moses
Mendelssohn’s aesthetic reflection,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2
(2022): 22-36, https://doi.org/10.54103/ai/18189
SALVATORE TEDESCO 22 AN-ICON
The philosophical and aesthetic reflection in the
eighteenth century is deeply traversed by an experience per-
ceived as capable of disrupting the disciplinary and cognitive
system of early modernity: Feeling the “own body,” that is,
feeling its “state” of well-being or discomfort – before and
in a way different from the cognitive approach of a subject
with an object or from the desire that moves towards that
object – means to somehow enter the anthropological proj-
ect of the Century of Enlightenment and to create the space
and the lexicon of a modality of relationship (play, aesthetic
illusion) that redefines the relationship with oneself and the
context of construction of a future community.
In fact, where “Knowledge” and “Will” articu-
late, albeit in different ways, the same strategy based on
the relationship between the spiritual activity of a subject
(typically, to formulate it according to the terminology of
Moses Mendelssohn: geistige Bewegung der Seele and freie
Entschließung des Willens) and semiotic properties [Merk-
male] of an object, the orientation towards the condition of
one’s own body (towards the Zustand des Körpers, as we
will see, in the sign of Johann Georg Sulzer’s work) defines
in play and in aesthetic illusion the space of an imaginative
reserve which is above all a reserve of time and a mode of
construction for a future sharing.
In this dynamic, which for example the aforemen-
tioned Sulzer tries to describe starting from the conceptual
couple Empfinden/Erkennen (“feeling/knowing”), but which
in fact would not be conceivable except as a Bewegung, that
is, certainly, as a “theoretical dynamics,” but even before that
as a movement of the body and soul, is profoundly inserted
another decisive lexical graft, which acquires its most com-
plete theoretical profile in the reflection of Johann Gottfried
Herder: I mean the field of fühlen, of the tactile feeling, and
therefore of its declination as hinein fühlen (“internal feeling”);
Gefühl, which means a thousand things but here I would
try to render it as a “tactile feeling;” Einfühlung, “empathy;”
Mitgefühl, “to feel together,” “community feeling;” and finally
SALVATORE TEDESCO 23 AN-ICON
Familiengefühl, in which this feeling of community undoubt-
edly reveals a social dimension of identity.
In this sense, decisively rethinking the Leibnizian
and Baumgartenian tradition, Moses Mendelssohn speaks
of a vis repraesentativa which is in and of itself indetermi-
nate, but which through the reference to the state of the soul
[Zustand der Seele] and of the own body is determined as
Einbildungskraft facing the past, Empfindungsvermögen ad-
hering to the present, Vorhersehungsvermögen of the future.
But let’s look at the theoretical complex a little
more closely at this point. Referring to the two short writ-
ings De anima and De DEO, placed in the appendix to the
famous Philosophiae naturalis Theoria by Roger Boscovi-
ch,1 Moses Mendelssohn in the fifty-sixth of the Briefe, die
neueste Litteratur betreffend2 proposes to take into account,
together, the proximity and the difference between the laws
of movement [Gesetze der Bewegung] of inorganic bodies
and those brought about by the union of soul and body in
the human organism, which causes
from certain spatial movements [aus gewissen örtlichen Bewegun-
gen] in the external limbs to derive certain spiritual movements [geis-
tige Bewegungen] in the soul; some in a necessary way, like sensa-
tions, others through a free choice, like the determinations of the wil .
This is precisely the bipartition and parallelism be-
tween geistige Bewegung der Seele and freie Entschließung
1 R.J. Boscovich, Philosophiae Naturalis Theoria (Vienna: Apud Augustinum Bernardi, 1758):
280-295.
2 M. Mendelssohn, Gesammelte Schriften (Leipzig: Brockhaus, 1844): vol. 4, 566. The
secondary bibliography on Mendelssohn is very rich, and ranges from historical-critical
questions, to aesthetics and the theory of art, to ethics and philosophy of religions, and so
on. In these notes - which obviously take into account the overall developments of that critical
debate, from the “classic” studies by Fr. Braitmaier, Geschichte der Poetischen Theorie und
Kritik von den Diskursen der Malern bis auf Lessing (Frauenfeld: Huber, 1888-1889) and
L. Goldstein, Moses Mendelssohn und die deutsche Ästhetik (Königsberg: Gräfe & Unzer,
1904), up to M. Albrecht, E.J. Engel, N. Hinske, eds., Moses Mendelssohn und die Kreise
seiner Wirksamkeit (Tübingen: Niemeyer, 1994), and M. Albrecht, E.J. Engel, eds., Moses
Mendelssohn in Spannungsfeld der Aufklärung (Bad Cannstatt: Frommann-Holzboog, 2000),
with particular reference to the large, still decisive monograph by J.P. Meier, L’Esthétique de
Moses Mendelssohn (1729-1786) (Paris: Atelier Lille III, 1978), and for Italy refer in particular to
the excellent work of L. Lattanzi, Linguaggio e poesia in Moses Mendelssohn (Pisa: ETS, 2002),
and M. Mendelssohn, Scritti di Estetica, ed. L. Lattanzi (Palermo: Aesthetica, 2004) - we limit
ourselves to refer from time to time to some texts by Mendelssohn himself, of which we will
provide a quick theoretical framework for the purposes of our argument.
SALVATORE TEDESCO 24 AN-ICON
des Willens mentioned at the beginning, according to a cog-
nitive procedure that is exercised on a “semiotically config-
ured” reality, in which the knowing subject captures certain
Merkmale, notae characteristicae, in fact we could say se-
miotic3 “representative marks” of the object, of the known
reality.
In this phase, therefore, Mendelssohn theorizes
a perfect parallelism between the sphere of knowledge and
the sphere of the will, thus inscribing himself perfectly in
that theoretical tradition of the so-called “German rational-
ism” which can be summarized in the positions of Christian
Wolff’s Psychologia empirica or the psychological sections
of Baumgarten’s Metaphysica – yet, in Mendelssohn’s par-
ticular thematic declension, the salient term is certainly Be-
wegung, that is the reference to a motility, of the body and
of our representative faculty in relation to it, which in fact
sets the whole system in motion.
The theoretical framework thus “photographed”
by Mendelssohn in 1759 will undergo a rapid evolution, of
which we will try to retrace some passages below. At the
moment, we limit ourselves to referring to that decisive turn-
ing point entrusted by the author to a short private annota-
tion in 1770,4 which Mendelssohn, critically returning to the
path traveled by gnoseology in Germany in the eighteenth
century, states that
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state; the wil , on the
other hand, is a tendency of the soul to realize this representation.
The Leibnizian affectus, Baumgarten’s sensi-
tive knowledge “capable of driving force,” is now definitely
3 Obviously I am referring in this way to a very long-term semiotic strategy in the theoretical
discourse that interests us here. See, limiting ourselves here of necessity to mentioning the
immediate context of reference, the occurrence of the term in the fifty-fifth M. Mendelssohn,
Briefe, die neueste Litteratur betreffend, in Gesammelte Schriften, Jubiläumsausgabe (Berlin:
Akademie-Verlag, 1929): vol.1, 565.
4 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol.1, 225.
SALVATORE TEDESCO 25 AN-ICON
characterized as pleasure, with the further clarification that
this modality acts on (and therefore it is appropriate to say
more precisely to the interior of) our state [Zustand] – we
would perhaps say modernly on our “psycho-physical bal-
ance” – and is therefore to be considered in reference to
our intimate awareness of ourselves, rather than continuing
to refer to the scope of a cognitive relationship with some
external object.
It is precisely here that we cross in a more articu-
lated way the theories of Sulzer5 who, at the end of a long re-
search path that we would define “psycho-physiological,” as
well as at the start of a new season of German Enlightenment
thought, definitively breaks the parallelism and the alliance
between knowledge and will by contrasting, in the context
of extensively understood “knowledge,” knowledge in the
proper sense (i.e. the semiotic-representative relationship of
a knowing subject with a known object) to a feeling devoid
of an object, through which, in the strict sense, our sensory
apparatus experiences itself, its own state of well-being or
discomfort.
But let’s take a closer look at Sulzer’s argument,
in which the eye performs the function of a real paradigm of
the human soul.6 Our cognitive faculty, says Sulzer develop-
ing considerations that we can trace back to Christian Wolff,
is structured in a way that is perfectly analogous to the sense
of sight and that, in analogy to it, can be described on the
basis of the laws of optics. Objects present themselves to
our eye and to our cognitive faculty with a greater or lesser
degree of clarity, the focus of our attention progressively
focuses on every single element (imaginable as a physical
point), leaving the rest of the representation in the twilight.
Therefore the objects are known through a pro-
cess that allows to obtain a clear knowledge of every single
component of the object, so as to finally have a distinct vi-
sion of the compound object; for this process to take place,
5 J.G. Sulzer, “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey
Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des
Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773)
(Hildesheim: Olms 1974): vol.1, 225-243.
6 Ibid.: 226.
SALVATORE TEDESCO 26 AN-ICON
however, adequate light is required, which allows the eye to
perceive the object.
Conversely, when the light is so dazzling as to
injure the eye, there is no longer any perception of the object,
but the eye feels tactile, that is, in the manner of the darkest
sense, itself, its own condition: “The luminous glow touches
the ocular nerves in such a way that seeing is transformed
into feeling;”7 this process represents in the best way for
Sulzer the passage from the state of thinking [Nachdenken]
to that of feeling [Empfinden]: the representation is no longer
a representation of the object, but of my condition of plea-
sure or displeasure: “We do not feel the object, but ourselves.
When it reflects, the intellect takes care of something that it
considers to be placed outside of it; when it feels, the soul
only takes care of itself.”8
In this way, however, at the very moment in which
a fundamental distinction of levels and functions of the soul
is created, a very precise relationship is established between
knowing and feeling, in the sense that there is a proportion-
ality between the degree of darkness of our knowledge and
the strength of our “sensations” and that the “sensations”
are aroused, so as to give rise to the transition from the state
of thinking to that of feeling, when a certain idea arouses a
crowd of other obscure representations.
The characteristic fact of Sulzer’s anthropolog-
ical vision is that this obscurity of feeling is, in itself, an in-
surmountable datum: “We feel desire or aversion without
knowing why: We are moved by forces we do not know.”9
Precisely from this state of affairs – we observe here in pass-
ing – the arts derive their origin and at the same time their
function, destined to enter into a relationship with the darkest
part of feeling and to turn it to the advantage of humanity.
The caesura between knowing and feeling the-
orized by Sulzer – it would be rather simple to argue – more
than corresponding to a deepening of the eighteenth-century
physiological discourse, more than opening a philosophical
7 Ibid.: 231.
8 Ibid.: 229-230.
9 Ibid.: 241.
SALVATORE TEDESCO 27 AN-ICON
question destined to be very influential, is in a certain way the
symptom, the surface effect, so to speak, of a deep landslide
destined to cross the whole thinking of the second half of the
eighteenth century, that of the so-called Popularphilosophie.
In light of what has been seen in Mendelssohn’s
Briefe, that is, in light of the attempt to describe the “mo-
tions of the soul” along the lines of the laws of physical
movement, it is striking that the distinction made by Sulzer
undoubtedly places at the center of the analysis the opacity,
the resistance of the body to the gnoseological strategies
by which the body itself is crossed throughout the Leibniz-
ian-Wolffian season, but the fact that this happens (and this
precisely affects, and perhaps explains the intimate distrust
towards Sulzer himself of many of the major protagonists of
the Aufklärung), creating a static contrast between the state
[Zustand] of the body and the faculty of knowledge.
Conversely, it is precisely the relational dynamics
that remain at the center of Moses Mendelssohn’s interests,
as already exemplarily shown in his reference to Boscovich’s
theses on motor skills in the investigation of the physical
body and the living organism. And it is precisely here that
the space for reflection opens up for the concept of illusion,
destined to become central in Mendelssohn’s aesthetic re-
flection.
Mendelssohn’s aesthetic thought, as it is actu-
ally quite well known, is very troubled and passes through
different and sometimes quite intricate theoretical phases;
all the more noteworthy is the fact that from the first theori-
zations to the definitive results, the link between an attempt
at a rational description, even a mathematization of the re-
lationship between physical movements and “motions of
the soul,” and the enucleation of the way to function of the
aesthetic illusion.
It is in fact in the correspondence on the tragic
with Lessing, and therefore already in the years 1756-1757,
that Mendelssohn starts his reflection on the “ästhetische” or
even “poetische” Illusion, which is considered the instrument
through which the dramatic poet can give space - against
Aristotle and his modern followers – even to the most violent
SALVATORE TEDESCO 28 AN-ICON
feelings, such as hatred or repugnance [Abscheu], on the
condition that the reader and viewer are under the aesthetic
effect of the illusion.10
Faced with the hesitations manifested by Less-
ing in the correspondence, Mendelssohn tries to organize
the theme in a more extended form by articulating a short
essay Von der Herrschaft über die Neigungen (About the
dominion over inclinations),11 which starts from an attempt
to mathematize the dynamics of motions of the soul, the-
orizing a direct proportionality between the kinetic force of
motivation and the expected good, as well as between the
kinetic force itself and the clarity of the representation that
one possesses of it, while this force would be expressed
according to an inverse proportionality in relation to the time
necessary for the representation itself to take shape: “Quan-
tity of motivation = good × clarity ÷ time.”12
On this Platonic theoretical basis Mendelssohn
also explains the effect of illusion, saying that:
When an imitation bears so much resemblance to the original that our
senses can be persuaded at least for a moment to see the original
itself, I call this deception an aesthetic il usion. The poet must speak
in a perfectly sensitive way; for this reason all his speeches must
deceive us in an aesthetic way. For an imitation to be beautiful, he
must deceive us aesthetically; at the same time the higher cognitive
faculties must be aware that it is an imitation, and not nature itself.13
Mendelssohn therefore bases the anthropologi-
cal effect of the aesthetic illusion on the discrepancy between
sensitivity and intellect. The illusion is aesthetic and it is not
a common deception when it is addressed directly to the
sensitivity by involving the higher faculties only indirectly.
This discrepancy is first of all a temporal hiatus
in the effect of the aesthetic representation:
10 See K.W. Segreff, M. Mendelssohn und die Aufklärungsästhetik im 18. Jahrhundert (Bonn:
Grundmann, 1984): 94.
11 M. Mendelssohn, “Von der Herrschaft über die Neigungen,” in Gesammelte Schriften,
Jubiläumsausgabe (Berlin: Akademie Verlag, 1931): vol. 2, 149-155.
12 Ibid.: 149.
13 Ibid.: 154.
SALVATORE TEDESCO 29 AN-ICON
It is easy to see that that judgment [that is, the aesthetic judgment]
must precede, and that therefore the conviction about the similarity
must be intuitive, that is, take place through il usion, while on the other
hand, the conviction that it is not the original itself may come a little
late, and therefore be dependent on symbolic knowledge.14
The argument itself is not fundamentally new,
and to give a single example relating to a possible source,
it is enough to recall Bernard de Fontenelle, who in the Ré-
flexions sur la poétique of 1742 declares that our pleasure in
following the painful events of a hero that we love, crying and
consoling ourselves alternately for what we see, depends
on our awareness that it is a fiction.15
What is new in Mendelssohn is the temporal
scheme, and the theoretical framework in which it is inscribed,
which is evidently influenced by the thought of Baumgarten,
of which Mendelssohn becomes a continuer: While, so to
speak, the awareness of the fictional character holds true
in Fontenelle as an undoubtedly presupposed guarantee
of “poetic” enjoyment, Mendelssohn is instead interested
in the path that leads from the touched soul of the user to
the aesthetic object, and in this path he discovers a double
semiotic-cognitive modality, and precisely two different tem-
poralities, which, however, are valid as the two necessarily
coexisting stages for the realization of aesthetic pleasure.
Sensitive knowledge intuitively grasps an iden-
tity between original and copy where only the greater slow-
ness of intellectual knowledge, due to its symbolic character,
will be able to reformulate the relationship as a similarity of
elements (intellectually) recognized as distinct.
Only in the temporal interplay between the two
cognitive stages is aesthetic pleasure realized for Mendels-
sohn, which takes the form of the subsequent recognition
of the similar in the imitative representation as identical and
different. Identical for sensitivity and – with a short hiatus –
different for the intellect. Aesthetic pleasure therefore allows
14 Ibid.
15 B.L.B. de Fontenelle, Réflexions sur la Poétique (Paris: M. Brunet, 1742): XXXVI.
SALVATORE TEDESCO 30 AN-ICON
us to penetrate into the human soul, indeed to say more
precisely within the motivational dynamic that governs the
movements of the soul, so as to relate sensitivity and intel-
lect not for the purpose of a progressive “unveiling” of re-
ality that destroys illusion and error, but on the contrary for
the purpose of an enjoyment that finds its root in imitation,
capable of emerging with particular evidence right in the
case of the imitation of passions that are violent and pain-
ful,16 which would not only turn out to be such if they were
experienced in reality, but which would be no less painful
if we were simply faced with an “interpretative error” of our
sensitivity destined to be rationally overcome.
In the same year 1757, one of the decisive writ-
ings of Mendelssohnian aesthetics, the Betrachtungen über
die Quellen und die Verbindungen der schönen Künste und
Wissenschaften (Reflections on the Sources and Connec-
tions of the Fine Arts and Sciences),17 added a further de-
cisive element to this descriptive framework, clarifying that,
from the semiotic point of view, intuitive knowledge concerns
both the case in which the object is immediately present to
our senses, and the case in which it is represented through
signs [Zeichen] through which the ideas of the designated
[Ideen des Bezeichneten] can be seen more distinctly than
those of the sign.
The beauty of the aesthetic relationship (but
by now Mendelssohn’s discourse – precisely through the
reference to the designation process – strongly gravitates
towards artistic beauty) therefore offers the example of a
peculiar transparency of the medium, and it is right through
the transparency of the sign that the object appears with
an evidence that captures and sets in motion the faculties
of our soul.
In the same years, in controversy with Reimarus,
Mendelssohn will also return to the nature of the imagina-
tion and to the overall relationship of the faculties of the
16 M. Mendelssohn, Von der Herrschaft über die Neigungen: 155.
17 M. Mendelssohn, “Betrachtungen über die Quellen und die Verbindungen der schönen
Künste und Wissenschaften,” in Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-
Verlag, 1929): vol. I, 169.
SALVATORE TEDESCO 31 AN-ICON
soul, saying that – far from being considered a faculty in its
own right – the imagination is rather a modification of the
unique, original and in principle completely indeterminate
representative capacity of the soul which however “through
the state of one’s own and of one’s body [durch ihren und
ihres Körpers Zustand],”18 is addressed and configured in
specific ways, articulating itself precisely as Einbildungsk-
raft facing the past, Empfindungsvermögen adhering to the
present, Vorhersehungsvermögen of the future.
The famous statement of Baumgarten – accord-
ing to which the individual soul represents the universe pro
positu corporis –19 is therefore changed in a decisive way
by redefining the position of the body as Zustand, a state or
more precisely a condition of well-being or malaise.
Let us pause for a moment to consider Men-
delssohn’s path so far: The “aesthetic illusion” is clearly
distinguished from mere “cognitive deception,” at the very
moment in which the attention thus shifts one way in the
direction of internal dynamics to our soul, that is towards
the play, the balance of the faculties, present in our soul and
set in motion by the aesthetic representations, and on the
other hand it traces the dynamics of the relational movement
between our soul and the aesthetic object, now more and
more clearly distinguished from the cognitive one.
The brief note of 1770 to which attention has
already been drawn testifies to a deepening of the first
question – that relating to the internal dynamics of our soul
– which would not be imaginable and would probably not
have assumed that configuration without the openings on
one’s own body and on his condition made possible by the
almost contemporary theories of Sulzer.
Mendelssohn therefore writes:
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state [Zustand];
18 M. Mendelssohn, “Rezensionsartikel,” in Briefe, die neueste Litteratur betreffend (1759-
1765), 20 nov. 1760: 300 in Gesammelte Schriften, Jubiläumsausgabe (Stuttgart: Frommann-
Holzboog,1991): no. 5,1.
19 A.G. Baumgarten, Metaphysica (1779) (Halle: Hemmerde, 1939): § 512.
SALVATORE TEDESCO 32 AN-ICON
the wil , on the other hand, is a tendency of the soul to realize this
representation. Pleasure is, so to speak, a favorable judgment of the
soul on her real state; the wil , on the other hand, is a tendency of the
soul to achieve this state.20
In this way, undoubtedly, Mendelssohn moves
towards an overall redefinition of the “system of faculties”
that distances him from the Wolffian tradition as well as from
Baumgarten, his model, approaching that tripartite division
between the cognitive sphere, the sphere of will and aesthet-
ic pleasure that characterizes the second eighteenth cen-
tury from the so-called Popularphilosophie to Kant. No less
significant is that this occurs through a specific attention to
one’s own body, and to the way in which the representative
processes do not so much modify our relationship with reality
on the objective side, as they redefine its internal resonance.
However, whereas precisely on this point Sulzer
chose an “extremist” reading, speaking of a “feeling devoid
of an object,” through which our body senses itself and not
the object, and therefore sacrificed the understanding of the
dynamic relationship to highlight the question of the Zustand,
of the state/condition of the organ (remember what Sulzer
says about the eye and sight), of one’s own body, of the soul
vitalistically considered coextensive with the body, Mendels-
sohn never loses sight of the relationality, the dynamism of
the framework of faculty.
It is perhaps also for this reason that his is the
most significant figure in the entire German debate from
Baumgarten to Kant.
Another short essay is dedicated to what has
just been defined as the dynamics of the relational move-
ment between our soul and the object, dating back to June
1776, in which, similarly to what we have just seen, Men-
delssohn moves, so to speak, from “systematic reasons,”
openly declared already from the title of the fragment: [Über
20 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol. 1, 225.
SALVATORE TEDESCO 33 AN-ICON
das Erkenntnis-, das Empfindungs- und das Begehrungsver-
mögen] On the faculty of knowing, of feeling and of appetite.
What six years earlier had been entrusted to an
almost incidental note here instead – even if the writing is
destined not to leave the private workshop of Mendelssohn’s
thought – acquires the characteristics of a system program:
Between the faculty of knowing and the faculty to appetite there is
the faculty of feeling [Empfindungsvermögen], by means of which
we feel pleasure or displeasure about something, we appreciate it,
approve it, find it pleasant, or we despise it, blame it and find it un-
pleasant [.. ]. The end of the faculty of knowing is the truth; that is, as
we possess a faculty of knowing, we strive to make the concepts
in our soul accord with the qualities of their objects. The end of the
faculty of hearing is the good; that is, insofar as we possess a faculty
of feeling, we strive to make the objective qualities accord with our
concepts of goodness, order and beauty.21
The truly innovative moment of this position lies
in the clear distinction of areas between will and pleasure:
The pleasure for a representation does not necessarily imply
the desire for the object that underlies it.
Mendelssohn is above all interested in distin-
guishing two modalities of relationship with the object: In the
cognitive relationship we modify our representations to adapt
them to the truth of the object, in the case of the faculty of
feeling we aim instead to harmonize the properties of the
object with our own concepts of good, order, beauty, and
the tool for this to happen is clearly identified in the aesthetic
illusion. The peculiarity of the statute of aesthetic illusion is
then the true core of Mendelssohn’s discourse, when it is
distinguished both from cognitive truth and also from the
concrete modification of reality which the will aims at.
But there is more; Mendelssohn distinguishes
two fundamental human attitudes, the first tending to truth,
the second to poetic invention [Erdichtung]. If the first cor-
responds to the work of the faculty of knowing, the poetic
21 Ibid.: vol. 3, 1, 276.
SALVATORE TEDESCO 34 AN-ICON
invention will instead follow the intent of keeping in exercise
[in Übung zu erhalten]22 the faculty of feeling. In the same
days, another brief note23 completes the Mendelssohnian
description, noting that this “faculty to entertain oneself” [Un-
terhaltungsfähigkeit] (it is interesting how Mendelssohn tries
to set the theoretical framework in motion even in proposing
new names for a system of faculties perceived as in active
transformation with respect to the Wolffian model) has an
objective side (simplifying I would say the quantity and or-
der of semiotic markers capable of “giving something to
think about”) and a subjective side (the faculty itself and the
ordering criteria it is able to set). The beauty will therefore
reside in the harmony between the objective and subjective
aspects of the new faculty, capable of arousing in us “in the
contemplation of the object, the awareness of our strengths
rather than our limits, and movement is pleasant.”24
Conversely, that disharmony that comes from
the excess of the object over our faculties will cause dizzi-
ness, and on a conceptual level it will give life to the sublime.
The conclusive synthesis of the Morgenstunden,
in 1785, will insert the considerations that we have followed
up to now into a much broader theoretical framework, without
however further introducing profound changes; confirming
and reformulating again the tripartition between the faculty of
knowing, that of desiring and the “aesthetic faculty,” now re-
defined as the capacity of appreciation [Billigungsvermögen],
Mendelssohn now distinguishes between two fundamental
aspects of human knowledge, depending on whether one
considers its material relevance or the formal configuration.
From the material point of view, that is, a given
notion can be true or false; considered from this point of view,
knowledge knows no degrees, truth is an “indivisible unity.”25
It is quite another thing to consider knowledge as capable
of arousing pleasure or displeasure, that is, as an object of
22 Ibid.
23 M. Mendelssohn, “Über objektive und subjektive Unterhaltungsfähigkeit,” in Gesammelte
Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag, 1929): vol. 3, 1, 275.
24 Ibid.
25 M. Mendelssohn, “Morgenstunden,” in Gesammelte Schriften, Jubiläumsausgabe
(Stuttgart: Frommann-Holzboog; 1974): vol. 3, 2, 62.
SALVATORE TEDESCO 35 AN-ICON
the faculty of appreciation: precisely this can be defined as
the formal aspect. And vice versa, this consists exclusively
in evaluating, in comparison, in gradation, in plus and minus;
moreover, every conceivable degree of this scale of values
can be thought of “with the same truth,”26 which is evidently
a truth of the formal aspect of knowledge, a peculiar truth
of aesthetic illusion.
Moses Mendelssohn’s thought, in its different
phases and declinations, through the collaboration with
Lessing and up to the final results of the Morgenstunden,
constitutes the exemplary arrival point of an era of theo-
retical research that we are interested in investigating not
only in terms of the solutions that he found for his time,
but also in relation to open problems, which continue to
question our time.
26 Ibid.: 63.
SALVATORE TEDESCO 36 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18189 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18189",
"Description": "The aesthetic reflection in the eighteenth century is deeply traversed by an experience perceived as capable of disrupting the disciplinary and cognitive system of early modernity: To feel the “own body,” that is, to feel its state of well-being or discomfort means to somehow modify from the inside the anthropological project of the Century of Enlightenment and to create the space and the lexicon of a modality of relationship (play, aesthetic illusion) that redefines the relationship with oneself and the context of construction of a future community.\nWhereas “Knowledge” and “Will” articulate the same strategy based on the relationship between the spiritual activity of a subject and the semiotic properties of an object, the orientation towards the condition of one’s own body defines in the play and in the aesthetic illusion the space of an imaginative reserve which is above all a reserve of time and mode of construction for a future sharing.\nMoses Mendelssohn’s thought constitutes the exemplary arrival point of an era of theoretical research that we are interested in investigating not only in terms of the solutions it has found for his time, but also in relation to the open problems, which continue to question our time.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18189",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Salvatore Tedesco",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Imagination",
"Title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Salvatore Tedesco",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18189",
"firstpage": null,
"institution": "Università degli Studi di Palermo",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Imagination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Sulzer, J.G., “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773) (Hildesheim: Olms 1974).",
"spatial": null,
"temporal": null,
"title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18189/17770",
"volume": "1"
}
] | Imagination and
Körperzustand:
illusion and play
in Moses Mendelssohn’s
aesthetic reflMendelssohn
ection
by Salvatore Tedesco
Aesthetics
Illusion
Play
Imagination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Imagination and Körperzustand:
il usion and play in Moses
Mendelssohn’s aesthetic
reflection
SALVATORE TEDESCO, Università degli Studi di Palermo – https://orcid.org/0000-0003-1584-5455
https://doi.org/10.54103/ai/18189
Abstract The aesthetic reflection in the eighteenth century
is deeply traversed by an experience perceived as capable of
disrupting the disciplinary and cognitive system of early moder-
nity: To feel the “own body,” that is, to feel its state of well-being
or discomfort means to somehow modify from the inside the
anthropological project of the Century of Enlightenment and
to create the space and the lexicon of a modality of relation-
ship (play, aesthetic illusion) that redefines the relationship with
oneself and the context of construction of a future community.
Whereas “Knowledge” and “Will” articulate the
same strategy based on the relationship between the spiritual
activity of a subject and the semiotic properties of an object,
the orientation towards the condition of one’s own body defines
in the play and in the aesthetic illusion the space of an imag-
inative reserve which is above all a reserve of time and mode
of construction for a future sharing.
Moses Mendelssohn’s thought constitutes the ex-
emplary arrival point of an era of theoretical research that we
are interested in investigating not only in terms of the solutions
it has found for his time, but also in relation to the open prob-
lems, which continue to question our time.
Keywords Mendelssohn Aesthetics Illusion Play Imagination
To quote this essay: S. Tedesco, “Imagination and Körperzustand: illusion and play in Moses
Mendelssohn’s aesthetic reflection,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2
(2022): 22-36, https://doi.org/10.54103/ai/18189
SALVATORE TEDESCO 22 AN-ICON
The philosophical and aesthetic reflection in the
eighteenth century is deeply traversed by an experience per-
ceived as capable of disrupting the disciplinary and cognitive
system of early modernity: Feeling the “own body,” that is,
feeling its “state” of well-being or discomfort – before and
in a way different from the cognitive approach of a subject
with an object or from the desire that moves towards that
object – means to somehow enter the anthropological proj-
ect of the Century of Enlightenment and to create the space
and the lexicon of a modality of relationship (play, aesthetic
illusion) that redefines the relationship with oneself and the
context of construction of a future community.
In fact, where “Knowledge” and “Will” articu-
late, albeit in different ways, the same strategy based on
the relationship between the spiritual activity of a subject
(typically, to formulate it according to the terminology of
Moses Mendelssohn: geistige Bewegung der Seele and freie
Entschließung des Willens) and semiotic properties [Merk-
male] of an object, the orientation towards the condition of
one’s own body (towards the Zustand des Körpers, as we
will see, in the sign of Johann Georg Sulzer’s work) defines
in play and in aesthetic illusion the space of an imaginative
reserve which is above all a reserve of time and a mode of
construction for a future sharing.
In this dynamic, which for example the aforemen-
tioned Sulzer tries to describe starting from the conceptual
couple Empfinden/Erkennen (“feeling/knowing”), but which
in fact would not be conceivable except as a Bewegung, that
is, certainly, as a “theoretical dynamics,” but even before that
as a movement of the body and soul, is profoundly inserted
another decisive lexical graft, which acquires its most com-
plete theoretical profile in the reflection of Johann Gottfried
Herder: I mean the field of fühlen, of the tactile feeling, and
therefore of its declination as hinein fühlen (“internal feeling”);
Gefühl, which means a thousand things but here I would
try to render it as a “tactile feeling;” Einfühlung, “empathy;”
Mitgefühl, “to feel together,” “community feeling;” and finally
SALVATORE TEDESCO 23 AN-ICON
Familiengefühl, in which this feeling of community undoubt-
edly reveals a social dimension of identity.
In this sense, decisively rethinking the Leibnizian
and Baumgartenian tradition, Moses Mendelssohn speaks
of a vis repraesentativa which is in and of itself indetermi-
nate, but which through the reference to the state of the soul
[Zustand der Seele] and of the own body is determined as
Einbildungskraft facing the past, Empfindungsvermögen ad-
hering to the present, Vorhersehungsvermögen of the future.
But let’s look at the theoretical complex a little
more closely at this point. Referring to the two short writ-
ings De anima and De DEO, placed in the appendix to the
famous Philosophiae naturalis Theoria by Roger Boscovi-
ch,1 Moses Mendelssohn in the fifty-sixth of the Briefe, die
neueste Litteratur betreffend2 proposes to take into account,
together, the proximity and the difference between the laws
of movement [Gesetze der Bewegung] of inorganic bodies
and those brought about by the union of soul and body in
the human organism, which causes
from certain spatial movements [aus gewissen örtlichen Bewegun-
gen] in the external limbs to derive certain spiritual movements [geis-
tige Bewegungen] in the soul; some in a necessary way, like sensa-
tions, others through a free choice, like the determinations of the wil .
This is precisely the bipartition and parallelism be-
tween geistige Bewegung der Seele and freie Entschließung
1 R.J. Boscovich, Philosophiae Naturalis Theoria (Vienna: Apud Augustinum Bernardi, 1758):
280-295.
2 M. Mendelssohn, Gesammelte Schriften (Leipzig: Brockhaus, 1844): vol. 4, 566. The
secondary bibliography on Mendelssohn is very rich, and ranges from historical-critical
questions, to aesthetics and the theory of art, to ethics and philosophy of religions, and so
on. In these notes - which obviously take into account the overall developments of that critical
debate, from the “classic” studies by Fr. Braitmaier, Geschichte der Poetischen Theorie und
Kritik von den Diskursen der Malern bis auf Lessing (Frauenfeld: Huber, 1888-1889) and
L. Goldstein, Moses Mendelssohn und die deutsche Ästhetik (Königsberg: Gräfe & Unzer,
1904), up to M. Albrecht, E.J. Engel, N. Hinske, eds., Moses Mendelssohn und die Kreise
seiner Wirksamkeit (Tübingen: Niemeyer, 1994), and M. Albrecht, E.J. Engel, eds., Moses
Mendelssohn in Spannungsfeld der Aufklärung (Bad Cannstatt: Frommann-Holzboog, 2000),
with particular reference to the large, still decisive monograph by J.P. Meier, L’Esthétique de
Moses Mendelssohn (1729-1786) (Paris: Atelier Lille III, 1978), and for Italy refer in particular to
the excellent work of L. Lattanzi, Linguaggio e poesia in Moses Mendelssohn (Pisa: ETS, 2002),
and M. Mendelssohn, Scritti di Estetica, ed. L. Lattanzi (Palermo: Aesthetica, 2004) - we limit
ourselves to refer from time to time to some texts by Mendelssohn himself, of which we will
provide a quick theoretical framework for the purposes of our argument.
SALVATORE TEDESCO 24 AN-ICON
des Willens mentioned at the beginning, according to a cog-
nitive procedure that is exercised on a “semiotically config-
ured” reality, in which the knowing subject captures certain
Merkmale, notae characteristicae, in fact we could say se-
miotic3 “representative marks” of the object, of the known
reality.
In this phase, therefore, Mendelssohn theorizes
a perfect parallelism between the sphere of knowledge and
the sphere of the will, thus inscribing himself perfectly in
that theoretical tradition of the so-called “German rational-
ism” which can be summarized in the positions of Christian
Wolff’s Psychologia empirica or the psychological sections
of Baumgarten’s Metaphysica – yet, in Mendelssohn’s par-
ticular thematic declension, the salient term is certainly Be-
wegung, that is the reference to a motility, of the body and
of our representative faculty in relation to it, which in fact
sets the whole system in motion.
The theoretical framework thus “photographed”
by Mendelssohn in 1759 will undergo a rapid evolution, of
which we will try to retrace some passages below. At the
moment, we limit ourselves to referring to that decisive turn-
ing point entrusted by the author to a short private annota-
tion in 1770,4 which Mendelssohn, critically returning to the
path traveled by gnoseology in Germany in the eighteenth
century, states that
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state; the wil , on the
other hand, is a tendency of the soul to realize this representation.
The Leibnizian affectus, Baumgarten’s sensi-
tive knowledge “capable of driving force,” is now definitely
3 Obviously I am referring in this way to a very long-term semiotic strategy in the theoretical
discourse that interests us here. See, limiting ourselves here of necessity to mentioning the
immediate context of reference, the occurrence of the term in the fifty-fifth M. Mendelssohn,
Briefe, die neueste Litteratur betreffend, in Gesammelte Schriften, Jubiläumsausgabe (Berlin:
Akademie-Verlag, 1929): vol.1, 565.
4 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol.1, 225.
SALVATORE TEDESCO 25 AN-ICON
characterized as pleasure, with the further clarification that
this modality acts on (and therefore it is appropriate to say
more precisely to the interior of) our state [Zustand] – we
would perhaps say modernly on our “psycho-physical bal-
ance” – and is therefore to be considered in reference to
our intimate awareness of ourselves, rather than continuing
to refer to the scope of a cognitive relationship with some
external object.
It is precisely here that we cross in a more articu-
lated way the theories of Sulzer5 who, at the end of a long re-
search path that we would define “psycho-physiological,” as
well as at the start of a new season of German Enlightenment
thought, definitively breaks the parallelism and the alliance
between knowledge and will by contrasting, in the context
of extensively understood “knowledge,” knowledge in the
proper sense (i.e. the semiotic-representative relationship of
a knowing subject with a known object) to a feeling devoid
of an object, through which, in the strict sense, our sensory
apparatus experiences itself, its own state of well-being or
discomfort.
But let’s take a closer look at Sulzer’s argument,
in which the eye performs the function of a real paradigm of
the human soul.6 Our cognitive faculty, says Sulzer develop-
ing considerations that we can trace back to Christian Wolff,
is structured in a way that is perfectly analogous to the sense
of sight and that, in analogy to it, can be described on the
basis of the laws of optics. Objects present themselves to
our eye and to our cognitive faculty with a greater or lesser
degree of clarity, the focus of our attention progressively
focuses on every single element (imaginable as a physical
point), leaving the rest of the representation in the twilight.
Therefore the objects are known through a pro-
cess that allows to obtain a clear knowledge of every single
component of the object, so as to finally have a distinct vi-
sion of the compound object; for this process to take place,
5 J.G. Sulzer, “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey
Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des
Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773)
(Hildesheim: Olms 1974): vol.1, 225-243.
6 Ibid.: 226.
SALVATORE TEDESCO 26 AN-ICON
however, adequate light is required, which allows the eye to
perceive the object.
Conversely, when the light is so dazzling as to
injure the eye, there is no longer any perception of the object,
but the eye feels tactile, that is, in the manner of the darkest
sense, itself, its own condition: “The luminous glow touches
the ocular nerves in such a way that seeing is transformed
into feeling;”7 this process represents in the best way for
Sulzer the passage from the state of thinking [Nachdenken]
to that of feeling [Empfinden]: the representation is no longer
a representation of the object, but of my condition of plea-
sure or displeasure: “We do not feel the object, but ourselves.
When it reflects, the intellect takes care of something that it
considers to be placed outside of it; when it feels, the soul
only takes care of itself.”8
In this way, however, at the very moment in which
a fundamental distinction of levels and functions of the soul
is created, a very precise relationship is established between
knowing and feeling, in the sense that there is a proportion-
ality between the degree of darkness of our knowledge and
the strength of our “sensations” and that the “sensations”
are aroused, so as to give rise to the transition from the state
of thinking to that of feeling, when a certain idea arouses a
crowd of other obscure representations.
The characteristic fact of Sulzer’s anthropolog-
ical vision is that this obscurity of feeling is, in itself, an in-
surmountable datum: “We feel desire or aversion without
knowing why: We are moved by forces we do not know.”9
Precisely from this state of affairs – we observe here in pass-
ing – the arts derive their origin and at the same time their
function, destined to enter into a relationship with the darkest
part of feeling and to turn it to the advantage of humanity.
The caesura between knowing and feeling the-
orized by Sulzer – it would be rather simple to argue – more
than corresponding to a deepening of the eighteenth-century
physiological discourse, more than opening a philosophical
7 Ibid.: 231.
8 Ibid.: 229-230.
9 Ibid.: 241.
SALVATORE TEDESCO 27 AN-ICON
question destined to be very influential, is in a certain way the
symptom, the surface effect, so to speak, of a deep landslide
destined to cross the whole thinking of the second half of the
eighteenth century, that of the so-called Popularphilosophie.
In light of what has been seen in Mendelssohn’s
Briefe, that is, in light of the attempt to describe the “mo-
tions of the soul” along the lines of the laws of physical
movement, it is striking that the distinction made by Sulzer
undoubtedly places at the center of the analysis the opacity,
the resistance of the body to the gnoseological strategies
by which the body itself is crossed throughout the Leibniz-
ian-Wolffian season, but the fact that this happens (and this
precisely affects, and perhaps explains the intimate distrust
towards Sulzer himself of many of the major protagonists of
the Aufklärung), creating a static contrast between the state
[Zustand] of the body and the faculty of knowledge.
Conversely, it is precisely the relational dynamics
that remain at the center of Moses Mendelssohn’s interests,
as already exemplarily shown in his reference to Boscovich’s
theses on motor skills in the investigation of the physical
body and the living organism. And it is precisely here that
the space for reflection opens up for the concept of illusion,
destined to become central in Mendelssohn’s aesthetic re-
flection.
Mendelssohn’s aesthetic thought, as it is actu-
ally quite well known, is very troubled and passes through
different and sometimes quite intricate theoretical phases;
all the more noteworthy is the fact that from the first theori-
zations to the definitive results, the link between an attempt
at a rational description, even a mathematization of the re-
lationship between physical movements and “motions of
the soul,” and the enucleation of the way to function of the
aesthetic illusion.
It is in fact in the correspondence on the tragic
with Lessing, and therefore already in the years 1756-1757,
that Mendelssohn starts his reflection on the “ästhetische” or
even “poetische” Illusion, which is considered the instrument
through which the dramatic poet can give space - against
Aristotle and his modern followers – even to the most violent
SALVATORE TEDESCO 28 AN-ICON
feelings, such as hatred or repugnance [Abscheu], on the
condition that the reader and viewer are under the aesthetic
effect of the illusion.10
Faced with the hesitations manifested by Less-
ing in the correspondence, Mendelssohn tries to organize
the theme in a more extended form by articulating a short
essay Von der Herrschaft über die Neigungen (About the
dominion over inclinations),11 which starts from an attempt
to mathematize the dynamics of motions of the soul, the-
orizing a direct proportionality between the kinetic force of
motivation and the expected good, as well as between the
kinetic force itself and the clarity of the representation that
one possesses of it, while this force would be expressed
according to an inverse proportionality in relation to the time
necessary for the representation itself to take shape: “Quan-
tity of motivation = good × clarity ÷ time.”12
On this Platonic theoretical basis Mendelssohn
also explains the effect of illusion, saying that:
When an imitation bears so much resemblance to the original that our
senses can be persuaded at least for a moment to see the original
itself, I call this deception an aesthetic il usion. The poet must speak
in a perfectly sensitive way; for this reason all his speeches must
deceive us in an aesthetic way. For an imitation to be beautiful, he
must deceive us aesthetically; at the same time the higher cognitive
faculties must be aware that it is an imitation, and not nature itself.13
Mendelssohn therefore bases the anthropologi-
cal effect of the aesthetic illusion on the discrepancy between
sensitivity and intellect. The illusion is aesthetic and it is not
a common deception when it is addressed directly to the
sensitivity by involving the higher faculties only indirectly.
This discrepancy is first of all a temporal hiatus
in the effect of the aesthetic representation:
10 See K.W. Segreff, M. Mendelssohn und die Aufklärungsästhetik im 18. Jahrhundert (Bonn:
Grundmann, 1984): 94.
11 M. Mendelssohn, “Von der Herrschaft über die Neigungen,” in Gesammelte Schriften,
Jubiläumsausgabe (Berlin: Akademie Verlag, 1931): vol. 2, 149-155.
12 Ibid.: 149.
13 Ibid.: 154.
SALVATORE TEDESCO 29 AN-ICON
It is easy to see that that judgment [that is, the aesthetic judgment]
must precede, and that therefore the conviction about the similarity
must be intuitive, that is, take place through il usion, while on the other
hand, the conviction that it is not the original itself may come a little
late, and therefore be dependent on symbolic knowledge.14
The argument itself is not fundamentally new,
and to give a single example relating to a possible source,
it is enough to recall Bernard de Fontenelle, who in the Ré-
flexions sur la poétique of 1742 declares that our pleasure in
following the painful events of a hero that we love, crying and
consoling ourselves alternately for what we see, depends
on our awareness that it is a fiction.15
What is new in Mendelssohn is the temporal
scheme, and the theoretical framework in which it is inscribed,
which is evidently influenced by the thought of Baumgarten,
of which Mendelssohn becomes a continuer: While, so to
speak, the awareness of the fictional character holds true
in Fontenelle as an undoubtedly presupposed guarantee
of “poetic” enjoyment, Mendelssohn is instead interested
in the path that leads from the touched soul of the user to
the aesthetic object, and in this path he discovers a double
semiotic-cognitive modality, and precisely two different tem-
poralities, which, however, are valid as the two necessarily
coexisting stages for the realization of aesthetic pleasure.
Sensitive knowledge intuitively grasps an iden-
tity between original and copy where only the greater slow-
ness of intellectual knowledge, due to its symbolic character,
will be able to reformulate the relationship as a similarity of
elements (intellectually) recognized as distinct.
Only in the temporal interplay between the two
cognitive stages is aesthetic pleasure realized for Mendels-
sohn, which takes the form of the subsequent recognition
of the similar in the imitative representation as identical and
different. Identical for sensitivity and – with a short hiatus –
different for the intellect. Aesthetic pleasure therefore allows
14 Ibid.
15 B.L.B. de Fontenelle, Réflexions sur la Poétique (Paris: M. Brunet, 1742): XXXVI.
SALVATORE TEDESCO 30 AN-ICON
us to penetrate into the human soul, indeed to say more
precisely within the motivational dynamic that governs the
movements of the soul, so as to relate sensitivity and intel-
lect not for the purpose of a progressive “unveiling” of re-
ality that destroys illusion and error, but on the contrary for
the purpose of an enjoyment that finds its root in imitation,
capable of emerging with particular evidence right in the
case of the imitation of passions that are violent and pain-
ful,16 which would not only turn out to be such if they were
experienced in reality, but which would be no less painful
if we were simply faced with an “interpretative error” of our
sensitivity destined to be rationally overcome.
In the same year 1757, one of the decisive writ-
ings of Mendelssohnian aesthetics, the Betrachtungen über
die Quellen und die Verbindungen der schönen Künste und
Wissenschaften (Reflections on the Sources and Connec-
tions of the Fine Arts and Sciences),17 added a further de-
cisive element to this descriptive framework, clarifying that,
from the semiotic point of view, intuitive knowledge concerns
both the case in which the object is immediately present to
our senses, and the case in which it is represented through
signs [Zeichen] through which the ideas of the designated
[Ideen des Bezeichneten] can be seen more distinctly than
those of the sign.
The beauty of the aesthetic relationship (but
by now Mendelssohn’s discourse – precisely through the
reference to the designation process – strongly gravitates
towards artistic beauty) therefore offers the example of a
peculiar transparency of the medium, and it is right through
the transparency of the sign that the object appears with
an evidence that captures and sets in motion the faculties
of our soul.
In the same years, in controversy with Reimarus,
Mendelssohn will also return to the nature of the imagina-
tion and to the overall relationship of the faculties of the
16 M. Mendelssohn, Von der Herrschaft über die Neigungen: 155.
17 M. Mendelssohn, “Betrachtungen über die Quellen und die Verbindungen der schönen
Künste und Wissenschaften,” in Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-
Verlag, 1929): vol. I, 169.
SALVATORE TEDESCO 31 AN-ICON
soul, saying that – far from being considered a faculty in its
own right – the imagination is rather a modification of the
unique, original and in principle completely indeterminate
representative capacity of the soul which however “through
the state of one’s own and of one’s body [durch ihren und
ihres Körpers Zustand],”18 is addressed and configured in
specific ways, articulating itself precisely as Einbildungsk-
raft facing the past, Empfindungsvermögen adhering to the
present, Vorhersehungsvermögen of the future.
The famous statement of Baumgarten – accord-
ing to which the individual soul represents the universe pro
positu corporis –19 is therefore changed in a decisive way
by redefining the position of the body as Zustand, a state or
more precisely a condition of well-being or malaise.
Let us pause for a moment to consider Men-
delssohn’s path so far: The “aesthetic illusion” is clearly
distinguished from mere “cognitive deception,” at the very
moment in which the attention thus shifts one way in the
direction of internal dynamics to our soul, that is towards
the play, the balance of the faculties, present in our soul and
set in motion by the aesthetic representations, and on the
other hand it traces the dynamics of the relational movement
between our soul and the aesthetic object, now more and
more clearly distinguished from the cognitive one.
The brief note of 1770 to which attention has
already been drawn testifies to a deepening of the first
question – that relating to the internal dynamics of our soul
– which would not be imaginable and would probably not
have assumed that configuration without the openings on
one’s own body and on his condition made possible by the
almost contemporary theories of Sulzer.
Mendelssohn therefore writes:
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state [Zustand];
18 M. Mendelssohn, “Rezensionsartikel,” in Briefe, die neueste Litteratur betreffend (1759-
1765), 20 nov. 1760: 300 in Gesammelte Schriften, Jubiläumsausgabe (Stuttgart: Frommann-
Holzboog,1991): no. 5,1.
19 A.G. Baumgarten, Metaphysica (1779) (Halle: Hemmerde, 1939): § 512.
SALVATORE TEDESCO 32 AN-ICON
the wil , on the other hand, is a tendency of the soul to realize this
representation. Pleasure is, so to speak, a favorable judgment of the
soul on her real state; the wil , on the other hand, is a tendency of the
soul to achieve this state.20
In this way, undoubtedly, Mendelssohn moves
towards an overall redefinition of the “system of faculties”
that distances him from the Wolffian tradition as well as from
Baumgarten, his model, approaching that tripartite division
between the cognitive sphere, the sphere of will and aesthet-
ic pleasure that characterizes the second eighteenth cen-
tury from the so-called Popularphilosophie to Kant. No less
significant is that this occurs through a specific attention to
one’s own body, and to the way in which the representative
processes do not so much modify our relationship with reality
on the objective side, as they redefine its internal resonance.
However, whereas precisely on this point Sulzer
chose an “extremist” reading, speaking of a “feeling devoid
of an object,” through which our body senses itself and not
the object, and therefore sacrificed the understanding of the
dynamic relationship to highlight the question of the Zustand,
of the state/condition of the organ (remember what Sulzer
says about the eye and sight), of one’s own body, of the soul
vitalistically considered coextensive with the body, Mendels-
sohn never loses sight of the relationality, the dynamism of
the framework of faculty.
It is perhaps also for this reason that his is the
most significant figure in the entire German debate from
Baumgarten to Kant.
Another short essay is dedicated to what has
just been defined as the dynamics of the relational move-
ment between our soul and the object, dating back to June
1776, in which, similarly to what we have just seen, Men-
delssohn moves, so to speak, from “systematic reasons,”
openly declared already from the title of the fragment: [Über
20 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol. 1, 225.
SALVATORE TEDESCO 33 AN-ICON
das Erkenntnis-, das Empfindungs- und das Begehrungsver-
mögen] On the faculty of knowing, of feeling and of appetite.
What six years earlier had been entrusted to an
almost incidental note here instead – even if the writing is
destined not to leave the private workshop of Mendelssohn’s
thought – acquires the characteristics of a system program:
Between the faculty of knowing and the faculty to appetite there is
the faculty of feeling [Empfindungsvermögen], by means of which
we feel pleasure or displeasure about something, we appreciate it,
approve it, find it pleasant, or we despise it, blame it and find it un-
pleasant [.. ]. The end of the faculty of knowing is the truth; that is, as
we possess a faculty of knowing, we strive to make the concepts
in our soul accord with the qualities of their objects. The end of the
faculty of hearing is the good; that is, insofar as we possess a faculty
of feeling, we strive to make the objective qualities accord with our
concepts of goodness, order and beauty.21
The truly innovative moment of this position lies
in the clear distinction of areas between will and pleasure:
The pleasure for a representation does not necessarily imply
the desire for the object that underlies it.
Mendelssohn is above all interested in distin-
guishing two modalities of relationship with the object: In the
cognitive relationship we modify our representations to adapt
them to the truth of the object, in the case of the faculty of
feeling we aim instead to harmonize the properties of the
object with our own concepts of good, order, beauty, and
the tool for this to happen is clearly identified in the aesthetic
illusion. The peculiarity of the statute of aesthetic illusion is
then the true core of Mendelssohn’s discourse, when it is
distinguished both from cognitive truth and also from the
concrete modification of reality which the will aims at.
But there is more; Mendelssohn distinguishes
two fundamental human attitudes, the first tending to truth,
the second to poetic invention [Erdichtung]. If the first cor-
responds to the work of the faculty of knowing, the poetic
21 Ibid.: vol. 3, 1, 276.
SALVATORE TEDESCO 34 AN-ICON
invention will instead follow the intent of keeping in exercise
[in Übung zu erhalten]22 the faculty of feeling. In the same
days, another brief note23 completes the Mendelssohnian
description, noting that this “faculty to entertain oneself” [Un-
terhaltungsfähigkeit] (it is interesting how Mendelssohn tries
to set the theoretical framework in motion even in proposing
new names for a system of faculties perceived as in active
transformation with respect to the Wolffian model) has an
objective side (simplifying I would say the quantity and or-
der of semiotic markers capable of “giving something to
think about”) and a subjective side (the faculty itself and the
ordering criteria it is able to set). The beauty will therefore
reside in the harmony between the objective and subjective
aspects of the new faculty, capable of arousing in us “in the
contemplation of the object, the awareness of our strengths
rather than our limits, and movement is pleasant.”24
Conversely, that disharmony that comes from
the excess of the object over our faculties will cause dizzi-
ness, and on a conceptual level it will give life to the sublime.
The conclusive synthesis of the Morgenstunden,
in 1785, will insert the considerations that we have followed
up to now into a much broader theoretical framework, without
however further introducing profound changes; confirming
and reformulating again the tripartition between the faculty of
knowing, that of desiring and the “aesthetic faculty,” now re-
defined as the capacity of appreciation [Billigungsvermögen],
Mendelssohn now distinguishes between two fundamental
aspects of human knowledge, depending on whether one
considers its material relevance or the formal configuration.
From the material point of view, that is, a given
notion can be true or false; considered from this point of view,
knowledge knows no degrees, truth is an “indivisible unity.”25
It is quite another thing to consider knowledge as capable
of arousing pleasure or displeasure, that is, as an object of
22 Ibid.
23 M. Mendelssohn, “Über objektive und subjektive Unterhaltungsfähigkeit,” in Gesammelte
Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag, 1929): vol. 3, 1, 275.
24 Ibid.
25 M. Mendelssohn, “Morgenstunden,” in Gesammelte Schriften, Jubiläumsausgabe
(Stuttgart: Frommann-Holzboog; 1974): vol. 3, 2, 62.
SALVATORE TEDESCO 35 AN-ICON
the faculty of appreciation: precisely this can be defined as
the formal aspect. And vice versa, this consists exclusively
in evaluating, in comparison, in gradation, in plus and minus;
moreover, every conceivable degree of this scale of values
can be thought of “with the same truth,”26 which is evidently
a truth of the formal aspect of knowledge, a peculiar truth
of aesthetic illusion.
Moses Mendelssohn’s thought, in its different
phases and declinations, through the collaboration with
Lessing and up to the final results of the Morgenstunden,
constitutes the exemplary arrival point of an era of theo-
retical research that we are interested in investigating not
only in terms of the solutions that he found for his time,
but also in relation to open problems, which continue to
question our time.
26 Ibid.: 63.
SALVATORE TEDESCO 36 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17655 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17655",
"Description": "Vilém Flusser uses the concept of illusion in a non-systematic way, resulting in two ostensible contradictions. First of all, he often uses the term illusion, while criticizing the metaphysic assumptions that it implies; secondly, he seems to both dispraise and value the illusionary nature of technical images. This article aims at clarifying Flusser’s thoughts on illusion in the belief that they are not as conflicting as they might seem at first.\nIn fact, when Flusser deplores the risk of deception associated with technical images, he refers to the illusion of transparency. He does not oppose the concept of illusion to a supposed objective truth, on the contrary, he opposes the illusion of the objective nature of images to the awareness of their constructed and mediated character.\nHowever, a rational demystification of illusions is not a viable option, since, according to Flusser, they are the result of a voluntary self-deception: we suppress our critical thinking because we cannot bear its complexity, we want images to “release us from the necessity for conceptual, explanatory thought.” This is why Flusser thinks that aware illusion – in other words: fiction – can help us overcome our “inertia of happiness” and develop a critical imagination.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17655",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Restuccia",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Self-deception",
"Title": "The polysemy of Vilém Flusser’s concept of illusion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-04-11",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Restuccia",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17655",
"firstpage": null,
"institution": "Sapienza - Università di Roma",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Self-deception",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Weibel, P., Irrgang, D., eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).",
"spatial": null,
"temporal": null,
"title": "The polysemy of Vilém Flusser’s concept of illusion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17655/17772",
"volume": "1"
}
] | The polysemy
of Vilém Flusser’s
concept of illusi o
by Francesco Restuccia
Flusser
n
Illusion
Fiction
Fontcuberta
Idolatry
Self-deception
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The polysemy of
Vilém Flusser’s concept
of il usion
FRANCESCO RESTUCCIA, Sapienza - Università di Roma – https://orcid.org/0000-0002-8900-642X
https://doi.org/10.54103/ai/17655
Abstract Vilém Flusser uses the concept of illusion in
a non-systematic way, resulting in two ostensible contra-
dictions. First of all, he often uses the term illusion, while
criticizing the metaphysic assumptions that it implies; sec-
ondly, he seems to both dispraise and value the illusionary
nature of technical images. This article aims at clarifying
Flusser’s thoughts on illusion in the belief that they are not
as conflicting as they might seem at first.
In fact, when Flusser deplores the risk of de-
ception associated with technical images, he refers to the
illusion of transparency. He does not oppose the concept
of illusion to a supposed objective truth, on the contrary,
he opposes the illusion of the objective nature of images to
the awareness of their constructed and mediated character.
However, a rational demystification of illu-
sions is not a viable option, since, according to Flusser,
they are the result of a voluntary self-deception: we
suppress our critical thinking because we cannot bear
its complexity, we want images to “release us from the
necessity for conceptual, explanatory thought.” This is
why Flusser thinks that aware illusion – in other words:
fiction – can help us overcome our “inertia of happiness”
and develop a critical imagination.
Keywords Flusser Illusion Fiction Fontcuberta
Idolatry Self-deception
To quote this essay: F. Restuccia, “The polysemy of Vilém Flusser’s concept of illusion,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 52-66, https://doi.org/10.54103/ai/17655
FRANCESCO RESTUCCIA 52 AN-ICON
Leafing through the pages of Herbarium (1982-
1985) by Joan Fontcuberta one is immediately seduced by
the beauty of these black and white analog photographs
of exotic plants, whose geometric details remind one of
Karl Blossfeldt’s work. The whole series is presented as
scientific documentation, including the botanical nomencla-
ture of these newly discovered species. Only at a second
glance one might notice that something is wrong: some
details in the image, the strange pseudo-Latin names. What
appeared to be plants are actually small assemblages of
pieces of plastic, fragments and parts of animals found by
the artist in the industrial outskirts of Barcelona. We have
been victims of an illusion. These images, both hyper-re-
alistic and extremely unlikely, aim to deceive us and at the
same time to reveal the deception. Without any digital ma-
nipulation, Fontcuberta’s work on the one hand invites us
to reflect upon the supposed immediate and documentary
character of photography, on the other hand it allows us to
experience unprecedented and surprising configurations.
Fontcuberta had an important intellectual col-
laboration with a philosopher and media theorist who ded-
icated many of his writings to discussing the illusionary
character of technical images: Vilém Flusser.1 Although
the term “illusion” appears only rarely in his writings and
in a non-systematic way, Flusser was definitely fascinated
by the ambiguity of this concept, which, as it emerges in
Herbarium, can be conceived both as a form of deception,
with dangerous and deplorable effects, and as a precious
artistic and epistemic tool.2 Often Flusser refers to illusive
phenomena in a pejorative way; sometimes he tends to re-
ject the metaphysical assumption – implied by the concept
of illusion – that an objective truth can be found beyond
1 Flusser also wrote the introduction to the German edition of Herbarium: V. Flusser,
“Einführung ‘Herbarium’ von Joan Fontcuberta,” in Standpunkte: Texte zur Fotografie
(Göttingen: European Photography, 1998): 113-116.
2 As Carrillo Canán wrote, “Flusser has no explicit theory on deception but as with many
critical thinkers, his theory is to a great extent a theory of deception.” A.J.L. Carrillo Canán,
“Deception and the ‘magic’ of ‘technical images’ according to Flusser,” Flusser Studies, no. 4
(2008): 1-12, 1. Significantly, neither “illusion,” “deception,” nor “fiction” was chosen as one
of the 235 entries that make up the glossary of Flusseriana. S. Zielinski, P. Weibel, D. Irrgang,
eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).
FRANCESCO RESTUCCIA 53 AN-ICON
appearance; on other occasions he seems convinced that
the art of illusion is the best tool for the creative training of
our imagination. Therefore, it could be useful to try to put
an order, as far as this is possible, to Flusser’s thoughts
on illusion, in the belief that they are not as conflicting as
they might initially seem. First we will analyze the contexts
where he deplores the risk of deception associated with
any mediation, and with new media and technical images
in particular; then we will consider his critiques of the con-
cepts of illusion and especially of disillusion, focusing on
his theory of a voluntary self-deception; finally we will see
how Flusser approves of illusion when it is understood as
a form of fiction.
Illusion as deception
The German word that Flusser uses the most
when referring to the negative sense of illusion is “Täu-
schung,” which could be translated as “deception.” The
verb “täuschen” literally means to exchange, to swap: by
exchanging two different things, one mistakes one for an-
other one. Being deceived is, first of all, taking something
for something else, or conferring to one thing the value that
we should only confer to something else. What are the two
things that, according to Flusser, might dangerously be
confused? The model and its copy, the signified and the
signifier, the thing and the image. Deception is “a reversal
[Umkehrung] of the vectors of significance,”3 or a “reversal
of the function of the image:”4 images should represent the
world and help us “to orientate” ourselves within it, but we
end up forgetting about the world and living in function of
the images we have created.5 Images “are supposed to be
3 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 37, 68.
4 Ibid.: 10.
5 On the concept of reversal as the key to understanding Flusser’s conception of technical
images see D. Irrgang, Vom Umkehren der Bedeutungsvektoren: Prototypen des Technischen
Bildes bei Vilém Flusser (Cologne: Verlag der Buchhandlung Walther König, 2017).
FRANCESCO RESTUCCIA 54 AN-ICON
maps but they turn into screens: Instead of representing
[vorstellen] the world, they obscure [verstellen] it.”6
Flusser is not concerned by the deceptions
that occur when we take an image of A for an image of B.
As long as we truly know that something is an image, we
also know that it is a human construction, that it needs to
be interpreted and that this interpretation might be wrong.
The real problem arises when images conceal their own
nature.
Flusser’s main models for his (implicit) theory
of deception are Plato’s concept of eidolon and the Jewish
and early Christian conception of idolatry.7 In his interpre-
tation, both Plato’s eidola and religious idols are images
that should mediate and represent something else (ideas
for Plato, God in the Jewish and Christian tradition), but
instead of presenting themselves as such, they end up
being taken for what they should refer to. Flusser rethinks
the concept of idolatry in a secular way, conceiving it as
that particular form of deception which occurs when we
do not recognize the symbolic and cultural nature of an
image. In Towards a Philosophy of Photography idolatry is
defined as “the inability to read off ideas from the elements
of the image, despite the ability to read these elements
themselves; hence: worship of images.”8 It is important to
notice that idolatry is not only a perceptual deception, but
has effects on human behavior: Flusser writes, metaphor-
ically, that images are “worshiped” when they “have a hold
over people as objects.”9
Sometimes, in order to identify this particular
form of deception Flusser uses, instead of “idolatry,” the
term “hallucination.”
6 V. Flusser, Towards a Philosophy of Photography: 10.
7 Ibid.: 11; V. Flusser, “The codified world” (1978), in Writings, trans. E. Eisel (Minneapolis-
London: University of Minnesota Press, 2002): 35-41, 39. See also F. Restuccia, “Flusser
against idolatry,” Flusser Studies, no. 26 (2018): 1-15 and F. Restuccia, Il contrattacco delle
immagini. Tecnica, media e idolatria a partire da Vilém Flusser (Milan: Meltemi, 2021).
8 V. Flusser, Towards a Philosophy of Photography: 83. A similar “semiotic” definition of
idolatry was proposed by Augustine: “Now, he is in bondage to a sign who uses, or pays
homage to, any significant object without knowing what it signifies,” S. Augustine, On
Christian Doctrine, trans. D.W. Robertson jr. (London: Pearson, 1958): III, IX, 13.
9 V. Flusser, “Design: obstacle for/to the removal of obstacles” (1993), in The Shape of
Things. A Philosophy of Design (London: Reaktion Books, 1999): 58-61, 60.
FRANCESCO RESTUCCIA 55 AN-ICON
Imagination can dialectically reverse and become hallucination.
Images resulting from this reversed imagination stop working as
mediation and become opaque surfaces hiding the world. The se-
mantic vectors invert and point towards their producer instead of
pointing towards the world.10
It is important to notice that this sort of reversal
can happen with any kind of mediation and not only with
images. When we stop using texts and conceptual thinking
to help us understand the world, and we start using the
world in order to understand our texts, or forcing data to
fit into our conceptual grid, then we are victims of another
form of deception. In this case Flusser talks about texto-
latry, as opposed to idolatry, or paranoia, as opposed to
hallucination.11
This dangerous reversal of imagination hap-
pens when we do not recognize a medium, especially a
visual one, as such. Therefore, the most illusionary images
are those that appear transparent, concealing their status
of images and presenting themselves as objective reality.
According to Flusser, technical images – all images pro-
duced by apparatuses, starting with photography – are the
most deceiving, in this sense, because their mechanical
production seems to grant an automatic and almost natural
process that avoids any human and cultural interference.12
“But this ‘objectivity’ of the photograph is deceptive [täus-
chend],”13 because technology is a human product and is
also culturally biased. The program that apparatuses use
to code images was written by human beings and is an
externalization of the visual schemata that they would use
if they were drawing an image themselves. When we see
10 V. Flusser, “Iconoclastia,” Cavalo azul, no. 8 (1979): 78-84, 79, my translation; see also V.
Flusser Towards a Philosophy of Photography: 10.
11 The choice of the last couple of words is due to their etymology: “hallucination,” which
might be related to the Latin word lux (light), refers to visual thinking, whereas “paranoia,”
which comes from the Greek word nous (intellect), refers to conceptual thinking. See V. Flusser,
“Iconoclastia:” 79, and V. Flusser, Towards a Philosophy of Photography: 10.
12 H. Fox Talbot, The Pencil of Nature (London: Longman, Brown, Green and Longmans,
1844) was one of the first to assert such a natural character of photography. See K. Walton,
“Transparent pictures: on the nature of photographic realism,” Critical Inquiry, no. 11 (1984):
246-277, https://www.doi.org/10.1086/448287.
13 V. Flusser, Towards a Philosophy of Photography: 51.
FRANCESCO RESTUCCIA 56 AN-ICON
a drawing or any other traditional image, though, we are
aware that what we are looking at is someone’s interpre-
tation of the world, and not the world itself; but when we
see a photograph, or a video, we assume that what we
are looking at is a direct emanation of reality. “This lack of
criticism of technical images is potentially dangerous […]
for the reason that the ‘objectivity’ of technical images is
an illusion [Täuschung].”14 The elements of a photograph
appear to be “symptoms” of the world, instead of “symbols”
that need to be “decoded.”15 The only way to avoid idolatry,
hallucination and deception is to recognize the symbols
contained in an image and decode them, discovering the
“programmed concepts” they represent, “so as to identify
the true significance of the photograph.”16
Based on what has been discussed so far,
Flusser seems to maintain a sort of platonic dualism: im-
ages are just symbols and should not be confused with
the real world. However, Flusser refuses this approach as
“‘metaphysical’ […] in the worst sense of the word.”17 The
reason why he deplores the illusion of transparency of tech-
nical images is because, according to him, no such thing
as an immediate reality can be found, not even beyond
images. Even “the amorphous stew of phenomena (‘the
material world’) is an illusion [Täuschung],”18 since it is only
accessible through our nervous system and is therefore
also a construction. In an interview with Florian Rötzer he
declared:
The concept of simulation disturbs me. When something is simulated,
that is, when it looks like something else, there must be something
being simulated. In the term simulation or simulacrum lies a deep
metaphysical belief that something can be simulated. I do not share
14 Ibid.: 15.
15 Ibid.; V. Flusser, “Für eine Theorie der Techno-Imagination, 1980 in Standpunkte: Texte zur
Fotografie: 8-16, 8.
16 V. Flusser, Towards a Philosophy of Photography: 44.
17 Ibid.: 62.
18 V. Flusser, “Form and material,” in Shape of Things: A Philosophy of Design: 22-29, 22.
FRANCESCO RESTUCCIA 57 AN-ICON
this belief [...]. In my opinion in the word simulation hides what is left
of a belief in the absolute.19
Flusser is not afraid that the real world could
be replaced with a simulation: on the one hand because
our technologies do not allow us to build virtual worlds as
defined as the experience of the world built by our nervous
system, on the other hand because if this ever happened,
then it would not make sense to distinguish these experi-
ences as belonging to different levels of reality.20 Moreover
our lifeworld and our simulations are already intertwined,
since the experiences we have in the former affect those
we have in the latter and vice versa. The real illusion is the
possibility of accessing a pure, immediate reality.
If all is construction, then why is Flusser con-
cerned? Because if we assumed that images – and gener-
ally our whole experience of the world – are immediate and
pure, then we would accept them acritically. We would start
unconsciously absorbing interpretations of reality without
questioning them, and our imagination would slowly be-
come lethargic.
We should then try to avoid surrendering to the
illusion of transparency, train our imagination and learn to
decode the images we are surrounded by. But how can
we do this? Is a rationalistic debunking the only way out
of deception?
Illusion as self-deception
In the essay Filmerzeugung und Filmverbrauch
Flusser rethinks the movie theater as a modern version of21
Plato’s cave. People sit in a dark space looking at images
19 V. Flusser, Zwiegespräche (Göttingen: European Photography, 1996): 230-231, my
translation. See J. Baudrillard, Simulacra and Simulation (1981), trans. S. Glaser (Ann Arbor:
University of Michigan Press, 1995). Flusser considered Baudrillard a friend and often quotes
him in his final years, although mostly polemically.
20 V. Flusser, “Vom Virtuellen,” in F. Rötzer, P. Weibel, eds., Cyberspace. Zum medialen
Gesamtkunstwerk (München: Boer, 2002): 65-71; V. Flusser, Kommunikologie weiter denken
(Frankfurt am Main: Fischer, 2008): 75-77.
21 V. Flusser, “Filmerzeugung und Filmverbrauch,” in Lob der Oberflächigkeit. Für eine
Phänomenologie der Medien (Bensheim-Düsseldorf: Bollman Verlag, 1993): 153-166.
FRANCESCO RESTUCCIA 58 AN-ICON
projected on the wall in front of them, ignoring the world
outside the “cave.” What does Flusser’s interpretation of
the myth teach us? That people want to stay in the cave,
they are not chained, they do not desire to be freed. Their
illusion is voluntary.
According to Flusser commercial cinema still
has some degree of idolatry: people contemplate those
images acritically, as pure entertainment, without question-
ing the message that is being passed. Therefore they are
“programmed” by the technical images to think and act in a
certain way: the same people who leave the movie theater,
writes Flusser, will form a line to enter the supermarket.
They are victims of a double illusion: on the one hand they
see the lights projected on the screen as a world taking
shape in front of their eyes, on the other hand they end
up believing that the people, the feelings, the values they
perceived somehow exist and have a life of their own, that
they are not the creation of a team of artists and technicians.
However, neither of the two forms of illusion is a complete
deception. Any film spectator knows how a film is made:
they know the impression of movement is produced by the
rapid sequence of the frames, they know the events por-
trayed have been written, designed and reproduced, but
they choose to believe in them. “Moviegoers are believers
not in good faith, but in bad faith [böse Glaubens]: they
know better, but don’t want to know. This is not magic, but
something new.”22
In Towards a Philosophy of Photography, writ-
ten around three years later, Flusser further develops his
conception of a voluntary illusion, or belief in bad faith.
Even though people nowadays act as if they were under
the magic spell of technical images – they see a commer-
cial and buy the product, they watch a video and change
their political opinion – yet they do not believe in those
images in the same way as people belonging to traditional
magic cultures believed in their images. While the latter did
not develop their critical consciousness (their conceptual
22 Ibid.: 163, my translation.
FRANCESCO RESTUCCIA 59 AN-ICON
thinking), which can only be trained through literacy,23 the
former do have it, but end up suppressing it.
Both Native Americans and functionaries believe in the reality of
images, but functionaries do this out of bad faith. After all, they
have learned to write at school and consequently should know
better. Functionaries have a historical consciousness and critical
awareness but they suppress these. They know that the war in
Lebanon is not a clash between good and evil but that specific
causes have specific consequences there. They know that the
toothbrush is not a sacred object but a product of Western history.
But they have to suppress their superior knowledge of this.24
The main sources for Flusser’s conception of
a belief in bad faith might be Johan Huizinga and Marcel
Mauss.25 However, these authors developed the idea of
a voluntary belief, or a partially aware illusion, in order to
describe traditional magical thinking and not only the con-
temporary experience of technical images.26 By trying to
prove that any magic ritual has a playful dimension, just as
any game has a ritual dimension, Huizinga affirms that no
illusion is ever a complete deception: it is always combined
with some degree of simulation.
As far as I know, ethnologists and anthropologists concur in the
opinion that the mental attitude in which the great religious feasts
of savages are celebrated and witnessed is not one of complete
illusion. There is an underlying consciousness of things “not be-
ing real.” [...] A certain element of “makebelieve” is operative in all
23 V. Flusser, “Line and surface” (1973), in Writings: 21-34; V. Flusser, Die Schrift. Hat
Schreiben Zukunft? (Göttingen: Immatrix, 1987).
24 V. Flusser, Towards a Philosophy of Photography: 63.
25 V. Flusser, Post-History (1983), trans. R. Maltez Novaes (Minneapolis: Univocal, 2013): 99-
106; V. Flusser, Towards a Philosophy of Photography: 27; Kommunikologie weiter denken: 245.
26 The notion of “voluntary illusion” [illusion volontaire] can already be found in Paul Souriau,
L’imagination de l’artiste (Paris: Librairie Hachette et cie, 1901), while the concept of aware
illusion [bewußte Selbsttäuschung] was first developed by Konrad Lange, Die Bewußte
Selbsttäuschung als Kern des künstlerischen Genusses (Leipzig: Verlag von Veit & Comp.,
1895).
FRANCESCO RESTUCCIA 60 AN-ICON
primitive religions. Whether one is sorcerer or sorcerized one is al-
ways knower and dupe at once. But one chooses to be the dupe.27
In a similar way, a few years before, Mauss
wrote that any magical performance reveals the collective
will to believe in it, both on the part of the spectators and
the magician:
We are in no doubt that magical facts need constant encourage-
ment and that even the sincerest delusions of the magician have
always been self-imposed to some degree.28
Yet, one should be able to distinguish between
this sort of sincere self-delusion that we can find in the ex-
perience of traditional magic, from the “belief in bad faith”
that Flusser identifies in the experience of technical images.
On the one hand the “underlying consciousness of things
‘not being real’” is still a blurry intuition, on the other hand
the critical consciousness reached by educated people
is fully developed and can only coexist with illusion if it is
partially suppressed.
Why do we systematically suppress our critical
and conceptual thinking and choose to be deluded? Flusser
thinks that this human behavior is not only a result of our
tendency to conform. The reason why we need to partially
suppress our critical consciousness in order to function
within society is that, at this level of complexity, conceptual
thinking is no longer efficient. The point is not that people
do not understand rational explanations; it is that they do
not want to hear them. Commenting on how, during the
1982 Lebanon War, people formed their opinions based
on videos and photos, rather than on theoretical analyses,
Flusser writes:
27 J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938), trans. R.F.C.
Hull (London-Boston-Henley: Routledge & Kegan Paul, 1949): 22-23.
28 M. Mauss, General Theory of Magic (1902), trans. R. Brain (London-New York: Routledge,
2001): 118.
FRANCESCO RESTUCCIA 61 AN-ICON
We are by now sick and tired of explanations and prefer to stick
to the photograph that releases us from the necessity for con-
ceptual, explanatory thought and absolves us from the bother of
going into the causes and consequences of the war in Lebanon:
In the image we see with our own eyes what the war looks like.
The text simply consists of instructions as to how we are to see.29
We suppress our conceptual thinking because
of the cognitive comfort provided by technical apparatus-
es that calculate and build images for us. Flusser calls the
state of numbness generated by this comfort the inertia of
happiness: “It is this inertia of happiness that stands in the
way of a changeover.”30
This theory forces us to reconsider the rational-
istic approach that one could at first read into Flusser’s cri-
tique of deception. If our illusion is somehow self-imposed
and the suppression of our critical consciousness is a re-
action to the heaviness, the complexity and the abstract-
ness of conceptual thinking, which expresses the need to
expand the visual, sensory and emotional dimension of
existence, we cannot simply debunk our self-delusion by
rational means. The only way to overcome the negative
aspects of deception is within the image world, therefore
through a creative use of illusion.
Illusion as fiction
When the term “illusion” is used by Flusser with
a positive connotation it has the meaning of construction
or fiction. In the posthumous book The Surprising Phe-
nomenon of Human Communication, where he defines the
structure of communication as the infrastructure of human
reality, Flusser writes that the act of communicating produc-
es the illusion of immortality. We know, due to the suffering
of our bodies, that it is an illusion: “Despite our individual
and collective memories, we remain mortals. Nevertheless,
29 V. Flusser, Towards a Philosophy of Photography: 62.
30 V. Flusser, Kommunikologie weiter denken: 210. “Es ist diese Trägheit des Glücks, die
einer Umschaltung entgegensteht.”
FRANCESCO RESTUCCIA 62 AN-ICON
this illusion is, still, our own reality, our ontological dignity.”31
In this case illusion is a different name for sense-making,
the attribution of meaning, which according to Flusser is
what makes us humans.
When illusion is conceived in this constructive
way, Flusser replaces the term “täuschen” (deceive) with
the term “vortäuschen,” which could be translated as “sim-
ulate,” “feign.”32 In Shape of Things he defines the verb “to
design” as “to concoct something, to simulate [vortäus-
chen], to draft, to sketch, to fashion, to have designs on
something.”33 A simulation – this constructive form of illu-
sion – is not about producing a copy [Abbild], it is about
shaping a model [Vorbild].34
In “Filmerzeugung und Filmverbrauch” Flusser
affirms that not only does the sequence of frames produce
the illusion of movement, but the very frames are illusions,
as they recreate the impression of three dimensional spaces
through the two-dimensional disposition of colors. In this
context “illusion” is not meant in a negative sense: Flusser
is fascinated by the capacity of technical images to evoke
meaningful and visual experiences from non-meaningful
and often non-visual elements, such as the bits of infor-
mation for digital photography.35 Technical images have
an illusionistic effect in that they evoke an impression by
means of calculation.
The point-projection perspective designed by
renaissance painters, the trompe-l’œil designed by baroque
architects, the tricks designed by stage magicians produce
emotional effects using rational techniques. Experimental
photographers and programmers work in the same way, but
31 V. Flusser, The Surprising Phenomenon of Human Communication (1975), trans. R. Maltez
Novaes, D. Naves (Metaflux, 2016): 154.
32 V. Flusser, “Gärten,” in Dinge und Undinge. Phänomenologische Skizzen (München-Wien:
Carl Hanser, 1993): 46-52, 51.
33 V. Flusser, “About the word design,” in Shape of Things: A Philosophy of Design: 17.
34 V. Flusser, “Abbild – Vorbild oder: was heißt darstellen?,” in Lob der Oberflächlichkeit
(Düsseldorf: Bollmann, 1993): 293-317.
35 Even in the case of analog photography, according to Flusser, the image could be
reduced to computable elements, such as the exposure time, the focal aperture, and the ISO
setting.
FRANCESCO RESTUCCIA 63 AN-ICON
with more efficient tools: they can program an apparatus
that will translate an alphanumeric input into a visual output.
According to Flusser, this allows for the first
time for an experimental approach to image making and
therefore an element of control over the visual world: a
synthesis between conceptual-critical thinking and visu-
al-emotional thinking. The word “experimental” is used in a
literal sense: technical images can be used for experiments.
One can insert a certain input, see what the outcome is,
and consequently change the input in order to achieve a
different result.
If one writes the equation of a Mandelbrot frac-
tal in a computer in order to visualize it on the screen, one
may be surprised by the outcome and therefore learn from
it. The complexity of that geometrical figure where the to-
tality is infinitely repeated in the parts could not be perfectly
foreseen.
One sits in front of a keyboard, taking one dot element after another
out of the memory, to fit it into an image on the screen, to compute it.
This step-by-step process of extraction can be automated so that
it can proceed very quickly. The images appear on the screen one
after another in breathtaking speed. One can follow this sequence
of images, just as if the imagination had become self-sufficient;
or as if it had traveled from inside (let’s say from the cranium) to
outside (into the computer); or as if one could observe one’s own
dreams from the outside. In fact, some of the appearing images
can be surprising: they are unexpected images.36
The idea of an experimental character of tech-
nical images could be better understood by taking into
consideration Flusser’s notion of science fiction, where
he further develops the relationship between conceptual
and emotional thinking. With this expression Flusser not
only refers to the literary genre, to which, moreover, he
36 V. Flusser, “A new imagination,” in Writings: 110-116, 114. For a closer analysis of
this essay and for a discussion about the idea of surprising images and the externalization
of imagination, see L. Wiesing, Artificial Presence (2005), trans. N.F. Schott (Stanford:
Stanford University Press, 2010): 98-101. See also V. Flusser, “Ein neuer Platonismus?,”
kulturRRevolution, no. 19 (1988): 6.
FRANCESCO RESTUCCIA 64 AN-ICON
contributed with many charming short stories,37 but also
reflects about the deep inner connection between science
as fiction and fiction as science: something that has been
called a “speculative fiction.”38 Any scientific knowledge is
based on the development of models and simulations that
are, strictly speaking, illusions. When fiction is enhanced
with the experimental exactness provided by technical im-
ages, it becomes a powerful tool to create surprising mod-
els that will allow us to think of what we are not yet able
to conceive.
This is, according to Flusser, the greatest po-
tentiality of virtual simulations: they allow us to experience
– emotionally, visually, haptically – what until now we were
only able to calculate; and at the same time they allow us to
calculate and control experiences that until now we could
only vaguely imagine. Flusser believes that virtual environ-
ments, and in general all technical images, should not be
used to reproduce what already exists for recreational pur-
poses,39 but should “bring to virtuality” alternative worlds.
Thanks to simulated environments, for example, we could
be able to experience a world where all living creatures
are sulfur-based instead of carbon-based – a world that,
37 Most of Flusser’s philosophical science fiction short stories can be found in the
following publications: V. Flusser, Ficções Filosóficas (São Paulo: Edusp, 1998); V. Flusser,
Angenommen: Eine Szenenfolge (Göttingen: European Photography, 2000); V. Flusser, L. Bec,
Vampyroteuthis Infernalis: A treatise with a Report by the Institut Scientifique de Recherche
Paranaturaliste (1987), trans. V.A. Pakis (Minneapolis: University of Minnesota Press, 2012).
See also Flusser’s essays on fiction: V. Flusser, “Da ficção,” O diário (August 26, 1966); V.
Flusser, “Science fiction” (1988), trans. W. Hanff, Flusser Studies, no. 20 (2015): 1-3, where
Flusser writes about a fantasia essata (exacting fantasy), which he attributes to Leonardo da
Vinci.
38 J. Torres, “Homo Fictor: em busca de uma ficção filosófica,” Santa Barbara Portuguese
Studies 2, no. 4 (2020): 1-12, 7. Much has been published on Flusser’s theory of fiction, and
science fiction in particular. See G. Salvi Philipson, “Flusser para além do ensaio: de outros
modos possíveis de habitar a intersecção entre ficção e filosofia,” Flusser Studies, no. 25
(2018): 1-17; the sixth chapter of A. Finger, R. Guldin, G. Bernardo Krause, Vilém Flusser. An
Introduction (Minneapolis: Minnesota University Press, 2011): 109-129; P. Bozzi, “Rhapsody in
blue: Vilém Flusser und der vampyroteuthis infernalis,” Flusser Studies, no. 1 (2005): 1-20; G.
Bernardo Krause, “On philosophical fiction,” in R. Guldin, ed., Das Spiel mit der Übersetzung.
Figuren der Mehrsprachigkeit im Werk Vilém Flussers (Tübingen-Basel: Francke, 2004): 119-
128.
39 Flusser is extremely skeptical about the documentary function of technical images, not
only because of their illusionary character (technical images can be easily manipulated), but
because he questions the neutrality of any sort of documentation. Any document presents
a point of view, with a system of ethical and political implications, as it were objective. See F.
Restuccia, “La realtà sta nella fotografia. Autenticazioni delle immagini della guerra del Libano,”
Carte semiotiche, no. 4 (2016): 160-170.
FRANCESCO RESTUCCIA 65 AN-ICON
without any technical help, we can anticipate, but not fully
conceive.40
Rethinking illusion as an aware and voluntary
simulation allows Flusser to avoid the rationalistic approach
to debunking. He realizes that visual interfaces (and even
more, haptic and immersive ones) allow for experiencers
to overcome their inertia of happiness and take part in the
model making process. However, this is only possible if
technical images and virtual environments are open to a
strong interactive participation.41 This way, by turning the
coding process into a playful interaction, it will be possible
to bridge the gap between critical and visual thinking, be-
tween the elite of programmers and the mass of consumers.
40 V. Flusser, “Vom Virtuellen:” 70-71; V. Flusser, Kommunikologie weiter denken: 78.
Recently Andrea Pinotti identified this approach as part of a post-human trend in VR (try to
experience the world beyond the limits of the human body and mind, for example by flying as
an eagle) as opposed to a humanitarian trend (VR as an empathy machine meant to move the
experiencer about social issues). The main limit of the post-human approach is that it will only
allow perceiving a non-human world as a human being would perceive it. A. Pinotti, Alla soglia
dell’immagine (Torino: Einaudi, 2021): 201; see also A. Pinotti, “What is it like to be a hawk?
Inter-specific empathy in the age of immersive virtual environments,” in Y. Hadjinicolaou, ed.,
Visual Engagements. Image Practices and Falconry (Berlin-Boston: De Gruyter, 2020): 30-47.
The best example of this post-human approach in Flusser is definitely his Vampyrotheutis
infernalis.
41 On the (post-)political implications of Flusser’s theory of participation, see M. Menon,
Vilém Flusser e la “Rivoluzione dell’Informazione”: Comunicazione, Etica, Politica (Pisa: Edizioni
ETS, 2022): 172-178.
FRANCESCO RESTUCCIA 66 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17655 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17655",
"Description": "Vilém Flusser uses the concept of illusion in a non-systematic way, resulting in two ostensible contradictions. First of all, he often uses the term illusion, while criticizing the metaphysic assumptions that it implies; secondly, he seems to both dispraise and value the illusionary nature of technical images. This article aims at clarifying Flusser’s thoughts on illusion in the belief that they are not as conflicting as they might seem at first.\nIn fact, when Flusser deplores the risk of deception associated with technical images, he refers to the illusion of transparency. He does not oppose the concept of illusion to a supposed objective truth, on the contrary, he opposes the illusion of the objective nature of images to the awareness of their constructed and mediated character.\nHowever, a rational demystification of illusions is not a viable option, since, according to Flusser, they are the result of a voluntary self-deception: we suppress our critical thinking because we cannot bear its complexity, we want images to “release us from the necessity for conceptual, explanatory thought.” This is why Flusser thinks that aware illusion – in other words: fiction – can help us overcome our “inertia of happiness” and develop a critical imagination.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17655",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Restuccia",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Self-deception",
"Title": "The polysemy of Vilém Flusser’s concept of illusion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-04-11",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Restuccia",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17655",
"firstpage": null,
"institution": "Sapienza - Università di Roma",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Self-deception",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Weibel, P., Irrgang, D., eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).",
"spatial": null,
"temporal": null,
"title": "The polysemy of Vilém Flusser’s concept of illusion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17655/17772",
"volume": "1"
}
] | The polysemy
of Vilém Flusser’s
concept of illusi o
by Francesco Restuccia
Flusser
n
Illusion
Fiction
Fontcuberta
Idolatry
Self-deception
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The polysemy of
Vilém Flusser’s concept
of il usion
FRANCESCO RESTUCCIA, Sapienza - Università di Roma – https://orcid.org/0000-0002-8900-642X
https://doi.org/10.54103/ai/17655
Abstract Vilém Flusser uses the concept of illusion in
a non-systematic way, resulting in two ostensible contra-
dictions. First of all, he often uses the term illusion, while
criticizing the metaphysic assumptions that it implies; sec-
ondly, he seems to both dispraise and value the illusionary
nature of technical images. This article aims at clarifying
Flusser’s thoughts on illusion in the belief that they are not
as conflicting as they might seem at first.
In fact, when Flusser deplores the risk of de-
ception associated with technical images, he refers to the
illusion of transparency. He does not oppose the concept
of illusion to a supposed objective truth, on the contrary,
he opposes the illusion of the objective nature of images to
the awareness of their constructed and mediated character.
However, a rational demystification of illu-
sions is not a viable option, since, according to Flusser,
they are the result of a voluntary self-deception: we
suppress our critical thinking because we cannot bear
its complexity, we want images to “release us from the
necessity for conceptual, explanatory thought.” This is
why Flusser thinks that aware illusion – in other words:
fiction – can help us overcome our “inertia of happiness”
and develop a critical imagination.
Keywords Flusser Illusion Fiction Fontcuberta
Idolatry Self-deception
To quote this essay: F. Restuccia, “The polysemy of Vilém Flusser’s concept of illusion,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 52-66, https://doi.org/10.54103/ai/17655
FRANCESCO RESTUCCIA 52 AN-ICON
Leafing through the pages of Herbarium (1982-
1985) by Joan Fontcuberta one is immediately seduced by
the beauty of these black and white analog photographs
of exotic plants, whose geometric details remind one of
Karl Blossfeldt’s work. The whole series is presented as
scientific documentation, including the botanical nomencla-
ture of these newly discovered species. Only at a second
glance one might notice that something is wrong: some
details in the image, the strange pseudo-Latin names. What
appeared to be plants are actually small assemblages of
pieces of plastic, fragments and parts of animals found by
the artist in the industrial outskirts of Barcelona. We have
been victims of an illusion. These images, both hyper-re-
alistic and extremely unlikely, aim to deceive us and at the
same time to reveal the deception. Without any digital ma-
nipulation, Fontcuberta’s work on the one hand invites us
to reflect upon the supposed immediate and documentary
character of photography, on the other hand it allows us to
experience unprecedented and surprising configurations.
Fontcuberta had an important intellectual col-
laboration with a philosopher and media theorist who ded-
icated many of his writings to discussing the illusionary
character of technical images: Vilém Flusser.1 Although
the term “illusion” appears only rarely in his writings and
in a non-systematic way, Flusser was definitely fascinated
by the ambiguity of this concept, which, as it emerges in
Herbarium, can be conceived both as a form of deception,
with dangerous and deplorable effects, and as a precious
artistic and epistemic tool.2 Often Flusser refers to illusive
phenomena in a pejorative way; sometimes he tends to re-
ject the metaphysical assumption – implied by the concept
of illusion – that an objective truth can be found beyond
1 Flusser also wrote the introduction to the German edition of Herbarium: V. Flusser,
“Einführung ‘Herbarium’ von Joan Fontcuberta,” in Standpunkte: Texte zur Fotografie
(Göttingen: European Photography, 1998): 113-116.
2 As Carrillo Canán wrote, “Flusser has no explicit theory on deception but as with many
critical thinkers, his theory is to a great extent a theory of deception.” A.J.L. Carrillo Canán,
“Deception and the ‘magic’ of ‘technical images’ according to Flusser,” Flusser Studies, no. 4
(2008): 1-12, 1. Significantly, neither “illusion,” “deception,” nor “fiction” was chosen as one
of the 235 entries that make up the glossary of Flusseriana. S. Zielinski, P. Weibel, D. Irrgang,
eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).
FRANCESCO RESTUCCIA 53 AN-ICON
appearance; on other occasions he seems convinced that
the art of illusion is the best tool for the creative training of
our imagination. Therefore, it could be useful to try to put
an order, as far as this is possible, to Flusser’s thoughts
on illusion, in the belief that they are not as conflicting as
they might initially seem. First we will analyze the contexts
where he deplores the risk of deception associated with
any mediation, and with new media and technical images
in particular; then we will consider his critiques of the con-
cepts of illusion and especially of disillusion, focusing on
his theory of a voluntary self-deception; finally we will see
how Flusser approves of illusion when it is understood as
a form of fiction.
Illusion as deception
The German word that Flusser uses the most
when referring to the negative sense of illusion is “Täu-
schung,” which could be translated as “deception.” The
verb “täuschen” literally means to exchange, to swap: by
exchanging two different things, one mistakes one for an-
other one. Being deceived is, first of all, taking something
for something else, or conferring to one thing the value that
we should only confer to something else. What are the two
things that, according to Flusser, might dangerously be
confused? The model and its copy, the signified and the
signifier, the thing and the image. Deception is “a reversal
[Umkehrung] of the vectors of significance,”3 or a “reversal
of the function of the image:”4 images should represent the
world and help us “to orientate” ourselves within it, but we
end up forgetting about the world and living in function of
the images we have created.5 Images “are supposed to be
3 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 37, 68.
4 Ibid.: 10.
5 On the concept of reversal as the key to understanding Flusser’s conception of technical
images see D. Irrgang, Vom Umkehren der Bedeutungsvektoren: Prototypen des Technischen
Bildes bei Vilém Flusser (Cologne: Verlag der Buchhandlung Walther König, 2017).
FRANCESCO RESTUCCIA 54 AN-ICON
maps but they turn into screens: Instead of representing
[vorstellen] the world, they obscure [verstellen] it.”6
Flusser is not concerned by the deceptions
that occur when we take an image of A for an image of B.
As long as we truly know that something is an image, we
also know that it is a human construction, that it needs to
be interpreted and that this interpretation might be wrong.
The real problem arises when images conceal their own
nature.
Flusser’s main models for his (implicit) theory
of deception are Plato’s concept of eidolon and the Jewish
and early Christian conception of idolatry.7 In his interpre-
tation, both Plato’s eidola and religious idols are images
that should mediate and represent something else (ideas
for Plato, God in the Jewish and Christian tradition), but
instead of presenting themselves as such, they end up
being taken for what they should refer to. Flusser rethinks
the concept of idolatry in a secular way, conceiving it as
that particular form of deception which occurs when we
do not recognize the symbolic and cultural nature of an
image. In Towards a Philosophy of Photography idolatry is
defined as “the inability to read off ideas from the elements
of the image, despite the ability to read these elements
themselves; hence: worship of images.”8 It is important to
notice that idolatry is not only a perceptual deception, but
has effects on human behavior: Flusser writes, metaphor-
ically, that images are “worshiped” when they “have a hold
over people as objects.”9
Sometimes, in order to identify this particular
form of deception Flusser uses, instead of “idolatry,” the
term “hallucination.”
6 V. Flusser, Towards a Philosophy of Photography: 10.
7 Ibid.: 11; V. Flusser, “The codified world” (1978), in Writings, trans. E. Eisel (Minneapolis-
London: University of Minnesota Press, 2002): 35-41, 39. See also F. Restuccia, “Flusser
against idolatry,” Flusser Studies, no. 26 (2018): 1-15 and F. Restuccia, Il contrattacco delle
immagini. Tecnica, media e idolatria a partire da Vilém Flusser (Milan: Meltemi, 2021).
8 V. Flusser, Towards a Philosophy of Photography: 83. A similar “semiotic” definition of
idolatry was proposed by Augustine: “Now, he is in bondage to a sign who uses, or pays
homage to, any significant object without knowing what it signifies,” S. Augustine, On
Christian Doctrine, trans. D.W. Robertson jr. (London: Pearson, 1958): III, IX, 13.
9 V. Flusser, “Design: obstacle for/to the removal of obstacles” (1993), in The Shape of
Things. A Philosophy of Design (London: Reaktion Books, 1999): 58-61, 60.
FRANCESCO RESTUCCIA 55 AN-ICON
Imagination can dialectically reverse and become hallucination.
Images resulting from this reversed imagination stop working as
mediation and become opaque surfaces hiding the world. The se-
mantic vectors invert and point towards their producer instead of
pointing towards the world.10
It is important to notice that this sort of reversal
can happen with any kind of mediation and not only with
images. When we stop using texts and conceptual thinking
to help us understand the world, and we start using the
world in order to understand our texts, or forcing data to
fit into our conceptual grid, then we are victims of another
form of deception. In this case Flusser talks about texto-
latry, as opposed to idolatry, or paranoia, as opposed to
hallucination.11
This dangerous reversal of imagination hap-
pens when we do not recognize a medium, especially a
visual one, as such. Therefore, the most illusionary images
are those that appear transparent, concealing their status
of images and presenting themselves as objective reality.
According to Flusser, technical images – all images pro-
duced by apparatuses, starting with photography – are the
most deceiving, in this sense, because their mechanical
production seems to grant an automatic and almost natural
process that avoids any human and cultural interference.12
“But this ‘objectivity’ of the photograph is deceptive [täus-
chend],”13 because technology is a human product and is
also culturally biased. The program that apparatuses use
to code images was written by human beings and is an
externalization of the visual schemata that they would use
if they were drawing an image themselves. When we see
10 V. Flusser, “Iconoclastia,” Cavalo azul, no. 8 (1979): 78-84, 79, my translation; see also V.
Flusser Towards a Philosophy of Photography: 10.
11 The choice of the last couple of words is due to their etymology: “hallucination,” which
might be related to the Latin word lux (light), refers to visual thinking, whereas “paranoia,”
which comes from the Greek word nous (intellect), refers to conceptual thinking. See V. Flusser,
“Iconoclastia:” 79, and V. Flusser, Towards a Philosophy of Photography: 10.
12 H. Fox Talbot, The Pencil of Nature (London: Longman, Brown, Green and Longmans,
1844) was one of the first to assert such a natural character of photography. See K. Walton,
“Transparent pictures: on the nature of photographic realism,” Critical Inquiry, no. 11 (1984):
246-277, https://www.doi.org/10.1086/448287.
13 V. Flusser, Towards a Philosophy of Photography: 51.
FRANCESCO RESTUCCIA 56 AN-ICON
a drawing or any other traditional image, though, we are
aware that what we are looking at is someone’s interpre-
tation of the world, and not the world itself; but when we
see a photograph, or a video, we assume that what we
are looking at is a direct emanation of reality. “This lack of
criticism of technical images is potentially dangerous […]
for the reason that the ‘objectivity’ of technical images is
an illusion [Täuschung].”14 The elements of a photograph
appear to be “symptoms” of the world, instead of “symbols”
that need to be “decoded.”15 The only way to avoid idolatry,
hallucination and deception is to recognize the symbols
contained in an image and decode them, discovering the
“programmed concepts” they represent, “so as to identify
the true significance of the photograph.”16
Based on what has been discussed so far,
Flusser seems to maintain a sort of platonic dualism: im-
ages are just symbols and should not be confused with
the real world. However, Flusser refuses this approach as
“‘metaphysical’ […] in the worst sense of the word.”17 The
reason why he deplores the illusion of transparency of tech-
nical images is because, according to him, no such thing
as an immediate reality can be found, not even beyond
images. Even “the amorphous stew of phenomena (‘the
material world’) is an illusion [Täuschung],”18 since it is only
accessible through our nervous system and is therefore
also a construction. In an interview with Florian Rötzer he
declared:
The concept of simulation disturbs me. When something is simulated,
that is, when it looks like something else, there must be something
being simulated. In the term simulation or simulacrum lies a deep
metaphysical belief that something can be simulated. I do not share
14 Ibid.: 15.
15 Ibid.; V. Flusser, “Für eine Theorie der Techno-Imagination, 1980 in Standpunkte: Texte zur
Fotografie: 8-16, 8.
16 V. Flusser, Towards a Philosophy of Photography: 44.
17 Ibid.: 62.
18 V. Flusser, “Form and material,” in Shape of Things: A Philosophy of Design: 22-29, 22.
FRANCESCO RESTUCCIA 57 AN-ICON
this belief [...]. In my opinion in the word simulation hides what is left
of a belief in the absolute.19
Flusser is not afraid that the real world could
be replaced with a simulation: on the one hand because
our technologies do not allow us to build virtual worlds as
defined as the experience of the world built by our nervous
system, on the other hand because if this ever happened,
then it would not make sense to distinguish these experi-
ences as belonging to different levels of reality.20 Moreover
our lifeworld and our simulations are already intertwined,
since the experiences we have in the former affect those
we have in the latter and vice versa. The real illusion is the
possibility of accessing a pure, immediate reality.
If all is construction, then why is Flusser con-
cerned? Because if we assumed that images – and gener-
ally our whole experience of the world – are immediate and
pure, then we would accept them acritically. We would start
unconsciously absorbing interpretations of reality without
questioning them, and our imagination would slowly be-
come lethargic.
We should then try to avoid surrendering to the
illusion of transparency, train our imagination and learn to
decode the images we are surrounded by. But how can
we do this? Is a rationalistic debunking the only way out
of deception?
Illusion as self-deception
In the essay Filmerzeugung und Filmverbrauch
Flusser rethinks the movie theater as a modern version of21
Plato’s cave. People sit in a dark space looking at images
19 V. Flusser, Zwiegespräche (Göttingen: European Photography, 1996): 230-231, my
translation. See J. Baudrillard, Simulacra and Simulation (1981), trans. S. Glaser (Ann Arbor:
University of Michigan Press, 1995). Flusser considered Baudrillard a friend and often quotes
him in his final years, although mostly polemically.
20 V. Flusser, “Vom Virtuellen,” in F. Rötzer, P. Weibel, eds., Cyberspace. Zum medialen
Gesamtkunstwerk (München: Boer, 2002): 65-71; V. Flusser, Kommunikologie weiter denken
(Frankfurt am Main: Fischer, 2008): 75-77.
21 V. Flusser, “Filmerzeugung und Filmverbrauch,” in Lob der Oberflächigkeit. Für eine
Phänomenologie der Medien (Bensheim-Düsseldorf: Bollman Verlag, 1993): 153-166.
FRANCESCO RESTUCCIA 58 AN-ICON
projected on the wall in front of them, ignoring the world
outside the “cave.” What does Flusser’s interpretation of
the myth teach us? That people want to stay in the cave,
they are not chained, they do not desire to be freed. Their
illusion is voluntary.
According to Flusser commercial cinema still
has some degree of idolatry: people contemplate those
images acritically, as pure entertainment, without question-
ing the message that is being passed. Therefore they are
“programmed” by the technical images to think and act in a
certain way: the same people who leave the movie theater,
writes Flusser, will form a line to enter the supermarket.
They are victims of a double illusion: on the one hand they
see the lights projected on the screen as a world taking
shape in front of their eyes, on the other hand they end
up believing that the people, the feelings, the values they
perceived somehow exist and have a life of their own, that
they are not the creation of a team of artists and technicians.
However, neither of the two forms of illusion is a complete
deception. Any film spectator knows how a film is made:
they know the impression of movement is produced by the
rapid sequence of the frames, they know the events por-
trayed have been written, designed and reproduced, but
they choose to believe in them. “Moviegoers are believers
not in good faith, but in bad faith [böse Glaubens]: they
know better, but don’t want to know. This is not magic, but
something new.”22
In Towards a Philosophy of Photography, writ-
ten around three years later, Flusser further develops his
conception of a voluntary illusion, or belief in bad faith.
Even though people nowadays act as if they were under
the magic spell of technical images – they see a commer-
cial and buy the product, they watch a video and change
their political opinion – yet they do not believe in those
images in the same way as people belonging to traditional
magic cultures believed in their images. While the latter did
not develop their critical consciousness (their conceptual
22 Ibid.: 163, my translation.
FRANCESCO RESTUCCIA 59 AN-ICON
thinking), which can only be trained through literacy,23 the
former do have it, but end up suppressing it.
Both Native Americans and functionaries believe in the reality of
images, but functionaries do this out of bad faith. After all, they
have learned to write at school and consequently should know
better. Functionaries have a historical consciousness and critical
awareness but they suppress these. They know that the war in
Lebanon is not a clash between good and evil but that specific
causes have specific consequences there. They know that the
toothbrush is not a sacred object but a product of Western history.
But they have to suppress their superior knowledge of this.24
The main sources for Flusser’s conception of
a belief in bad faith might be Johan Huizinga and Marcel
Mauss.25 However, these authors developed the idea of
a voluntary belief, or a partially aware illusion, in order to
describe traditional magical thinking and not only the con-
temporary experience of technical images.26 By trying to
prove that any magic ritual has a playful dimension, just as
any game has a ritual dimension, Huizinga affirms that no
illusion is ever a complete deception: it is always combined
with some degree of simulation.
As far as I know, ethnologists and anthropologists concur in the
opinion that the mental attitude in which the great religious feasts
of savages are celebrated and witnessed is not one of complete
illusion. There is an underlying consciousness of things “not be-
ing real.” [...] A certain element of “makebelieve” is operative in all
23 V. Flusser, “Line and surface” (1973), in Writings: 21-34; V. Flusser, Die Schrift. Hat
Schreiben Zukunft? (Göttingen: Immatrix, 1987).
24 V. Flusser, Towards a Philosophy of Photography: 63.
25 V. Flusser, Post-History (1983), trans. R. Maltez Novaes (Minneapolis: Univocal, 2013): 99-
106; V. Flusser, Towards a Philosophy of Photography: 27; Kommunikologie weiter denken: 245.
26 The notion of “voluntary illusion” [illusion volontaire] can already be found in Paul Souriau,
L’imagination de l’artiste (Paris: Librairie Hachette et cie, 1901), while the concept of aware
illusion [bewußte Selbsttäuschung] was first developed by Konrad Lange, Die Bewußte
Selbsttäuschung als Kern des künstlerischen Genusses (Leipzig: Verlag von Veit & Comp.,
1895).
FRANCESCO RESTUCCIA 60 AN-ICON
primitive religions. Whether one is sorcerer or sorcerized one is al-
ways knower and dupe at once. But one chooses to be the dupe.27
In a similar way, a few years before, Mauss
wrote that any magical performance reveals the collective
will to believe in it, both on the part of the spectators and
the magician:
We are in no doubt that magical facts need constant encourage-
ment and that even the sincerest delusions of the magician have
always been self-imposed to some degree.28
Yet, one should be able to distinguish between
this sort of sincere self-delusion that we can find in the ex-
perience of traditional magic, from the “belief in bad faith”
that Flusser identifies in the experience of technical images.
On the one hand the “underlying consciousness of things
‘not being real’” is still a blurry intuition, on the other hand
the critical consciousness reached by educated people
is fully developed and can only coexist with illusion if it is
partially suppressed.
Why do we systematically suppress our critical
and conceptual thinking and choose to be deluded? Flusser
thinks that this human behavior is not only a result of our
tendency to conform. The reason why we need to partially
suppress our critical consciousness in order to function
within society is that, at this level of complexity, conceptual
thinking is no longer efficient. The point is not that people
do not understand rational explanations; it is that they do
not want to hear them. Commenting on how, during the
1982 Lebanon War, people formed their opinions based
on videos and photos, rather than on theoretical analyses,
Flusser writes:
27 J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938), trans. R.F.C.
Hull (London-Boston-Henley: Routledge & Kegan Paul, 1949): 22-23.
28 M. Mauss, General Theory of Magic (1902), trans. R. Brain (London-New York: Routledge,
2001): 118.
FRANCESCO RESTUCCIA 61 AN-ICON
We are by now sick and tired of explanations and prefer to stick
to the photograph that releases us from the necessity for con-
ceptual, explanatory thought and absolves us from the bother of
going into the causes and consequences of the war in Lebanon:
In the image we see with our own eyes what the war looks like.
The text simply consists of instructions as to how we are to see.29
We suppress our conceptual thinking because
of the cognitive comfort provided by technical apparatus-
es that calculate and build images for us. Flusser calls the
state of numbness generated by this comfort the inertia of
happiness: “It is this inertia of happiness that stands in the
way of a changeover.”30
This theory forces us to reconsider the rational-
istic approach that one could at first read into Flusser’s cri-
tique of deception. If our illusion is somehow self-imposed
and the suppression of our critical consciousness is a re-
action to the heaviness, the complexity and the abstract-
ness of conceptual thinking, which expresses the need to
expand the visual, sensory and emotional dimension of
existence, we cannot simply debunk our self-delusion by
rational means. The only way to overcome the negative
aspects of deception is within the image world, therefore
through a creative use of illusion.
Illusion as fiction
When the term “illusion” is used by Flusser with
a positive connotation it has the meaning of construction
or fiction. In the posthumous book The Surprising Phe-
nomenon of Human Communication, where he defines the
structure of communication as the infrastructure of human
reality, Flusser writes that the act of communicating produc-
es the illusion of immortality. We know, due to the suffering
of our bodies, that it is an illusion: “Despite our individual
and collective memories, we remain mortals. Nevertheless,
29 V. Flusser, Towards a Philosophy of Photography: 62.
30 V. Flusser, Kommunikologie weiter denken: 210. “Es ist diese Trägheit des Glücks, die
einer Umschaltung entgegensteht.”
FRANCESCO RESTUCCIA 62 AN-ICON
this illusion is, still, our own reality, our ontological dignity.”31
In this case illusion is a different name for sense-making,
the attribution of meaning, which according to Flusser is
what makes us humans.
When illusion is conceived in this constructive
way, Flusser replaces the term “täuschen” (deceive) with
the term “vortäuschen,” which could be translated as “sim-
ulate,” “feign.”32 In Shape of Things he defines the verb “to
design” as “to concoct something, to simulate [vortäus-
chen], to draft, to sketch, to fashion, to have designs on
something.”33 A simulation – this constructive form of illu-
sion – is not about producing a copy [Abbild], it is about
shaping a model [Vorbild].34
In “Filmerzeugung und Filmverbrauch” Flusser
affirms that not only does the sequence of frames produce
the illusion of movement, but the very frames are illusions,
as they recreate the impression of three dimensional spaces
through the two-dimensional disposition of colors. In this
context “illusion” is not meant in a negative sense: Flusser
is fascinated by the capacity of technical images to evoke
meaningful and visual experiences from non-meaningful
and often non-visual elements, such as the bits of infor-
mation for digital photography.35 Technical images have
an illusionistic effect in that they evoke an impression by
means of calculation.
The point-projection perspective designed by
renaissance painters, the trompe-l’œil designed by baroque
architects, the tricks designed by stage magicians produce
emotional effects using rational techniques. Experimental
photographers and programmers work in the same way, but
31 V. Flusser, The Surprising Phenomenon of Human Communication (1975), trans. R. Maltez
Novaes, D. Naves (Metaflux, 2016): 154.
32 V. Flusser, “Gärten,” in Dinge und Undinge. Phänomenologische Skizzen (München-Wien:
Carl Hanser, 1993): 46-52, 51.
33 V. Flusser, “About the word design,” in Shape of Things: A Philosophy of Design: 17.
34 V. Flusser, “Abbild – Vorbild oder: was heißt darstellen?,” in Lob der Oberflächlichkeit
(Düsseldorf: Bollmann, 1993): 293-317.
35 Even in the case of analog photography, according to Flusser, the image could be
reduced to computable elements, such as the exposure time, the focal aperture, and the ISO
setting.
FRANCESCO RESTUCCIA 63 AN-ICON
with more efficient tools: they can program an apparatus
that will translate an alphanumeric input into a visual output.
According to Flusser, this allows for the first
time for an experimental approach to image making and
therefore an element of control over the visual world: a
synthesis between conceptual-critical thinking and visu-
al-emotional thinking. The word “experimental” is used in a
literal sense: technical images can be used for experiments.
One can insert a certain input, see what the outcome is,
and consequently change the input in order to achieve a
different result.
If one writes the equation of a Mandelbrot frac-
tal in a computer in order to visualize it on the screen, one
may be surprised by the outcome and therefore learn from
it. The complexity of that geometrical figure where the to-
tality is infinitely repeated in the parts could not be perfectly
foreseen.
One sits in front of a keyboard, taking one dot element after another
out of the memory, to fit it into an image on the screen, to compute it.
This step-by-step process of extraction can be automated so that
it can proceed very quickly. The images appear on the screen one
after another in breathtaking speed. One can follow this sequence
of images, just as if the imagination had become self-sufficient;
or as if it had traveled from inside (let’s say from the cranium) to
outside (into the computer); or as if one could observe one’s own
dreams from the outside. In fact, some of the appearing images
can be surprising: they are unexpected images.36
The idea of an experimental character of tech-
nical images could be better understood by taking into
consideration Flusser’s notion of science fiction, where
he further develops the relationship between conceptual
and emotional thinking. With this expression Flusser not
only refers to the literary genre, to which, moreover, he
36 V. Flusser, “A new imagination,” in Writings: 110-116, 114. For a closer analysis of
this essay and for a discussion about the idea of surprising images and the externalization
of imagination, see L. Wiesing, Artificial Presence (2005), trans. N.F. Schott (Stanford:
Stanford University Press, 2010): 98-101. See also V. Flusser, “Ein neuer Platonismus?,”
kulturRRevolution, no. 19 (1988): 6.
FRANCESCO RESTUCCIA 64 AN-ICON
contributed with many charming short stories,37 but also
reflects about the deep inner connection between science
as fiction and fiction as science: something that has been
called a “speculative fiction.”38 Any scientific knowledge is
based on the development of models and simulations that
are, strictly speaking, illusions. When fiction is enhanced
with the experimental exactness provided by technical im-
ages, it becomes a powerful tool to create surprising mod-
els that will allow us to think of what we are not yet able
to conceive.
This is, according to Flusser, the greatest po-
tentiality of virtual simulations: they allow us to experience
– emotionally, visually, haptically – what until now we were
only able to calculate; and at the same time they allow us to
calculate and control experiences that until now we could
only vaguely imagine. Flusser believes that virtual environ-
ments, and in general all technical images, should not be
used to reproduce what already exists for recreational pur-
poses,39 but should “bring to virtuality” alternative worlds.
Thanks to simulated environments, for example, we could
be able to experience a world where all living creatures
are sulfur-based instead of carbon-based – a world that,
37 Most of Flusser’s philosophical science fiction short stories can be found in the
following publications: V. Flusser, Ficções Filosóficas (São Paulo: Edusp, 1998); V. Flusser,
Angenommen: Eine Szenenfolge (Göttingen: European Photography, 2000); V. Flusser, L. Bec,
Vampyroteuthis Infernalis: A treatise with a Report by the Institut Scientifique de Recherche
Paranaturaliste (1987), trans. V.A. Pakis (Minneapolis: University of Minnesota Press, 2012).
See also Flusser’s essays on fiction: V. Flusser, “Da ficção,” O diário (August 26, 1966); V.
Flusser, “Science fiction” (1988), trans. W. Hanff, Flusser Studies, no. 20 (2015): 1-3, where
Flusser writes about a fantasia essata (exacting fantasy), which he attributes to Leonardo da
Vinci.
38 J. Torres, “Homo Fictor: em busca de uma ficção filosófica,” Santa Barbara Portuguese
Studies 2, no. 4 (2020): 1-12, 7. Much has been published on Flusser’s theory of fiction, and
science fiction in particular. See G. Salvi Philipson, “Flusser para além do ensaio: de outros
modos possíveis de habitar a intersecção entre ficção e filosofia,” Flusser Studies, no. 25
(2018): 1-17; the sixth chapter of A. Finger, R. Guldin, G. Bernardo Krause, Vilém Flusser. An
Introduction (Minneapolis: Minnesota University Press, 2011): 109-129; P. Bozzi, “Rhapsody in
blue: Vilém Flusser und der vampyroteuthis infernalis,” Flusser Studies, no. 1 (2005): 1-20; G.
Bernardo Krause, “On philosophical fiction,” in R. Guldin, ed., Das Spiel mit der Übersetzung.
Figuren der Mehrsprachigkeit im Werk Vilém Flussers (Tübingen-Basel: Francke, 2004): 119-
128.
39 Flusser is extremely skeptical about the documentary function of technical images, not
only because of their illusionary character (technical images can be easily manipulated), but
because he questions the neutrality of any sort of documentation. Any document presents
a point of view, with a system of ethical and political implications, as it were objective. See F.
Restuccia, “La realtà sta nella fotografia. Autenticazioni delle immagini della guerra del Libano,”
Carte semiotiche, no. 4 (2016): 160-170.
FRANCESCO RESTUCCIA 65 AN-ICON
without any technical help, we can anticipate, but not fully
conceive.40
Rethinking illusion as an aware and voluntary
simulation allows Flusser to avoid the rationalistic approach
to debunking. He realizes that visual interfaces (and even
more, haptic and immersive ones) allow for experiencers
to overcome their inertia of happiness and take part in the
model making process. However, this is only possible if
technical images and virtual environments are open to a
strong interactive participation.41 This way, by turning the
coding process into a playful interaction, it will be possible
to bridge the gap between critical and visual thinking, be-
tween the elite of programmers and the mass of consumers.
40 V. Flusser, “Vom Virtuellen:” 70-71; V. Flusser, Kommunikologie weiter denken: 78.
Recently Andrea Pinotti identified this approach as part of a post-human trend in VR (try to
experience the world beyond the limits of the human body and mind, for example by flying as
an eagle) as opposed to a humanitarian trend (VR as an empathy machine meant to move the
experiencer about social issues). The main limit of the post-human approach is that it will only
allow perceiving a non-human world as a human being would perceive it. A. Pinotti, Alla soglia
dell’immagine (Torino: Einaudi, 2021): 201; see also A. Pinotti, “What is it like to be a hawk?
Inter-specific empathy in the age of immersive virtual environments,” in Y. Hadjinicolaou, ed.,
Visual Engagements. Image Practices and Falconry (Berlin-Boston: De Gruyter, 2020): 30-47.
The best example of this post-human approach in Flusser is definitely his Vampyrotheutis
infernalis.
41 On the (post-)political implications of Flusser’s theory of participation, see M. Menon,
Vilém Flusser e la “Rivoluzione dell’Informazione”: Comunicazione, Etica, Politica (Pisa: Edizioni
ETS, 2022): 172-178.
FRANCESCO RESTUCCIA 66 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18191 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18191",
"Description": "In the first of the Charles Eliot Norton Lectures that he gave at Harvard in 1984, Frank Stella focused on “The necessity of creating pictorial space that is capable of dissolving its own perimeter and surface plane,” and claimed that “No one helped lighten this burden more than Caravaggio.” At a certain point in his talk, the American artist went so far as to say that Caravaggio anticipated the invention of the gyroscope, the technological device which makes the virtual experience possible. Stella’s lecture is the starting point for developing an anachronistic path through pictorial and digital media, in light of their ability to produceillusionistic effects on viewers. In particular, building on Michael Fried’s theory of art and image, this paper investigates virtual experience with reference to two different moments: the “immersive” moment, in which one has the impression of stepping into the frame, and the “specular” one, where the illusionistic effects are revealed; the attraction, when sinking into an image that has become an environment, and the distancing, when the image itself beckons to us and we are invited to reflect on our position as viewers.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18191",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Zucconi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Virtual Reality Cinema",
"Title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Zucconi",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18191",
"firstpage": null,
"institution": "Università Iuav di Venezia ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Virtual Reality Cinema",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zucconi, F., “Regarding the image of the pain of others: Caravaggio, Sontag, Leogrande,” Humanities 11 (2022), https://doi.org/10.3390/h11020044.",
"spatial": null,
"temporal": null,
"title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18191/17773",
"volume": "1"
}
] | Caravaggio’s
gyroscope:
on the two “moments”
of the virtualCaravaggio
experience
by Francesco Zucconi
Frank Stella
Michael Fried
Immersion and Specularity
Virtual Reality Cinema
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Caravaggio’s gyroscope:
on the two “moments” of the
virtual experience
FRANCESCO ZUCCONI, Università IUAV di Venezia – https://orcid.org/0000-0001-9580-1000
https://doi.org/10.54103/ai/18191
Abstract In the first of the Charles Eliot Norton Lectures
that he gave at Harvard in 1984, Frank Stella focused on
“The necessity of creating pictorial space that is capable
of dissolving its own perimeter and surface plane,” and
claimed that “No one helped lighten this burden more than
Caravaggio.” At a certain point in his talk, the American
artist went so far as to say that Caravaggio anticipated the
invention of the gyroscope, the technological device which
makes the virtual experience possible. Stella’s lecture is the
starting point for developing an anachronistic path through
pictorial and digital media, in light of their ability to produce
illusionistic effects on viewers. In particular, building on Mi-
chael Fried’s theory of art and image, this paper investigates
virtual experience with reference to two different moments:
the “immersive” moment, in which one has the impression
of stepping into the frame, and the “specular” one, where
the illusionistic effects are revealed; the attraction, when
sinking into an image that has become an environment, and
the distancing, when the image itself beckons to us and
we are invited to reflect on our position as viewers.
Keywords Caravaggio Frank Stella Michael Fried
Immersion and Specularity Virtual Reality Cinema
To quote this essay: F. Zucconi, “Caravaggio’s gyroscope: on the two ‘moments’ of the virtual
experience,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 67-88, https://doi.
org/10.54103/ai/18191
FRANCESCO ZUCCONI 67 AN-ICON
Introduction
I put on the headset and immerse myself in
another world – in a theme park or in a refugee camp, in a
disaster-stricken village or perhaps in the city of Hiroshi-
ma immediately after the launch of the atomic bomb.1 In
some cases I am a mere sightseer, while in other cases I
am the “witness” to significant events. I have to enter into
an empathetic relationship with those who dwell very far
from me, I am expected to “put myself in their shoes” and
to experience their condition “directly.”2 Yet I cannot help
but realize, sooner or later, that I find myself physically in
the safe spaces of a museum or a gallery, in the section
dedicated to VR cinema at the Venice International Film
Festival, or perhaps in the pavilion of an NGO that uses
virtual reality as a form for raising public awareness on
sensitive topics. No matter how effectively illusionistic this
virtual environment is. Always, in the media experiences of
VR cinema, something pushes me inward, draws me into
the virtual environment, while, at the same time, something
else pushes me out, reminding me that I am just facing an
image, and bringing me back to the spatial and temporal
coordinates of our physical world.3
This article does not intend to analyse immer-
sive videos by trying to deconstruct the nonchalant use of
the notion of “empathy” and the ideology of “transparency”
that has characterized their promotion, which has already
1 As an example of a virtual theme park experience, see “Disneyland Paris - 360 VR -
Main Street,” Disneyland Paris, YouTube video, 1.19, 2020, https://www.youtube.com/
watch?v=RNly6mSF0-o, accessed January 10, 2023. Regarding the applications of such
technology to the field of humanitarian communication, see http://unvr.sdgactioncampaign.org,
accessed January 10, 2023. As for the fourth example, please refer to the official web page of
the project https://www.smithsonianmag.com/innovation/new-virtual-reality-experience-drops-
you-hiroshima-right-after-its-been-bombed-180968903, accessed January 10, 2023.
2 As an emblematic example of the promotional use of a term such as “empathy” and on the
idea of putting oneself in another’s place through VR cinema, see https://youtu.be/
vAEjX9S8o2k.
3 These issues can be conceived with reference to Edmund Husserl’s phenomenological
lesson and the relationship among the notions of Bildding (the physical thing), Bildobjekt
(image-object) and Bildsujet (image-subject). See E. Husserl, “Phantasy and Image
Consciousness,” in Phantasy, Image Consciousness, and Memory (1898-1925). Edmund
Husserl Collected Works, vol 11 (Dordrecht: Springer, 2005). On the illusionistic forms of virtual
reality, examined through a rereading of Husserl, see P. Conte, Unframing Aesthetics (Milan:
Mimesis International, 2020): 46-52.
FRANCESCO ZUCCONI 68 AN-ICON
been the subject of several studies.4 Rather, I would like
to take up and further develop some issues present in my
previous works, with the aim of opening a space for reflec-
tion on immersive technology following an anachronistic
path through pictorial and digital media by referring to some
concepts of art history and theory.5
The main objective is to focus, in analytical and
theoretical terms, on the double effect of attraction and
distancing described above, as structuring the experience
of VR cinema. While the impossibility of fully capturing
and keeping the viewers within the virtual environment has
mostly been conceived as a negative limitation of such
technology, in this paper I try to argue otherwise. Through
the reference to a repertoire of images from the past, the
aim is to describe the paradoxical character of an experi-
ence that is made up as much of attraction as of distancing.
But before this can be sustained there are some interme-
diate steps.
After this introduction, in the second section,
taking up a hypothesis advanced by Frank Stella, I explain
the idea that gives the title to this paper: that Caravaggio,
anticipated the invention of gyroscope technology and
therefore made possible the first immersive experience in
the history of Western painting. In the third, fourth and fifth
sections, building on Michael Fried, I try to emphasize the
two moments that characterize Caravaggio’s paintings:
immersion, the formal device that attracts within the image,
and specularity, understood as the set of figurative and
compositional elements that produce an effect of aware-
ness on the viewer.6 In the conclusion, I reconsider Fried’s
analysis and the concepts that characterize his theoretical
4 The literature on the notion of empathy is vast and constantly evolving with reference
to new technological and expressive forms. For an early critical reflection on the facile
use of this concept in relation to VR cinema, see W. Uricchio, S. Ding, S. Wolozin, and B.
Boyacioglu, Virtually There: Documentary Meets Virtual Reality Conference Report (The MIT
Open Documentary Laboratory, 2016): 17-18, http://opendoclab.mit.edu/wp/wp-content/
uploads/2016/11/MIT_OpenDocLab_VirtuallyThereConference.pdf, accessed January 10,
2023.
5 I refer to F. Zucconi, Displacing Caravaggio: Art, Media, and Humanitarian Visual Culture
(Cham: Palgrave Macmillan, 2018).
6 On these two notions, which will also be referred to in the following pages, see M. Fried, The
Moment of Caravaggio (Princeton and Oxford: Princeton University Press, 2010).
FRANCESCO ZUCCONI 69 AN-ICON
work in relation to contemporary media. What emerges is
an opportunity for developing an ethic of VR: to what extent,
can immersive technology facilitate the assumption of a
testimonial gaze? Under what conditions can the gesture
of wearing a virtual reality headset assume a critical value?
Frank Stella’s hypothesis
The American artist Frank Stella is, without a
doubt, someone who understands visual surfaces and me-
dia frames, their ability to offer illusionistic effects. One only
has to think of his works in the 1960s, where a series of
frames relentlessly squeeze against each other, leaving a
small coloured square in the centre. Taking inspiration from
Louis Marin’s analysis of Gran Cairo (1962), it is fair to ask
whether these squares-frames are a well or a pyramid (Fig.
1). As the French historian and theorist notes, they are “a
well and a pyramid, but never at the same time. The eye
cannot predict the necessary and the arbitrary moment of
conversion in which all the serious play of the frame and
its modern and contemporary figures seem to be concen-
trated: the play of the rhythm of presentation and repre-
sentation, the play of the subject of the art of seeing and
the art of describing.”7
If we compare them to the famous example of
the rabbit/duck illustration investigated by Ludwig Wittgen-
stein and Ernst Gombrich, Stella’s paintings do not merely
work on the viewers’ perceptual and cognitive limits in the
recognition of the figures depicted. Rather, the represen-
tational undecidability and instability of image produce a
spatial effect, by modulating the relation between the ob-
serving subject and the observed object. In other words,
when confronted with the rabbit/duck illustration, the viewer
does not have the illusion of being confronted with a duck or
rabbit coming off the page; rather, the graphic representa-
tion produces an illusionistic effect that makes it impossible
to visualize the two animals at the same time. In contrast
7 L. Marin, On Representation (Stanford: Stanford University Press, 2002): 372.
FRANCESCO ZUCCONI 70 AN-ICON
to that, Stella’s paintings produce an illusionistic effect to
the extent that they alternately draw the viewer inward – as
in a well – or push him or her out, as if the surface had a
pyramidal shape. Those who observe Stella’s paintings are
thus subjected to the rhythmic redundancy of the “opac-
ity” of the painted frame that becomes recognizable – we
might say that makes itself “transparent” – in the metaphors
of the pyramid and the well.8 In more general terms than
those used by Marin, we might speak of Stella’s work as a
gestalt effect capable of inducing, alternately, in the viewer
both the impression of attraction and that of rejection or
distancing. In fact, beyond the series of concentric squares,
Stella’s artistic research would continue in the 1970s and
1980s by focusing on the relationship between the space
Fig. 1. Frank Stella, Gran Cairo, 1962, New York, Whitney Museum of
American Art, purchase with funds from the Friends of the Whitney Museum
of American Art; © Frank Stella/Artists Rights Society (ARS), New York.
8 L. Wittgenstein, Philosophical Investigations (London: Pearson, 1973); E. Gombrich, Art and
Illusion: A Study in the Psychology of Pictorial Representations (Princeton: Princeton University
Press, 1961).
FRANCESCO ZUCCONI 71 AN-ICON
of the canvas and the pictorial space, between the surface
and depth (Fig. 2).
Fig. 2. Frank Stella, Eccentric Polygon,
1974, Jane Kahan Gallery, New York;
purchased by Walter and Joan Wolf,
Indianapolis, Indiana; ©Frank Stella/
Artists Rights Society (ARS), New York.
Beyond the theory of art that is implied in Stel-
la’s works, it behoves us to pay particular attention, then,
to what he had to say in the first of the Charles Eliot Norton
Lectures that he gave at Harvard in 1984. In developing
a line of thought that sweeps from Leonardo da Vinci to
Seurat, and from Vermeer to Velázquez, Stella focused on
a theoretical problem that is crucial in the history of arts
and images; a problem that equally concerns both “old”
and “new” media. “The necessity of creating pictorial space
that is capable of dissolving its own perimeter and surface
plane,” he says, “is the burden that modern painting was
born with.”9 And immediately afterwards he goes on to
state that “No one helped lighten this burden more than
Caravaggio.”10
As often happens, when artists are willing to
share their theory, their tone tends to be assertive: Stella’s
remarks are full of ideas for creative practice but possibly a
font of perplexity for art historians. Still, how can one not ap-
preciate his attempt to concisely express the transformation
9 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 10.
10 Ibid.
FRANCESCO ZUCCONI 72 AN-ICON
that Caravaggio’s painting forced on the regimes of pictorial
representation of space and bodies? Stella’s observations
aptly describe Caravaggio’s propensity for experimenting
with the phenomenological limits of the idea of “realism,”
by creating environments in which the viewer’s gaze must
grope its way around, wrapped up in the composition but
equally attracted by the vivid emphasis on colour, and by
the chromatic nuances seen in some of the details.
Stella’s reflections did not stop here. He de-
veloped his argument by examining Caravaggio’s entire
body of works and focuses on a few paintings. He used
anachronistic terminology to highlight several aspects that
prefigure artistic and technological developments that took
place in the following decades as well as to identify their
potentialities:
To be able to carry in our minds the space of Caravaggio’s large
commanding works, such as the Vatican Deposition and the Seven
Acts of Mercy from Naples, we need some kind of image to help
form an idea about the design and purpose of Caravaggio’s pictorial
space. The image that comes to mind is that of the gyroscope—a
spinning sphere, capable of accommodating movement and tilt. We
have to imagine ourselves caught up within this sphere, experienc-
ing the movement and motion of painting’s action. [...] The space that
Caravaggio created is something that twentieth-century painting
could use: an alternative both to the space of conventional realism
and to the space of what has come to be conventional painterliness.
The sense of a shaped spatial presence enveloping the action
of the painting and the location of the creator and spectator is a
by-product of the success of Caravaggio’s realistic illusionism.11
Within a reflection on VR cinema and immersive
media, it is the idea of “realistic illusionism” and even more
the metaphor of the gyroscope that attracts attention. The
gyroscope, invented in the 19th century by French physi-
cist Jean Bernard Léon Foucault is still the basis of virtual
reality devices. It is also thanks to it that the visors worn
11 Ibid.: p. 11.
FRANCESCO ZUCCONI 73 AN-ICON
by viewers can track head movements and thus accurately
detect movement along one, two or three axes, thus mak-
ing the virtual experience possible. Without the gyroscope,
there is no possible balance between the viewer’s gestures
and movements in the virtual environment, nor any possi-
bility of orientation within it.
It is time to give a chance to Stella and his
hypothesis that Caravaggio invented the gyroscope and
with it virtual reality helmets. But I would like to develop
this suggestion in a key that is not merely “technological,”
by investigating the forms of composition that character-
ize the pictorial medium and the effects they produce. To
do so, it is necessary to re-conceive the American artist’s
hypothesis into a series of operational questions: what is
or would be, exactly, in Caravaggio’s painting capable of
prefiguring the conditions of illusionism made possible by
contemporary technologies? How do his paintings help
us understand the dual effect – hitherto described as one
of attraction and distancing – that we experience within
immersive environments like those of VR cinema?
The two moments of Narcissus
To my knowledge, no contemporary photogra-
pher or artist has yet investigated in detail the instant when
viewers put on or take off their virtual reality helmets. This
is really a pity, because the image of that precise instant
could make us think a lot about the potentialities of such
technology. We must therefore be content with the myths
of the past and their survival in our contemporary practices.
About to plunge into a virtual world, we find the
figure of Narcissus. As noted by Andrea Pinotti – who has
identified in Narcissus a kind of “conceptual character” of
the an-iconic tradition in Western visual culture – there are
two versions of the myth: the first aimed at producing a
“naïve” image of the young boy who falls into the illusionistic
trap of the image (recurring in Plotinus, Pausanias, Marsilio
Ficino, etc.); the second coinciding with a “conscious” Nar-
cissus (Ovidian variant), who is aware of the, so to speak,
FRANCESCO ZUCCONI 74 AN-ICON
media environment with which he is confronted and with
which he is about to make one body.12
It matters little that the Narcissus painted at
the end of the Sixteenth century is not a signed work by
Caravaggio but only an attribution, widely discussed by
art historians (Fig. 3). For the purposes of the reasoning
proposed in this paper, it should be noted that the young
man is already fully rapt and about to plunge into the world
of image. Yet, the figure of the double reflection still reveals
a gap between two representational and sensible worlds
or regimes.
Fig. 3. Caravaggio (attribution), Narcissus,
1597-1599, Rome, Palazzo Barberini.
Explicitly taking up the terms proposed by Mi-
chael Fried, Narcissus constitutes an explication of the two
“moments” that Caravaggio’s painting produces on view-
ers. According to Fried – let it be said in passing: a friend
12 A. Pinotti, Alla soglia dell’immagine. Da Narciso alla realtà virtuale (Torino: Einaudi, 2021):
3-6.
FRANCESCO ZUCCONI 75 AN-ICON
and one of the most important interpreter of Stella’s work
– Caravaggio’s pictorial corpus involve a moment defined
as “immersive, imagining the painter as so caught up, so
immersed, in this phase of his work on the painting as to be
less than fully aware of any sharp distinction between the
painting and himself.”13 The second “‘moment,’ notionally
instantaneous, of separating or indeed recoiling from the
painting, of becoming detached from it, which is to say of
no longer being immersed in work on it but rather of see-
ing it, taking it in, as if for the first time; I call that ‘moment’
specular, meaning thereby to emphasize the strictly visual
or optical relation between the artist - viewer and the image,
or image - artefact, that has just brought into being.”14
Reading these pages on Caravaggio, thoughts
evidently run to the dialectic between “absorption” and
“theatricality”15 identified by Fried himself in the painting of
the eighteenth century, or to that between “art” and “ob-
jecthood”16 as a key to theoretical and critical interpreta-
tion of the relationship between media, art and spatiality in
the second half of the twentieth century. Even before the
eighteenth century, well before the twentieth-century and,
we might add, contemporary media experience, Caravag-
gio would have had the ability to reflect in an original way
on the tension between the painter and his work (through
the use of self-portraiture), between the canvas and the
pictorial space (the composition of volumes, the relation-
ship between light and shadow) producing unprecedented
effects on viewers, now driving them inward, now pushing
them outward.
Hovering between the classicism of the myth
and the technological actuality of the present, Narcissus is
a virtual allegory of the ‘moment’ of immersion, or perhaps I should
say of absorption becoming immersion, conjoined with the strongest
13 M. Fried, The Moment of Caravaggio: 39.
14 Ibid.
15 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
16 M. Fried, Art and Objecthood: Essays and Reviews (Chicago-London: University of
Chicago Press, 1998).
FRANCESCO ZUCCONI 76 AN-ICON
possible statement of the specular separation of the viewer — orig-
inally the painter-viewer — from the painting. There is in it also the
strongest imaginable thematization of mirroring as distinct from
painting, another of the basic polarities that, in varying ratios and
combinations, structure much of Caravaggio’s art. And of course,
it is a scene of hyperbolic self-portraiture, the core practice of his
lifelong endeavor.17
Narcissus is in a sense, for the purposes of the
anachronistic reasoning I am proposing here, a portrait of
the exact moment when the viewer is about to put on the
headset to access the virtual experience: it is in the middle,
between plunging and retreating.
Within Caravaggio: immersion and
reflection
Beyond the myth, the comparison between
contemporary media and the tradition of western art can
be developed through other Caravaggio masterpieces, in
which the effect of spatial encompassment is strong. Even
better, it is possible to argue that some of Caravaggio’s
paintings represent the virtual experience as viewed from
the outside but not without investigating the effects it pro-
duces in those inside.
Let us focus on the Taking of Christ (1602) and
The Martyrdom of Saint Ursula (1610). In the first of these
two paintings (Fig. 4), the centre of attention is located on
the left, at the point of Judas’s dramatic gesture of betrayal,
toward which all eyes converge, except for those of the
disciple, who flees terrified toward the edge of the frame.
In the second painting, considered to be the last that Car-
avaggio completed before his death, what is represented
is the exact moment when Saint Ursula is wounded by
Attila after she refuses his advances. What connects the
two works, in addition to the horizontal composition and
the precise staging of a dramatic event, is the presence of
17 M. Fried, The Moment of Caravaggio: 139.
FRANCESCO ZUCCONI 77 AN-ICON
a figure located on the right side of each painting. This is
a man shown in profile: he has a black beard and bushy
eyebrows. His head is stretched up, as if he were standing
on tiptoe so as to better observe the violent scene unfold-
ing just a few steps in front of him. In the 1602 painting
the man is attempting to lighten the darkness of the night
and illuminate Judas’s kiss by means of a lantern, which
he holds in front of himself with his right hand.
This figure is of particular interest for at least
two reasons. The first, which Roberto Longhi divined earlier,
is that the man on the right side of the image is Caravaggio
himself. This is a self-portrait, one of the many in his picto-
rial corpus, confirmed moreover by its reproduction – like a
Fig. 4. Caravaggio, Taking of Christ, 1602,
Dublin, National Gallery of Ireland.
Fig. 5. Caravaggio, The Martyrdom of
Saint Ursula, 1610, Naples, Palazzo
Zevallos Stigliano.
FRANCESCO ZUCCONI 78 AN-ICON
signature – in the Martyrdom of Saint Ursula (Fig. 5).18 The
second reason concerns the role that this figure plays in
both works. The art historian Sergio Benedetti – who has
the merit of having rediscovered the original Taking of Christ,
after years of investigation into various copies – noted that
the figure of Caravaggio “is well defined and holds up a
lantern, the function of which is purely compositional as it
appears to throw no light, the true light source being high
on the left, beyond the scene depicted.”19 In a similar way,
Leo Bersani and Ulysse Dutoit noted how, in this work,
“Caravaggio puts himself within the painting not in order
to get closer to his historical subject but rather in order to
see himself both illuminating and experiencing congested
spaces.”20 Even more explicitly, Giovanni Careri identified in
this self-portrait a kind of declaration of intent of the artist
that invites us to reflect on our position as spectators: “I
paint with light, with light I show a scene that belongs to
the past, but also to the present, the armour testifies to
this. I am here to see the arrest of Christ but I cannot in-
tervene, as you spectators, witnesses safe from a violence
that outrages and fascinates.”21
By re-conceiving such analytical insights in
Fried’s terms, the artist’s self-portrait with lantern can
therefore be conceived of both as being in the process of
becoming immersed in the pictorial environment and as
becoming “expelled from it in a ‘moment’ of specularity
which was to all intents and purposes the aim and purpose
of that work (the establishment of the painting as a painting,
as an artifact to be looked at.)”22
Retracing our steps to the theoretical notions
structuring this paper, with these paintings we are confront-
ed with two different and apparently contradictory effects.
At first, like Caravaggio trying to observe the scene, with
18 R. Longhi, “Un originale di Caravaggio a Rouen e il problema delle copie caravaggesche,”
Paragone 121 (1960): 23-36.
19 S. Benedetti, “Caravaggio’s Taking of Christ, a masterpiece rediscovered,” The Burlington
Magazine 135, no. 1088 (1993): 731-741, 738.
20 L. Bersani, U. Dutoit, Caravaggio’s Secrets (Cambridge-London: MIT Press, 1998): 57.
21 G. Careri, Caravaggio. La Fabbrica dello Spettatore (Milano: Jaca Book, 2017): 234.
22 M. Fried, The Moment of Caravaggio: 217.
FRANCESCO ZUCCONI 79 AN-ICON
or without his lantern, we are pushed into the painting as
a medial environment made of light and shadow. Then lat-
er, once we have searched the environment and once we
have recognized the figure of the painter-witness, we are
pushed outward, that is to say that we begin to reflect on
the pictorial composition and on our position as viewers:
in front of an image, with our feet planted on the museum’s
floor, in Dublin, Naples or in another city.
Putting it in anachronistic terms, one could first
argue that the contemporary experiences offered by VR
cinema are also characterized by an “immersive” moment:
here the field of view itself coincides with a “portable lan-
tern” located on the forehead of the spectator; a wearable
lantern that illuminates a spherical space that coincides
with full darkness, except for the frontal portion framed
from time to time. Darkness that the VR cinema viewer
will never have occasion to see or feel, except when it is
diegetized in the production of a given narrative effect. At
the same time, a “specular” moment, always persists: pri-
marily in the glitches of the digital environment; in the very
fact that lowering my gaze to look for my body I tend to
find nothing or at least the scarcely credible simulation of
arms and legs; in the presence of extradiegetic music, in all
those compositional effects – whether intended or not by
the video-makers – that invite us to see the image behind
the simulation of a virtual environment and in so doing to
“reflect” on our position as viewers.23
Regarding the image of the pain of others
As in many VR cinema projects, the two paint-
ings described above are about situations of suffering or
violence, scenes which invite the viewer to assume the
position of a witness but in which, at the same time, it is
impossible to immerse oneself completely. One painting
by Caravaggio seems capable of interrogating, more than
23 On the limits of VR cinema, through some concrete examples, see F. Zucconi, “Sulla
tendenza utopica nel VR cinema,” Carte Semiotiche 7 (2021): 118-126.
FRANCESCO ZUCCONI 80 AN-ICON
any other, the paradoxical character of virtual experience,
as well as the idea of being able to experience a world and
a living condition that are profoundly different from those
characterizing the viewer’s everyday life.
At the centre of Caravaggio’s Martyrdom of St.
Matthew (1600) is the half-naked, fully lit body of the assas-
sin (Fig. 6). On the left, a group of men in seventeenth-cen-
tury clothing recoil, trying to shield themselves from the
violence. While an angel hands St. Matthew the palm of
martyrdom, on the right we see the gesture of a novice
walking away. In the foreground, some catechumens lying
on the ground observe the scene. The composition is cen-
trifugal: the viewer’s gaze gradually moves away from the
centre as it moves from one body to another. In the back-
ground, one meets a figure characterized by a particularly
intense gaze who seems to stare at the act of violence be-
fore his eyes. This is the bearded man leaning out from the
black background behind the assassin. Again, that man is
Caravaggio. Also in this large painting, the painter portrays
himself in the role of a witness to a violent act.
Those who would try to go even further in their
analysis might go so far as to argue that what Caravaggio
painted in The Martyrdom of St. Matthew is not simply a
self-portrait, but a “self-portrait as painter.” To support this
hypothesis, I would like to emphasize the inclination of the
figure’s head to the side to observe the scene as if he had
a canvas in front of him (Fig. 7). One could also conceive
of the left hand reaching forward as a transfiguration of the
palette, while the right hand holds the brush. The artist’s
sad gaze might then be re-conceived as a concentrated,
absorbed gaze. If this were the case, it would be an antic-
ipation of some of the traits that characterize the extraor-
dinary visual dispositif that is Las Meninas (1656) by Diego
Velázquez, notoriously and masterfully analysed by Michel
Foucault in The Order of Things:
Now he [the painter] can be seen, caught in a moment of stillness, at
the neutral centre of this oscillation. His dark torso and bright face
are half-way between the visible and the invisible: emerging from
FRANCESCO ZUCCONI 81 AN-ICON
Fig. 6. Caravaggio, The Martyrdom of St.
Matthew, 1600, San Luigi dei Francesi
Church, Rome.
Fig. 7. Caravaggio, The Martyrdom of
St. Matthew, 1600, Rome, San Luigi dei
Francesi Church. Detail.
that canvas beyond our view, he moves into our gaze; but when,
in a moment, he makes a step to the right, removing himself from
our gaze, he will be standing exactly in front of the canvas he is
painting; he will enter that region where his painting, neglected for
an instant, will, for him, become visible once more, free of shadow
and free of reticence.24
24 M. Foucault, The Order of Things: An Archaeology of the Human Sciences (1966) (London-
New York: Routledge, 2002): 4.
FRANCESCO ZUCCONI 82 AN-ICON
In both Velazquez’s and Caravaggio’s master-
piece, the self-portrait takes on a theoretical and critical
function; they are within the painting and, at the same time,
they explicitly invite the viewer to reflect on visual repre-
sentation, on the point of view that structures it and on the
limits of the composition.25
This may seem a bold interpretation. Yet, look-
ing closely at the figure of Caravaggio, it can be argued
that the image presented in The Martyrdom of St. Matthew
is not only an image of self “regarding the pain of others”
but also and at the same time – turning Susan Sontag’s
famous expression – an image of self “regarding the image
of the pain of others.”26 If in the Taking of Christ and The
Martyrdom of St. Ursula the self-portrait is first and fore-
most functional in expressing an idea of immersion of the
painter-witness in the pictorial event – a closure and full
autonomy of the pictorial as an “immersive environment” –
in The Martyrdom of St. Matthew there is a shift that calls
into question the composition of the image and the effect
of immediacy of representation. Reading Fried again, this
is a work “in which a Caravaggio semblable at once rush-
es to leave the painting and looks back in evident distress,
thereby enabling the viewer to recognize his characteristic
features on the far threshold of the depicted space.”27 It is
not so much or simply that the figure depicting the painter
seems about to leave the scene but, as the art historian
and theorist writes with great acumen, “rushes to leave the
painting” and pushes the viewer’s gaze to the threshold of
the image. If the self-portraits of 1602 and 1610 tend to
provoke an identification between painter and viewer and
reinforce the effect of immersion, that of The Martyrdom
25 For a more in-depth reflection on this painting and on the modernity of Caravaggio’s self-
portrait, capable of activating paths of critical reflection on contemporary media and visual
culture, see F. Zucconi, “Regarding the image of the pain of others: Caravaggio, Sontag,
Leogrande,” Humanities 11 (2022), 44. https://doi.org/10.3390/h11020044.
26 The reference is to the title and thoughts developed in the famous book by S. Sontag,
Regarding the Pain of Others (New York: Picador, 2003).
27 M. Fried, The Moment of Caravaggio: 209.
FRANCESCO ZUCCONI 83 AN-ICON
of St. Matthew traces the effect of immediacy back to the
pictorial composition that produces it.
As Sontag herself points out in the above-men-
tioned book, from the seventeenth century to the tradition
of twentieth-century reportage, a self-portrait of the painter,
photographer, or director is certainly not enough to vali-
date the authenticity and effectiveness of the testimony or
its ethical value. The risk of a self-referential drift, even a
“narcissistic” tendency, is also discernible behind this trend:
why represent ourselves when we are faced with the pain
of others? Rather than glibly promote all self-reflexive ten-
dencies, the self-portrait of Caravaggio in The Martyrdom
of Saint Matthew is useful and interesting to the extent that
it is a manifestation of the fact that, despite its illusionistic
realism, it remains an image among many other possible
images of this event and does not claim to coincide with it
and reproduce it through the media for the viewer’s benefit.
The self-portrait on the threshold thus becomes
a way to intensify the “specular moment” or, in other terms,
to underline the fact that even during the more immersive
virtual experience, we are just facing an image, a very well
structured one. On the one hand, with his gaze, Caravaggio
invites the viewer to immerse himself in an encompassing
pictorial image; on the other hand, with his positioning and
posture, he leads the viewer to observe the theatricality of
the scene from another point of view, to analyse it as seen
from the outside.
Attraction and distancing
Picking up the thread, Stella’s hypothesis was
taken up and developed in this paper as a theoretical and
analytical metaphor, certainly not in mere technological
terms. If the gyroscope fitted in virtual reality helmets makes
possible the stable connection between the movements we
actually make in the physical world and those in the world
of images, talking about Caravaggio’s gyroscope meant
reflecting on the strategies of producing illusionistic and
counter-illusionistic effects, on the balance between the
FRANCESCO ZUCCONI 84 AN-ICON
“immersive” and “specular” moments. Reference to the the-
oretical and methodological notions proposed by Michael
Fried thus made it possible to observe the co-presence of
such moments or, rather, such spectatorial effects that per-
sist, by transforming, from the history of Western painting
to contemporary immersive devices. Through reference
to Susan Sontag’s critical theory of photography, it was
thus possible to propose a hypothesis for an ethical and
political approach to VR. In particular, what has emerged is
that the co-presence of illusionistic and counter-illusionistic
effects does not constitute a weakening of the experien-
tial and testimonial value of immersive experience. On the
contrary, a conscious ethical and political approach to VR
seems to be able to develop precisely by making viewers
feel the threshold between the environment in which they
are physically situated and the virtual one. This is why it
is not necessary to rely on technological implementations
devoted to perfecting, once and for all, the immersive char-
acter of VR cinema and other technological devices. While
the slogans that accompanied the launch of many virtual
reality projects relied on the simplistic use of the notions
of “empathy,” “compassion,” and “immersion” in a geo-
graphical elsewhere, the most interesting aspect of such
technology seems to involve its capacity to produce both
identification and estrangement.
Like Caravaggio observing the Martyrdom of
Saint Matthew, even the gap between the physical world,
in which the viewer is placed, and the virtual one can be
re-conceived in positive terms within artistic experimen-
tations capable of reflecting critically on the asymmetrical
relations between the observer and the observed, between
the here in which we find ourselves and the elsewhere of
which we claim to have “direct” experience. In fact, the
very ideas of virtual “presence” must be conceived as a
media effect, resulting from specific compositional and
FRANCESCO ZUCCONI 85 AN-ICON
technological determinations capable of modulating the
relationship between subject and environment.28
Examples of artistic projects aimed at inves-
tigating such limits are few, but their number is certainly
growing. The survey and in-depth study of such exper-
iments exceeds the specific objectives of this paper. To
name but one – the most important, and often-addressed29
– the installation Carne y arena (2017) by Alejandro González
Iñárritu seems precisely to spur spectators into experienc-
ing their own awkward extraneousness and powerlessness
toward a group of refugees from Mexico who are trying to
cross over the border to the United States (Fig. 8). Iñárritu’s
subtitle for the installation – “Virtually present, physically
invisible” – expresses, perhaps, the urgent need to tackle
the paradoxical character of virtual experience.
Beyond Caravaggio, building on the analysis
and concepts elicited by his painting, the field of experi-
mentations of VR cinema and, more generally, virtual reality
seems to be able to develop only by taking into account
the co-presence of the different moments or effects that
define our relationship with such media. Of course, in con-
temporary virtual experiences, the viewer never has the
opportunity to mirror himself or herself, that is, to see his
or her own image reflected inside the media environment.
The notion of “specularity” as understood in Narcissus and
Caravaggio’s self-portraits seems in this sense to lose rel-
evance. But at this point it should be clear that this notion
28 On this point, see V. Catricalà, R. Eugeni, “Technologically modified self–centred worlds.
Modes of presence as effects of sense in virtual, augmented, mixed and extended reality,” in
F. Biggio, V. Dos Santos, G.T. Giuliana, eds., Meaning-Making in Extended Reality (Roma:
Aracne, 2020): 63-90. For reflection in the different forms of exposure, interactivity and modes
of presence, see R. Eugeni, Capitale algoritmico. Cinque dispositivi postmediali (Più Uno)
(Brescia: Morcelliana, 2021): 127-174.
29 For an analysis of Iñárritu’s installation, see P. Montani, Tre Forme di Creatività: Tecnica,
Arte, Politica (Napoli: Cronopio, 2017): 132-138; A. D’Aloia, “Virtually present, physically
invisible: virtual reality immersion and emersion in Alejandro González Iñárritu’s Carne y
Arena,” in Senses of Cinema (June 2018), http://sensesofcinema.com/2018/feature-articles/
virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-
gonzalez-inarritus-carne-y-arena/, accessed January 10, 2022; A.C. Dalmasso, “The body as
virtual frame. Performativity of the image in immersive environments,” Cinéma & Cie 19, no.
23 (2019): 101-119; L. Acquarelli, “The spectacle of re-enactment and the critical time of the
testimony in Inarritu’s Carne y Arena,” in F. Aldama, A. Rafele, eds., Cultural Studies in the
Digital Age (San Diego: San Diego University Press, 2020): 103-118; R. Diodato, Image, Art,
and Virtuality: Towards an Aesthetics of Relation (Cham: Springer, 2021): 72-74.
FRANCESCO ZUCCONI 86 AN-ICON
expresses not so much or only the mirroring of one’s own
image, but the possibility of observing and reflecting on the
relationship between subject and environment, between
what separates us and what binds us to the image.
Fig. 8. Alejandro González Iñárritu, Carne y arena, 2017. ©Emmanuel
Lubezki/Alejandro González Iñárritu
To avoid any misunderstanding, let me propose,
in conclusion, to call these moments by two very simple
terms that I also used in the introduction: attraction and
distancing, where – as in the case of the oppositions pro-
posed by Fried – the second term encompasses the first,
constituting a form of meta-reflection on the forms of artis-
tic and media experience.30 In this sense, attraction defines
the concave side of images, the one capable of becoming
environment and drawing the viewer to show solidarity with
them. On the other hand, distancing expresses the convex
side or the modular spatiality of images, the one pointing
at the viewer as such and forcing him or her to reflect on
his or her own position, on the complex character of ev-
ery experience. Whether such terms are convincing or not,
the articulation of the two “moments” seems to define the
ethical and political limits of both old and new immersive
30 For a reflection on the notion of “distance” in the field of media studies, I refer to the
introduction and the various contributions in M. Treleani, F. Zucconi, eds., “Remediating
Distances,” IMG Journal 3 (2020).
FRANCESCO ZUCCONI 87 AN-ICON
technologies. Hence the need to keep the door of art history
open, imagining an anachronistic approach and aiming for
artistic experimentations poised between different media,
between two different moments.
FRANCESCO ZUCCONI 88 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18191 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18191",
"Description": "In the first of the Charles Eliot Norton Lectures that he gave at Harvard in 1984, Frank Stella focused on “The necessity of creating pictorial space that is capable of dissolving its own perimeter and surface plane,” and claimed that “No one helped lighten this burden more than Caravaggio.” At a certain point in his talk, the American artist went so far as to say that Caravaggio anticipated the invention of the gyroscope, the technological device which makes the virtual experience possible. Stella’s lecture is the starting point for developing an anachronistic path through pictorial and digital media, in light of their ability to produceillusionistic effects on viewers. In particular, building on Michael Fried’s theory of art and image, this paper investigates virtual experience with reference to two different moments: the “immersive” moment, in which one has the impression of stepping into the frame, and the “specular” one, where the illusionistic effects are revealed; the attraction, when sinking into an image that has become an environment, and the distancing, when the image itself beckons to us and we are invited to reflect on our position as viewers.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18191",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Zucconi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Virtual Reality Cinema",
"Title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Zucconi",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18191",
"firstpage": null,
"institution": "Università Iuav di Venezia ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Virtual Reality Cinema",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zucconi, F., “Regarding the image of the pain of others: Caravaggio, Sontag, Leogrande,” Humanities 11 (2022), https://doi.org/10.3390/h11020044.",
"spatial": null,
"temporal": null,
"title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18191/17773",
"volume": "1"
}
] | Caravaggio’s
gyroscope:
on the two “moments”
of the virtualCaravaggio
experience
by Francesco Zucconi
Frank Stella
Michael Fried
Immersion and Specularity
Virtual Reality Cinema
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Caravaggio’s gyroscope:
on the two “moments” of the
virtual experience
FRANCESCO ZUCCONI, Università IUAV di Venezia – https://orcid.org/0000-0001-9580-1000
https://doi.org/10.54103/ai/18191
Abstract In the first of the Charles Eliot Norton Lectures
that he gave at Harvard in 1984, Frank Stella focused on
“The necessity of creating pictorial space that is capable
of dissolving its own perimeter and surface plane,” and
claimed that “No one helped lighten this burden more than
Caravaggio.” At a certain point in his talk, the American
artist went so far as to say that Caravaggio anticipated the
invention of the gyroscope, the technological device which
makes the virtual experience possible. Stella’s lecture is the
starting point for developing an anachronistic path through
pictorial and digital media, in light of their ability to produce
illusionistic effects on viewers. In particular, building on Mi-
chael Fried’s theory of art and image, this paper investigates
virtual experience with reference to two different moments:
the “immersive” moment, in which one has the impression
of stepping into the frame, and the “specular” one, where
the illusionistic effects are revealed; the attraction, when
sinking into an image that has become an environment, and
the distancing, when the image itself beckons to us and
we are invited to reflect on our position as viewers.
Keywords Caravaggio Frank Stella Michael Fried
Immersion and Specularity Virtual Reality Cinema
To quote this essay: F. Zucconi, “Caravaggio’s gyroscope: on the two ‘moments’ of the virtual
experience,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 67-88, https://doi.
org/10.54103/ai/18191
FRANCESCO ZUCCONI 67 AN-ICON
Introduction
I put on the headset and immerse myself in
another world – in a theme park or in a refugee camp, in a
disaster-stricken village or perhaps in the city of Hiroshi-
ma immediately after the launch of the atomic bomb.1 In
some cases I am a mere sightseer, while in other cases I
am the “witness” to significant events. I have to enter into
an empathetic relationship with those who dwell very far
from me, I am expected to “put myself in their shoes” and
to experience their condition “directly.”2 Yet I cannot help
but realize, sooner or later, that I find myself physically in
the safe spaces of a museum or a gallery, in the section
dedicated to VR cinema at the Venice International Film
Festival, or perhaps in the pavilion of an NGO that uses
virtual reality as a form for raising public awareness on
sensitive topics. No matter how effectively illusionistic this
virtual environment is. Always, in the media experiences of
VR cinema, something pushes me inward, draws me into
the virtual environment, while, at the same time, something
else pushes me out, reminding me that I am just facing an
image, and bringing me back to the spatial and temporal
coordinates of our physical world.3
This article does not intend to analyse immer-
sive videos by trying to deconstruct the nonchalant use of
the notion of “empathy” and the ideology of “transparency”
that has characterized their promotion, which has already
1 As an example of a virtual theme park experience, see “Disneyland Paris - 360 VR -
Main Street,” Disneyland Paris, YouTube video, 1.19, 2020, https://www.youtube.com/
watch?v=RNly6mSF0-o, accessed January 10, 2023. Regarding the applications of such
technology to the field of humanitarian communication, see http://unvr.sdgactioncampaign.org,
accessed January 10, 2023. As for the fourth example, please refer to the official web page of
the project https://www.smithsonianmag.com/innovation/new-virtual-reality-experience-drops-
you-hiroshima-right-after-its-been-bombed-180968903, accessed January 10, 2023.
2 As an emblematic example of the promotional use of a term such as “empathy” and on the
idea of putting oneself in another’s place through VR cinema, see https://youtu.be/
vAEjX9S8o2k.
3 These issues can be conceived with reference to Edmund Husserl’s phenomenological
lesson and the relationship among the notions of Bildding (the physical thing), Bildobjekt
(image-object) and Bildsujet (image-subject). See E. Husserl, “Phantasy and Image
Consciousness,” in Phantasy, Image Consciousness, and Memory (1898-1925). Edmund
Husserl Collected Works, vol 11 (Dordrecht: Springer, 2005). On the illusionistic forms of virtual
reality, examined through a rereading of Husserl, see P. Conte, Unframing Aesthetics (Milan:
Mimesis International, 2020): 46-52.
FRANCESCO ZUCCONI 68 AN-ICON
been the subject of several studies.4 Rather, I would like
to take up and further develop some issues present in my
previous works, with the aim of opening a space for reflec-
tion on immersive technology following an anachronistic
path through pictorial and digital media by referring to some
concepts of art history and theory.5
The main objective is to focus, in analytical and
theoretical terms, on the double effect of attraction and
distancing described above, as structuring the experience
of VR cinema. While the impossibility of fully capturing
and keeping the viewers within the virtual environment has
mostly been conceived as a negative limitation of such
technology, in this paper I try to argue otherwise. Through
the reference to a repertoire of images from the past, the
aim is to describe the paradoxical character of an experi-
ence that is made up as much of attraction as of distancing.
But before this can be sustained there are some interme-
diate steps.
After this introduction, in the second section,
taking up a hypothesis advanced by Frank Stella, I explain
the idea that gives the title to this paper: that Caravaggio,
anticipated the invention of gyroscope technology and
therefore made possible the first immersive experience in
the history of Western painting. In the third, fourth and fifth
sections, building on Michael Fried, I try to emphasize the
two moments that characterize Caravaggio’s paintings:
immersion, the formal device that attracts within the image,
and specularity, understood as the set of figurative and
compositional elements that produce an effect of aware-
ness on the viewer.6 In the conclusion, I reconsider Fried’s
analysis and the concepts that characterize his theoretical
4 The literature on the notion of empathy is vast and constantly evolving with reference
to new technological and expressive forms. For an early critical reflection on the facile
use of this concept in relation to VR cinema, see W. Uricchio, S. Ding, S. Wolozin, and B.
Boyacioglu, Virtually There: Documentary Meets Virtual Reality Conference Report (The MIT
Open Documentary Laboratory, 2016): 17-18, http://opendoclab.mit.edu/wp/wp-content/
uploads/2016/11/MIT_OpenDocLab_VirtuallyThereConference.pdf, accessed January 10,
2023.
5 I refer to F. Zucconi, Displacing Caravaggio: Art, Media, and Humanitarian Visual Culture
(Cham: Palgrave Macmillan, 2018).
6 On these two notions, which will also be referred to in the following pages, see M. Fried, The
Moment of Caravaggio (Princeton and Oxford: Princeton University Press, 2010).
FRANCESCO ZUCCONI 69 AN-ICON
work in relation to contemporary media. What emerges is
an opportunity for developing an ethic of VR: to what extent,
can immersive technology facilitate the assumption of a
testimonial gaze? Under what conditions can the gesture
of wearing a virtual reality headset assume a critical value?
Frank Stella’s hypothesis
The American artist Frank Stella is, without a
doubt, someone who understands visual surfaces and me-
dia frames, their ability to offer illusionistic effects. One only
has to think of his works in the 1960s, where a series of
frames relentlessly squeeze against each other, leaving a
small coloured square in the centre. Taking inspiration from
Louis Marin’s analysis of Gran Cairo (1962), it is fair to ask
whether these squares-frames are a well or a pyramid (Fig.
1). As the French historian and theorist notes, they are “a
well and a pyramid, but never at the same time. The eye
cannot predict the necessary and the arbitrary moment of
conversion in which all the serious play of the frame and
its modern and contemporary figures seem to be concen-
trated: the play of the rhythm of presentation and repre-
sentation, the play of the subject of the art of seeing and
the art of describing.”7
If we compare them to the famous example of
the rabbit/duck illustration investigated by Ludwig Wittgen-
stein and Ernst Gombrich, Stella’s paintings do not merely
work on the viewers’ perceptual and cognitive limits in the
recognition of the figures depicted. Rather, the represen-
tational undecidability and instability of image produce a
spatial effect, by modulating the relation between the ob-
serving subject and the observed object. In other words,
when confronted with the rabbit/duck illustration, the viewer
does not have the illusion of being confronted with a duck or
rabbit coming off the page; rather, the graphic representa-
tion produces an illusionistic effect that makes it impossible
to visualize the two animals at the same time. In contrast
7 L. Marin, On Representation (Stanford: Stanford University Press, 2002): 372.
FRANCESCO ZUCCONI 70 AN-ICON
to that, Stella’s paintings produce an illusionistic effect to
the extent that they alternately draw the viewer inward – as
in a well – or push him or her out, as if the surface had a
pyramidal shape. Those who observe Stella’s paintings are
thus subjected to the rhythmic redundancy of the “opac-
ity” of the painted frame that becomes recognizable – we
might say that makes itself “transparent” – in the metaphors
of the pyramid and the well.8 In more general terms than
those used by Marin, we might speak of Stella’s work as a
gestalt effect capable of inducing, alternately, in the viewer
both the impression of attraction and that of rejection or
distancing. In fact, beyond the series of concentric squares,
Stella’s artistic research would continue in the 1970s and
1980s by focusing on the relationship between the space
Fig. 1. Frank Stella, Gran Cairo, 1962, New York, Whitney Museum of
American Art, purchase with funds from the Friends of the Whitney Museum
of American Art; © Frank Stella/Artists Rights Society (ARS), New York.
8 L. Wittgenstein, Philosophical Investigations (London: Pearson, 1973); E. Gombrich, Art and
Illusion: A Study in the Psychology of Pictorial Representations (Princeton: Princeton University
Press, 1961).
FRANCESCO ZUCCONI 71 AN-ICON
of the canvas and the pictorial space, between the surface
and depth (Fig. 2).
Fig. 2. Frank Stella, Eccentric Polygon,
1974, Jane Kahan Gallery, New York;
purchased by Walter and Joan Wolf,
Indianapolis, Indiana; ©Frank Stella/
Artists Rights Society (ARS), New York.
Beyond the theory of art that is implied in Stel-
la’s works, it behoves us to pay particular attention, then,
to what he had to say in the first of the Charles Eliot Norton
Lectures that he gave at Harvard in 1984. In developing
a line of thought that sweeps from Leonardo da Vinci to
Seurat, and from Vermeer to Velázquez, Stella focused on
a theoretical problem that is crucial in the history of arts
and images; a problem that equally concerns both “old”
and “new” media. “The necessity of creating pictorial space
that is capable of dissolving its own perimeter and surface
plane,” he says, “is the burden that modern painting was
born with.”9 And immediately afterwards he goes on to
state that “No one helped lighten this burden more than
Caravaggio.”10
As often happens, when artists are willing to
share their theory, their tone tends to be assertive: Stella’s
remarks are full of ideas for creative practice but possibly a
font of perplexity for art historians. Still, how can one not ap-
preciate his attempt to concisely express the transformation
9 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 10.
10 Ibid.
FRANCESCO ZUCCONI 72 AN-ICON
that Caravaggio’s painting forced on the regimes of pictorial
representation of space and bodies? Stella’s observations
aptly describe Caravaggio’s propensity for experimenting
with the phenomenological limits of the idea of “realism,”
by creating environments in which the viewer’s gaze must
grope its way around, wrapped up in the composition but
equally attracted by the vivid emphasis on colour, and by
the chromatic nuances seen in some of the details.
Stella’s reflections did not stop here. He de-
veloped his argument by examining Caravaggio’s entire
body of works and focuses on a few paintings. He used
anachronistic terminology to highlight several aspects that
prefigure artistic and technological developments that took
place in the following decades as well as to identify their
potentialities:
To be able to carry in our minds the space of Caravaggio’s large
commanding works, such as the Vatican Deposition and the Seven
Acts of Mercy from Naples, we need some kind of image to help
form an idea about the design and purpose of Caravaggio’s pictorial
space. The image that comes to mind is that of the gyroscope—a
spinning sphere, capable of accommodating movement and tilt. We
have to imagine ourselves caught up within this sphere, experienc-
ing the movement and motion of painting’s action. [...] The space that
Caravaggio created is something that twentieth-century painting
could use: an alternative both to the space of conventional realism
and to the space of what has come to be conventional painterliness.
The sense of a shaped spatial presence enveloping the action
of the painting and the location of the creator and spectator is a
by-product of the success of Caravaggio’s realistic illusionism.11
Within a reflection on VR cinema and immersive
media, it is the idea of “realistic illusionism” and even more
the metaphor of the gyroscope that attracts attention. The
gyroscope, invented in the 19th century by French physi-
cist Jean Bernard Léon Foucault is still the basis of virtual
reality devices. It is also thanks to it that the visors worn
11 Ibid.: p. 11.
FRANCESCO ZUCCONI 73 AN-ICON
by viewers can track head movements and thus accurately
detect movement along one, two or three axes, thus mak-
ing the virtual experience possible. Without the gyroscope,
there is no possible balance between the viewer’s gestures
and movements in the virtual environment, nor any possi-
bility of orientation within it.
It is time to give a chance to Stella and his
hypothesis that Caravaggio invented the gyroscope and
with it virtual reality helmets. But I would like to develop
this suggestion in a key that is not merely “technological,”
by investigating the forms of composition that character-
ize the pictorial medium and the effects they produce. To
do so, it is necessary to re-conceive the American artist’s
hypothesis into a series of operational questions: what is
or would be, exactly, in Caravaggio’s painting capable of
prefiguring the conditions of illusionism made possible by
contemporary technologies? How do his paintings help
us understand the dual effect – hitherto described as one
of attraction and distancing – that we experience within
immersive environments like those of VR cinema?
The two moments of Narcissus
To my knowledge, no contemporary photogra-
pher or artist has yet investigated in detail the instant when
viewers put on or take off their virtual reality helmets. This
is really a pity, because the image of that precise instant
could make us think a lot about the potentialities of such
technology. We must therefore be content with the myths
of the past and their survival in our contemporary practices.
About to plunge into a virtual world, we find the
figure of Narcissus. As noted by Andrea Pinotti – who has
identified in Narcissus a kind of “conceptual character” of
the an-iconic tradition in Western visual culture – there are
two versions of the myth: the first aimed at producing a
“naïve” image of the young boy who falls into the illusionistic
trap of the image (recurring in Plotinus, Pausanias, Marsilio
Ficino, etc.); the second coinciding with a “conscious” Nar-
cissus (Ovidian variant), who is aware of the, so to speak,
FRANCESCO ZUCCONI 74 AN-ICON
media environment with which he is confronted and with
which he is about to make one body.12
It matters little that the Narcissus painted at
the end of the Sixteenth century is not a signed work by
Caravaggio but only an attribution, widely discussed by
art historians (Fig. 3). For the purposes of the reasoning
proposed in this paper, it should be noted that the young
man is already fully rapt and about to plunge into the world
of image. Yet, the figure of the double reflection still reveals
a gap between two representational and sensible worlds
or regimes.
Fig. 3. Caravaggio (attribution), Narcissus,
1597-1599, Rome, Palazzo Barberini.
Explicitly taking up the terms proposed by Mi-
chael Fried, Narcissus constitutes an explication of the two
“moments” that Caravaggio’s painting produces on view-
ers. According to Fried – let it be said in passing: a friend
12 A. Pinotti, Alla soglia dell’immagine. Da Narciso alla realtà virtuale (Torino: Einaudi, 2021):
3-6.
FRANCESCO ZUCCONI 75 AN-ICON
and one of the most important interpreter of Stella’s work
– Caravaggio’s pictorial corpus involve a moment defined
as “immersive, imagining the painter as so caught up, so
immersed, in this phase of his work on the painting as to be
less than fully aware of any sharp distinction between the
painting and himself.”13 The second “‘moment,’ notionally
instantaneous, of separating or indeed recoiling from the
painting, of becoming detached from it, which is to say of
no longer being immersed in work on it but rather of see-
ing it, taking it in, as if for the first time; I call that ‘moment’
specular, meaning thereby to emphasize the strictly visual
or optical relation between the artist - viewer and the image,
or image - artefact, that has just brought into being.”14
Reading these pages on Caravaggio, thoughts
evidently run to the dialectic between “absorption” and
“theatricality”15 identified by Fried himself in the painting of
the eighteenth century, or to that between “art” and “ob-
jecthood”16 as a key to theoretical and critical interpreta-
tion of the relationship between media, art and spatiality in
the second half of the twentieth century. Even before the
eighteenth century, well before the twentieth-century and,
we might add, contemporary media experience, Caravag-
gio would have had the ability to reflect in an original way
on the tension between the painter and his work (through
the use of self-portraiture), between the canvas and the
pictorial space (the composition of volumes, the relation-
ship between light and shadow) producing unprecedented
effects on viewers, now driving them inward, now pushing
them outward.
Hovering between the classicism of the myth
and the technological actuality of the present, Narcissus is
a virtual allegory of the ‘moment’ of immersion, or perhaps I should
say of absorption becoming immersion, conjoined with the strongest
13 M. Fried, The Moment of Caravaggio: 39.
14 Ibid.
15 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
16 M. Fried, Art and Objecthood: Essays and Reviews (Chicago-London: University of
Chicago Press, 1998).
FRANCESCO ZUCCONI 76 AN-ICON
possible statement of the specular separation of the viewer — orig-
inally the painter-viewer — from the painting. There is in it also the
strongest imaginable thematization of mirroring as distinct from
painting, another of the basic polarities that, in varying ratios and
combinations, structure much of Caravaggio’s art. And of course,
it is a scene of hyperbolic self-portraiture, the core practice of his
lifelong endeavor.17
Narcissus is in a sense, for the purposes of the
anachronistic reasoning I am proposing here, a portrait of
the exact moment when the viewer is about to put on the
headset to access the virtual experience: it is in the middle,
between plunging and retreating.
Within Caravaggio: immersion and
reflection
Beyond the myth, the comparison between
contemporary media and the tradition of western art can
be developed through other Caravaggio masterpieces, in
which the effect of spatial encompassment is strong. Even
better, it is possible to argue that some of Caravaggio’s
paintings represent the virtual experience as viewed from
the outside but not without investigating the effects it pro-
duces in those inside.
Let us focus on the Taking of Christ (1602) and
The Martyrdom of Saint Ursula (1610). In the first of these
two paintings (Fig. 4), the centre of attention is located on
the left, at the point of Judas’s dramatic gesture of betrayal,
toward which all eyes converge, except for those of the
disciple, who flees terrified toward the edge of the frame.
In the second painting, considered to be the last that Car-
avaggio completed before his death, what is represented
is the exact moment when Saint Ursula is wounded by
Attila after she refuses his advances. What connects the
two works, in addition to the horizontal composition and
the precise staging of a dramatic event, is the presence of
17 M. Fried, The Moment of Caravaggio: 139.
FRANCESCO ZUCCONI 77 AN-ICON
a figure located on the right side of each painting. This is
a man shown in profile: he has a black beard and bushy
eyebrows. His head is stretched up, as if he were standing
on tiptoe so as to better observe the violent scene unfold-
ing just a few steps in front of him. In the 1602 painting
the man is attempting to lighten the darkness of the night
and illuminate Judas’s kiss by means of a lantern, which
he holds in front of himself with his right hand.
This figure is of particular interest for at least
two reasons. The first, which Roberto Longhi divined earlier,
is that the man on the right side of the image is Caravaggio
himself. This is a self-portrait, one of the many in his picto-
rial corpus, confirmed moreover by its reproduction – like a
Fig. 4. Caravaggio, Taking of Christ, 1602,
Dublin, National Gallery of Ireland.
Fig. 5. Caravaggio, The Martyrdom of
Saint Ursula, 1610, Naples, Palazzo
Zevallos Stigliano.
FRANCESCO ZUCCONI 78 AN-ICON
signature – in the Martyrdom of Saint Ursula (Fig. 5).18 The
second reason concerns the role that this figure plays in
both works. The art historian Sergio Benedetti – who has
the merit of having rediscovered the original Taking of Christ,
after years of investigation into various copies – noted that
the figure of Caravaggio “is well defined and holds up a
lantern, the function of which is purely compositional as it
appears to throw no light, the true light source being high
on the left, beyond the scene depicted.”19 In a similar way,
Leo Bersani and Ulysse Dutoit noted how, in this work,
“Caravaggio puts himself within the painting not in order
to get closer to his historical subject but rather in order to
see himself both illuminating and experiencing congested
spaces.”20 Even more explicitly, Giovanni Careri identified in
this self-portrait a kind of declaration of intent of the artist
that invites us to reflect on our position as spectators: “I
paint with light, with light I show a scene that belongs to
the past, but also to the present, the armour testifies to
this. I am here to see the arrest of Christ but I cannot in-
tervene, as you spectators, witnesses safe from a violence
that outrages and fascinates.”21
By re-conceiving such analytical insights in
Fried’s terms, the artist’s self-portrait with lantern can
therefore be conceived of both as being in the process of
becoming immersed in the pictorial environment and as
becoming “expelled from it in a ‘moment’ of specularity
which was to all intents and purposes the aim and purpose
of that work (the establishment of the painting as a painting,
as an artifact to be looked at.)”22
Retracing our steps to the theoretical notions
structuring this paper, with these paintings we are confront-
ed with two different and apparently contradictory effects.
At first, like Caravaggio trying to observe the scene, with
18 R. Longhi, “Un originale di Caravaggio a Rouen e il problema delle copie caravaggesche,”
Paragone 121 (1960): 23-36.
19 S. Benedetti, “Caravaggio’s Taking of Christ, a masterpiece rediscovered,” The Burlington
Magazine 135, no. 1088 (1993): 731-741, 738.
20 L. Bersani, U. Dutoit, Caravaggio’s Secrets (Cambridge-London: MIT Press, 1998): 57.
21 G. Careri, Caravaggio. La Fabbrica dello Spettatore (Milano: Jaca Book, 2017): 234.
22 M. Fried, The Moment of Caravaggio: 217.
FRANCESCO ZUCCONI 79 AN-ICON
or without his lantern, we are pushed into the painting as
a medial environment made of light and shadow. Then lat-
er, once we have searched the environment and once we
have recognized the figure of the painter-witness, we are
pushed outward, that is to say that we begin to reflect on
the pictorial composition and on our position as viewers:
in front of an image, with our feet planted on the museum’s
floor, in Dublin, Naples or in another city.
Putting it in anachronistic terms, one could first
argue that the contemporary experiences offered by VR
cinema are also characterized by an “immersive” moment:
here the field of view itself coincides with a “portable lan-
tern” located on the forehead of the spectator; a wearable
lantern that illuminates a spherical space that coincides
with full darkness, except for the frontal portion framed
from time to time. Darkness that the VR cinema viewer
will never have occasion to see or feel, except when it is
diegetized in the production of a given narrative effect. At
the same time, a “specular” moment, always persists: pri-
marily in the glitches of the digital environment; in the very
fact that lowering my gaze to look for my body I tend to
find nothing or at least the scarcely credible simulation of
arms and legs; in the presence of extradiegetic music, in all
those compositional effects – whether intended or not by
the video-makers – that invite us to see the image behind
the simulation of a virtual environment and in so doing to
“reflect” on our position as viewers.23
Regarding the image of the pain of others
As in many VR cinema projects, the two paint-
ings described above are about situations of suffering or
violence, scenes which invite the viewer to assume the
position of a witness but in which, at the same time, it is
impossible to immerse oneself completely. One painting
by Caravaggio seems capable of interrogating, more than
23 On the limits of VR cinema, through some concrete examples, see F. Zucconi, “Sulla
tendenza utopica nel VR cinema,” Carte Semiotiche 7 (2021): 118-126.
FRANCESCO ZUCCONI 80 AN-ICON
any other, the paradoxical character of virtual experience,
as well as the idea of being able to experience a world and
a living condition that are profoundly different from those
characterizing the viewer’s everyday life.
At the centre of Caravaggio’s Martyrdom of St.
Matthew (1600) is the half-naked, fully lit body of the assas-
sin (Fig. 6). On the left, a group of men in seventeenth-cen-
tury clothing recoil, trying to shield themselves from the
violence. While an angel hands St. Matthew the palm of
martyrdom, on the right we see the gesture of a novice
walking away. In the foreground, some catechumens lying
on the ground observe the scene. The composition is cen-
trifugal: the viewer’s gaze gradually moves away from the
centre as it moves from one body to another. In the back-
ground, one meets a figure characterized by a particularly
intense gaze who seems to stare at the act of violence be-
fore his eyes. This is the bearded man leaning out from the
black background behind the assassin. Again, that man is
Caravaggio. Also in this large painting, the painter portrays
himself in the role of a witness to a violent act.
Those who would try to go even further in their
analysis might go so far as to argue that what Caravaggio
painted in The Martyrdom of St. Matthew is not simply a
self-portrait, but a “self-portrait as painter.” To support this
hypothesis, I would like to emphasize the inclination of the
figure’s head to the side to observe the scene as if he had
a canvas in front of him (Fig. 7). One could also conceive
of the left hand reaching forward as a transfiguration of the
palette, while the right hand holds the brush. The artist’s
sad gaze might then be re-conceived as a concentrated,
absorbed gaze. If this were the case, it would be an antic-
ipation of some of the traits that characterize the extraor-
dinary visual dispositif that is Las Meninas (1656) by Diego
Velázquez, notoriously and masterfully analysed by Michel
Foucault in The Order of Things:
Now he [the painter] can be seen, caught in a moment of stillness, at
the neutral centre of this oscillation. His dark torso and bright face
are half-way between the visible and the invisible: emerging from
FRANCESCO ZUCCONI 81 AN-ICON
Fig. 6. Caravaggio, The Martyrdom of St.
Matthew, 1600, San Luigi dei Francesi
Church, Rome.
Fig. 7. Caravaggio, The Martyrdom of
St. Matthew, 1600, Rome, San Luigi dei
Francesi Church. Detail.
that canvas beyond our view, he moves into our gaze; but when,
in a moment, he makes a step to the right, removing himself from
our gaze, he will be standing exactly in front of the canvas he is
painting; he will enter that region where his painting, neglected for
an instant, will, for him, become visible once more, free of shadow
and free of reticence.24
24 M. Foucault, The Order of Things: An Archaeology of the Human Sciences (1966) (London-
New York: Routledge, 2002): 4.
FRANCESCO ZUCCONI 82 AN-ICON
In both Velazquez’s and Caravaggio’s master-
piece, the self-portrait takes on a theoretical and critical
function; they are within the painting and, at the same time,
they explicitly invite the viewer to reflect on visual repre-
sentation, on the point of view that structures it and on the
limits of the composition.25
This may seem a bold interpretation. Yet, look-
ing closely at the figure of Caravaggio, it can be argued
that the image presented in The Martyrdom of St. Matthew
is not only an image of self “regarding the pain of others”
but also and at the same time – turning Susan Sontag’s
famous expression – an image of self “regarding the image
of the pain of others.”26 If in the Taking of Christ and The
Martyrdom of St. Ursula the self-portrait is first and fore-
most functional in expressing an idea of immersion of the
painter-witness in the pictorial event – a closure and full
autonomy of the pictorial as an “immersive environment” –
in The Martyrdom of St. Matthew there is a shift that calls
into question the composition of the image and the effect
of immediacy of representation. Reading Fried again, this
is a work “in which a Caravaggio semblable at once rush-
es to leave the painting and looks back in evident distress,
thereby enabling the viewer to recognize his characteristic
features on the far threshold of the depicted space.”27 It is
not so much or simply that the figure depicting the painter
seems about to leave the scene but, as the art historian
and theorist writes with great acumen, “rushes to leave the
painting” and pushes the viewer’s gaze to the threshold of
the image. If the self-portraits of 1602 and 1610 tend to
provoke an identification between painter and viewer and
reinforce the effect of immersion, that of The Martyrdom
25 For a more in-depth reflection on this painting and on the modernity of Caravaggio’s self-
portrait, capable of activating paths of critical reflection on contemporary media and visual
culture, see F. Zucconi, “Regarding the image of the pain of others: Caravaggio, Sontag,
Leogrande,” Humanities 11 (2022), 44. https://doi.org/10.3390/h11020044.
26 The reference is to the title and thoughts developed in the famous book by S. Sontag,
Regarding the Pain of Others (New York: Picador, 2003).
27 M. Fried, The Moment of Caravaggio: 209.
FRANCESCO ZUCCONI 83 AN-ICON
of St. Matthew traces the effect of immediacy back to the
pictorial composition that produces it.
As Sontag herself points out in the above-men-
tioned book, from the seventeenth century to the tradition
of twentieth-century reportage, a self-portrait of the painter,
photographer, or director is certainly not enough to vali-
date the authenticity and effectiveness of the testimony or
its ethical value. The risk of a self-referential drift, even a
“narcissistic” tendency, is also discernible behind this trend:
why represent ourselves when we are faced with the pain
of others? Rather than glibly promote all self-reflexive ten-
dencies, the self-portrait of Caravaggio in The Martyrdom
of Saint Matthew is useful and interesting to the extent that
it is a manifestation of the fact that, despite its illusionistic
realism, it remains an image among many other possible
images of this event and does not claim to coincide with it
and reproduce it through the media for the viewer’s benefit.
The self-portrait on the threshold thus becomes
a way to intensify the “specular moment” or, in other terms,
to underline the fact that even during the more immersive
virtual experience, we are just facing an image, a very well
structured one. On the one hand, with his gaze, Caravaggio
invites the viewer to immerse himself in an encompassing
pictorial image; on the other hand, with his positioning and
posture, he leads the viewer to observe the theatricality of
the scene from another point of view, to analyse it as seen
from the outside.
Attraction and distancing
Picking up the thread, Stella’s hypothesis was
taken up and developed in this paper as a theoretical and
analytical metaphor, certainly not in mere technological
terms. If the gyroscope fitted in virtual reality helmets makes
possible the stable connection between the movements we
actually make in the physical world and those in the world
of images, talking about Caravaggio’s gyroscope meant
reflecting on the strategies of producing illusionistic and
counter-illusionistic effects, on the balance between the
FRANCESCO ZUCCONI 84 AN-ICON
“immersive” and “specular” moments. Reference to the the-
oretical and methodological notions proposed by Michael
Fried thus made it possible to observe the co-presence of
such moments or, rather, such spectatorial effects that per-
sist, by transforming, from the history of Western painting
to contemporary immersive devices. Through reference
to Susan Sontag’s critical theory of photography, it was
thus possible to propose a hypothesis for an ethical and
political approach to VR. In particular, what has emerged is
that the co-presence of illusionistic and counter-illusionistic
effects does not constitute a weakening of the experien-
tial and testimonial value of immersive experience. On the
contrary, a conscious ethical and political approach to VR
seems to be able to develop precisely by making viewers
feel the threshold between the environment in which they
are physically situated and the virtual one. This is why it
is not necessary to rely on technological implementations
devoted to perfecting, once and for all, the immersive char-
acter of VR cinema and other technological devices. While
the slogans that accompanied the launch of many virtual
reality projects relied on the simplistic use of the notions
of “empathy,” “compassion,” and “immersion” in a geo-
graphical elsewhere, the most interesting aspect of such
technology seems to involve its capacity to produce both
identification and estrangement.
Like Caravaggio observing the Martyrdom of
Saint Matthew, even the gap between the physical world,
in which the viewer is placed, and the virtual one can be
re-conceived in positive terms within artistic experimen-
tations capable of reflecting critically on the asymmetrical
relations between the observer and the observed, between
the here in which we find ourselves and the elsewhere of
which we claim to have “direct” experience. In fact, the
very ideas of virtual “presence” must be conceived as a
media effect, resulting from specific compositional and
FRANCESCO ZUCCONI 85 AN-ICON
technological determinations capable of modulating the
relationship between subject and environment.28
Examples of artistic projects aimed at inves-
tigating such limits are few, but their number is certainly
growing. The survey and in-depth study of such exper-
iments exceeds the specific objectives of this paper. To
name but one – the most important, and often-addressed29
– the installation Carne y arena (2017) by Alejandro González
Iñárritu seems precisely to spur spectators into experienc-
ing their own awkward extraneousness and powerlessness
toward a group of refugees from Mexico who are trying to
cross over the border to the United States (Fig. 8). Iñárritu’s
subtitle for the installation – “Virtually present, physically
invisible” – expresses, perhaps, the urgent need to tackle
the paradoxical character of virtual experience.
Beyond Caravaggio, building on the analysis
and concepts elicited by his painting, the field of experi-
mentations of VR cinema and, more generally, virtual reality
seems to be able to develop only by taking into account
the co-presence of the different moments or effects that
define our relationship with such media. Of course, in con-
temporary virtual experiences, the viewer never has the
opportunity to mirror himself or herself, that is, to see his
or her own image reflected inside the media environment.
The notion of “specularity” as understood in Narcissus and
Caravaggio’s self-portraits seems in this sense to lose rel-
evance. But at this point it should be clear that this notion
28 On this point, see V. Catricalà, R. Eugeni, “Technologically modified self–centred worlds.
Modes of presence as effects of sense in virtual, augmented, mixed and extended reality,” in
F. Biggio, V. Dos Santos, G.T. Giuliana, eds., Meaning-Making in Extended Reality (Roma:
Aracne, 2020): 63-90. For reflection in the different forms of exposure, interactivity and modes
of presence, see R. Eugeni, Capitale algoritmico. Cinque dispositivi postmediali (Più Uno)
(Brescia: Morcelliana, 2021): 127-174.
29 For an analysis of Iñárritu’s installation, see P. Montani, Tre Forme di Creatività: Tecnica,
Arte, Politica (Napoli: Cronopio, 2017): 132-138; A. D’Aloia, “Virtually present, physically
invisible: virtual reality immersion and emersion in Alejandro González Iñárritu’s Carne y
Arena,” in Senses of Cinema (June 2018), http://sensesofcinema.com/2018/feature-articles/
virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-
gonzalez-inarritus-carne-y-arena/, accessed January 10, 2022; A.C. Dalmasso, “The body as
virtual frame. Performativity of the image in immersive environments,” Cinéma & Cie 19, no.
23 (2019): 101-119; L. Acquarelli, “The spectacle of re-enactment and the critical time of the
testimony in Inarritu’s Carne y Arena,” in F. Aldama, A. Rafele, eds., Cultural Studies in the
Digital Age (San Diego: San Diego University Press, 2020): 103-118; R. Diodato, Image, Art,
and Virtuality: Towards an Aesthetics of Relation (Cham: Springer, 2021): 72-74.
FRANCESCO ZUCCONI 86 AN-ICON
expresses not so much or only the mirroring of one’s own
image, but the possibility of observing and reflecting on the
relationship between subject and environment, between
what separates us and what binds us to the image.
Fig. 8. Alejandro González Iñárritu, Carne y arena, 2017. ©Emmanuel
Lubezki/Alejandro González Iñárritu
To avoid any misunderstanding, let me propose,
in conclusion, to call these moments by two very simple
terms that I also used in the introduction: attraction and
distancing, where – as in the case of the oppositions pro-
posed by Fried – the second term encompasses the first,
constituting a form of meta-reflection on the forms of artis-
tic and media experience.30 In this sense, attraction defines
the concave side of images, the one capable of becoming
environment and drawing the viewer to show solidarity with
them. On the other hand, distancing expresses the convex
side or the modular spatiality of images, the one pointing
at the viewer as such and forcing him or her to reflect on
his or her own position, on the complex character of ev-
ery experience. Whether such terms are convincing or not,
the articulation of the two “moments” seems to define the
ethical and political limits of both old and new immersive
30 For a reflection on the notion of “distance” in the field of media studies, I refer to the
introduction and the various contributions in M. Treleani, F. Zucconi, eds., “Remediating
Distances,” IMG Journal 3 (2020).
FRANCESCO ZUCCONI 87 AN-ICON
technologies. Hence the need to keep the door of art history
open, imagining an anachronistic approach and aiming for
artistic experimentations poised between different media,
between two different moments.
FRANCESCO ZUCCONI 88 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18458 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18458",
"Description": "In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18458",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Philippe Bédard",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Umwelt",
"Title": "Adventures beyond anthropocentrism in virtual reality art",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-25",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Philippe Bédard",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18458",
"firstpage": null,
"institution": "McGill University ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Umwelt",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Yee, N., Bailenson, J.N., “The Proteus effect: the effect of transformed self-representation on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.org/10.1177/0093650208330254.",
"spatial": null,
"temporal": null,
"title": "Adventures beyond anthropocentrism in virtual reality art",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18458/17774",
"volume": "1"
}
] | Adventures beyond
anthropocentrism
in virtual reality
by Philippe Bédard
art
Virtual Reality
Illusion
Anthropocentrism
Umwelt
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Adventures beyond
anthropocentrism in virtual
reality art
PHILIPPE BÉDARD, McGill University – https://orcid.org/0000-0003-4100-5249
https://doi.org/10.54103/ai/18458
“Imagine an eye unruled by man-made laws of perspective, an eye unpreju-
diced by compositional logic, an eye which does not respond to the name of
everything but which must know each object encountered in life through an
adventure of perception”1
Abstract In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
and limitations of VR’s illusionistic potential. Knowing full
well that certain economic pressures preclude artists from
pursuing the kinds of provocations I describe in this essay,
I nevertheless invite readers to follow along as I explore
alternative potentialities of contemporary VR. Specifically, I
approach VR here in the hopes of finding ways of engaging
with different bodies, spaces, and realities, even if illusorily.
Keywords Virtual reality Illusion Anthropocentrism Umwelt
To quote this essay: P. Bédard, “Adventures beyond anthropocentrism in virtual reality art,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 89-112, https://doi.org/10.54103/ai/18458
1 S. Brakhage, “From Metaphors on Vision,” in P.A. Sitney, ed., The Avant-Garde Film: A
Reader of Theory and Criticism (New York: Anthology Film Archives, 1978): 120.
PHILIPPE BÉDARD 89 AN-ICON
Introduction
Many things have changed between the origi-
nal heyday of virtual reality (VR) in the 1980–1990s and the
current revival of the technology since the early 2010s. But
while today VR might benefit from the leaps and bounds
computers and graphic technologies have witnessed in
the intervening decades, and while it might enjoy greater
commercial success than ever before, I often feel our imag-
ination around the kinds of experiences enabled by VR has
suffered somewhat. We are far removed today from Mere-
dith Bricken’s suggestion that in VR: “You can be the mad
hatter or you can be the teapot; you can move back and
forth to the rhythm of a song. You can be a tiny droplet in
the rain or in the river.”2 Likewise, we seem to have strayed
from Jaron Lanier’s proposition that in virtual reality, “you
can visit the world of the dinosaur, then become a Tyran-
nosaurus. Not only can you see DNA, you can experience
what it’s like to be a molecule.”3 While Jay David Bolter
and Richard Grusin use these two quotes to highlight the
illusion of “perceptual immediacy”4 of immersive virtual
reality experiences, I see in these statements something
else entirely more interesting: the idea that VR might give
us experiences that far exceed the limits of human under-
standing.
In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
2 M. Bricken, “Virtual worlds: no interface to design,” in M. Benedikt, ed., Cyberspace: First
Steps (Cambridge MA: MIT Press, 1991): 363-382, 372.
3 S. Ditlea, “False starts aside, virtual reality finds new roles,” New York Times (March 23,
1998): 97.
4 J. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
2000): 22.
PHILIPPE BÉDARD 90 AN-ICON
and limitations of VR’s illusionistic potential. In so doing, I
also aim to explore how VR might be thought of as more
than a means to foster empathy for other human beings,
whatever the purpose for that endeavour might be.5 This
allows me to discuss immersive technologies and experi-
ences in a context devoid of the problems typically asso-
ciated with discourses around the concept of “empathy
machine.”
I begin this essay by addressing the illusion of
presence in VR, specifically as it relates to our experience of
body-space relations in physical reality. I start by address-
ing what I argue to be the fundamental anthropocentrism
of VR’s dominant mode of experience. This crucial detour
has me discussing whether VR is capable of representing
non-human modes of being in the world. Necessarily, this
also means addressing earlier thought experiments in the
field of psychology, biology, and philosophy that sought to
question “what it is like to be” something other than human.
Having done so, I then consider whether VR might have the
ability to give us access to non-human realities, or whether
it is limited by a fundamental anthropocentrism. Finally, I
5 On the issue of empathy in VR, see J.H. Murray, “Not a film and not an empathy machine,”
Immerse (October 6, 2016): https://immerse.news/not-a-film-and-not-an-empathy-machine-
48b63b0eda93, accessed January 10, 2023; S. Gregory, “Immersive witnessing: from
empathy and outrage to action,” WITNESS blog (2016), https://blog.witness.org/2016/08/
immersive-witnessing-from-empathy-and-outrage-to-action/, accessed January 10, 2023; G.
Bollmer, “Empathy machines,” Media International Australia 165, no. 1 (2017): 63-76, https://
doi.org/10.1177/1329878X17726794; R. Yang, “If you walk in someone else’s shoes, then
you’ve taken their shoes: empathy machines as appropriation machines,” Radiator Blog (April
5, 2017), https://www.blog.radiator.debacle.us/2017/04/if-you-walk-in-someone-elses-shoes-
then.html, accessed January 10, 2023; H. Farmer, “A broken empathy machine,” Immerse
(September 30, 2019), https://immerse.news/a-broken-empathy-machine-can-virtual-reality-
increase-pro-social-behaviour-and-reduce-prejudice-cbcefb30525b, accessed January
10, 2023; P. Roquet, “Empathy for the game master: how virtual reality creates empathy for
those seen to be creating VR,” Journal of Visual Culture 19, no. 1 (2020): 65-80, https://doi.
org/10.1177/1470412920906260; L. Nakamura, “Feeling good about feeling bad: virtuous
virtual reality and the automation of racial empathy,” Journal of Visual Culture 19, no. 1 (2020):
47-64, https://doi.org/10.1177/1470412920906259; G. Bollmer and K. Guinness, “Empathy
and nausea: virtual reality and Jordan Wolfson’s Real Violence,” Journal of Visual Culture 19,
no. 1 (2020): 28-46, https://doi.org/10.1177/1470412920906261.
PHILIPPE BÉDARD 91 AN-ICON
look at experiments relating to illusions of body ownership
in VR, specifically as they relate to non-human bodies.
As will become abundantly clear over the
course of this essay, my goal is speculative—perhaps even
provocative—rather than earnest. I write this text as an
exercise in exploring what I perceive to be a bias towards
anthropocentrism in VR, a medium which has so often been
lauded for its ability to simulate otherwise impossible real-
ities.6 Readers may also see this as a call to action to VR
designers and consumers to open their minds to the pos-
sibilities offered by contemporary immersive technologies
beyond those practices that currently dominate the market.
Knowing full well that certain economic pressures preclude
artists from pursuing the kinds of provocations I describe
in this essay, I nevertheless invite readers to follow along
as I explore alternative potentialities of contemporary VR.7
Specifically, I approach VR here in the hopes of finding
ways of engaging with different bodies, spaces, and real-
ities, even if illusorily.
Virtual reality environments: immediacy
and presence
It has become something of a truism to recog-
nize that VR is able to foster a sense of presence, that is,
the impression of “being there” in a virtual environment dis-
tinct from the physical environment that one’s body is also
occupying. Or, as Mathew Lombard et al. put it, presence
6 I maintain that VR is currently driven by profoundly anthropocentric forces, despite the
“anti-anthropocentric drive which,” according to Andrea Pinotti, “currently characterises
not only the VR world but contemporary visual culture, in various mediums, more
generally.” A. Pinotti, “What is it like to be a hawk?,” in Y. Hadjinicolaou, ed., Visual
Engagements: Image Practices and Falconry (Berlin: De Gruyter, 2020): 30-47, 44, https://
doi.org/10.1515/9783110618587-003. See also R. Grusin, The Nonhuman Turn (Minneapolis:
University of Minnesota Press, 2015).
7 I also want to recognize that there are the effects of VR are not currently fully known and
that much more work must be done to ensure current VR technologies are accessible and
ethical. These pressing issues certainly deserve more attention before we can move towards
more elaborate explorations of the outer limits of VR.
PHILIPPE BÉDARD 92 AN-ICON
describes, “the perceptual illusion of non-mediation.”8 In
this context, the perceived lack of mediation is predicated
on VR’s ability to foster a convincing illusion of a space
that reproduces the way we see the world in our daily lives:
as a three-dimensional volume in which our bodies can
move and act. And while on their own the affordances of
head-mounted displays (HMD) could be used to create any
number of effects and illusions, the dominant practice of
contemporary immersive media has been to reproduce our
habitual modes of (visual) perception: looking ahead from
an upright position through a pair of eyes which we can
move around (either in their orbits, by moving our head, or
our body) to see the surrounding environment.
In an earlier essay, I described VR as inherently
subjective, following Jonathan Crary’s incisive discussion
of “subjective vision.”9 By extension, I would also argue its
default mode of experience–that for which it was designed
and that which is dominant to this day–is also intrinsically
anthropocentric. This is because “subjective,” in this con-
text, refers to the idiosyncrasies of human vision.10 By the
same token, I describe an apparatus which relies on these
unique and fallible qualities of perception as subjective. In
the case of VR, the HMD hinges upon the following sub-
jective qualities of human vision: its binocularity, its “ego-
centric” perspective, and the individual’s ability to move
their point of view on the world through six degrees of
freedom of movement along three dimensions. Here, ego-
centrism describes an approach to body-space relations
8 M. Lombard, T. Ditton, “At the heart of it all: the concept of presence,” Journal of
Computer-Mediated Communication 3, no. 2 (1997), https://doi.org/10.1111/j.1083-6101.1997.
tb00072.x.
9 P. Bédard, “La machine subjective? Les appropriations cinématographiques des dispositifs
immersifs contemporains,” Canadian Journal of Film Studies 28, no. 1 (2019): 66-92, 74,
https://doi.org/10.3138/cjfs.28.1.2019-0012; J. Crary, Techniques of the Observer: On Vision
and Modernity in the Nineteenth Century (Cambridge MA: MIT Press, 1992).
10 See again J. Crary, Techniques of the Observer: On Vision and Modernity in the
Nineteenth Century.
PHILIPPE BÉDARD 93 AN-ICON
which take the individual as a point of reference.11 In other
words, the egocentric perspective considers the human
body as a “pivot around which the three dimensions of
spatial extension arrange themselves and from which they
ultimately proceed.”12 This could just as easily be called
anthropocentric.
I continue to subscribe to the idea that VR’s
apparatus and the default mode of experience it proposes
are subjective, egocentric, and anthropocentric. That is
because in most cases, the illusion of presence fostered
by immersive virtual environments plays off this charac-
teristic centrality of our body in our perception of space.
Head-mounted displays become viewports into different
and often completely fantastical realities, but these spaces
are still explored from an egocentric perspective, with the
body as invariable centre of gravity. If we assume the goal
of most virtual reality experiences is to create a satisfying
illusion of presence in a virtual environment–whatever the
purpose for that may be–it makes perfect sense why this
strategy has remained so dominant. However, this is not
the only avenue. As an example, a slew of recent (flat) vid-
eo games have embraced the affordances of their medi-
um’s monocular perspective to create fascinating optical
illusions and truly impossible body-space relations. The
worlds explored in Antichamber (Demruth, 2013), Superlim-
inal (Pillow Castle Games, 2019), Manifold Garden (William
Chyr, 2019), Spaceflux (Colin Ardelean, 2020), Hyperbolica
(CodeParade, 2022), and Parallelia (SincArt Studio, 2022)
exceed our natural conception of space by presenting all
manner of physically impossible environments: non-Euclid-
ean, hyperbolic, fractal, etc. In so doing, they draw more
inspiration from M.C. Escher’s depictions of space than
11 W.R. Sherman, A.B. Craig, Understanding Virtual Reality: Interface, Application, and
Design (San Francisco: Morgan Kaufman Publishers, 2003): 296.
12 E.S. Casey, The Fate of Place: A Philosophical History (Berkeley: University of California
Press, 1997): 208. Emphasis added.
PHILIPPE BÉDARD 94 AN-ICON
from what we find in Leon Battista Alberti’s theorization of
renaissance perspective. What if VR were to also stray from
the beaten path and indulge in such perspectival fancies?
In the contemporary immersive media land-
scape, precious few experiments with non-anthropocen-
tric spaces have surfaced–at least to my knowledge.13 In
mid-2020, Diego Montoya shared Spacetime, which he
described as a “special relativity VR simulation.” The ex-
periment allows users to explore a room where the speed
of light is much slower than usual: “You can experience
space contraction, time dilation and light Doppler effects
as you move”14 (Fig. 1a and 1b). Among various physical
distortions the experience enables–all of which are impos-
sible to encapsulate in written form–the designer explains
that “[t]he world feels very ‘wobbly’ when moving very close
to the speed of light, almost liquid.” While space remains
Fig. 1a
13 I discuss the limits of any analysis of contemporary virtual reality in P. Bédard, “La
machine subjective? Les appropriations cinématographiques des dispositifs immersifs
contemporains.”
14 D. Montoya (@diego_montoya _), “I built a special #relativity VR simulation for @oculus
Quest, where the speed of light c is much lower than usual. You can experience space
contraction, time dilation and light Doppler effect as you move. 1/n,” Tweet, August 7, 2020,
https://twitter.com/diego_montoya_/status/1291745102700765184, accessed January 10,
2023.
PHILIPPE BÉDARD 95 AN-ICON
Fig. 1a and 1b. Diego Montoya,
Fig. 1b Spacetime, 2020
three-dimensional in Spacetime, the user’s relations to that
space far exceed the limits of our habitual modes of per-
ception. With that said, I would hesitate to say that they
exceed anthropocentrism, since the transformations that
space undergoes throughout the experiment result from
the user’s movements. Space is not transformed. Our per-
ception of it is.
As with the earlier quoted videogames, Mon-
toya’s project is the exception rather than the norm. Indeed,
I still believe that as long as VR remains tied to the three
or six degrees of freedom model of spatial engagement
which takes the body as its centre, there is little it can
do to avoid this egocentric mode of experience. With that
said, nothing is keeping VR designers from creating virtual
environments which are abstract rather than representa-
tional.15 In other words, perhaps the solution to exceeding
anthropocentric perspectives in VR might be to reject the
notion of “perspective” altogether. However, doing so might
15 An example I recently encountered would merit further attention in this regard. In
Lockdown Dreamscape (Nicolas Gebbe, 2022), an innovative visual process was used to
distort the image such that objects seemed to meld into one another. A slow movement
through the distorted space led me to discover novel spatial relations. The experience was at
once nauseating and thrilling.
PHILIPPE BÉDARD 96 AN-ICON
require more nuanced explorations of the affordances of
virtual bodies. It might also ask that we question “what it
is like to be” non-human, and whether VR is at all capable
to furnish an answer to that question.
What it is like to be [ ]
Whether it has been asked about animals, in-
sects, or “things” in general, the question of “what it is like
to be” this or that–whatever it may be–recognizes that our
perspective as human animals is limited and distinct enough
from other forms of being to preclude us from knowing or
even understanding them.16 The reality behind this seem-
ingly impassable chasm between ourselves and others is
made clear through the concept of Umwelt, as theorized
by Jakob von Uexküll. While it is true that all things (living
or otherwise) occupy the same physical reality, Von Uexküll
introduces the notion of Umwelt to suggest that all beings
do not necessarily share the same environment or world.17
The sensorial attunement of different animals varies to such
a degree that the very meaning of “world” differs from one
creature to another.
The word Umwelt can be translated as “self-cen-
tred world.” This suggests the inherently subjective or
egocentric nature of a given entity’s particular version of,
and relation to, a world. This interpretation of Umwelt as
“self-centred” or “subjectively-perceived” world is made
even more evident when looking at the notion of subjectivity
itself, understood here as that which is exclusive to a given
16 This has far-reaching implications within debates on the notion of empathy in virtual reality.
17 J. von Uexküll, A Foray into the Worlds of Animals and Humans with A Theory of Meaning
(1934), trans. J.D. O’Neil (Minneapolis: University of Minnesota Press, 2010). The ties between
von Uexküll’s Umwelt and VR have been highlighted by Andrea Pinotti in an illuminating
chapter. See Pinotti, “What is it like to be a hawk?”
PHILIPPE BÉDARD 97 AN-ICON
individual (i.e., subject).18 Indeed, as Maike Sarah Reinerth
and Jan-Noël Thon define it, “subjectivity” designates that
to which an individual has privileged access. While this
definition of subjectivity does satisfyingly describe the ex-
clusive character of Umwelt, the parallel breaks down when
we realize subjectivity is most often discussed in terms of
the unique way in which a given subject “sees” things. The
reason for this breakdown has far-reaching implications,
specifically when it comes to the non-anthropocentric aims
of this essay.
Where the concept of Umwelt shines and where
the questions of “what it is like to be” something other than
human come into play is precisely when the human sen-
sorium–of which sight is often taken to be the most privi-
leged example–is no longer sufficient. Von Uexküll with his
famous study of the tick, Thomas Nagel with his example
of the bat, and Ian Bogost in his Alien Phenomenology all
focus on the worldly experience of insects, animals and
things that are commonly understood as blind–that is, when
sight is understood from an anthropocentric perspective.19
What drives these thinkers, then, is precisely to understand
how these creatures sense, navigate and exist in a version
of the world that is completely different from that of hu-
mans, even though we might inhabit the same spaces at
any given time. How does the world of the bat differ from
ours when its primary mode of experience is defined by its
use of echolocation? How is the tick’s experience of the
world influenced by its reliance on sensing the heat, fur,
and butyric acid that signify the presence of its main prey,
namely mammals? How different is the world for things
18 M.S. Reinerth, J.N. Thon, eds., Subjectivity Across Media: Interdisciplinary and
Transmedial Perspectives (New York: Routledge, 2017). For a more sustained discussion
of subjectivity in VR, see P. Bédard, “La machine subjective? Les appropriations
cinématographiques des dispositifs immersifs contemporains.”
19 T. Nagel, “What is it like to be a bat?,” The Philosophical Review 83, no. 4 (1974): 435-450,
https://doi.org/10.2307/2183914; I. Bogost, Alien Phenomenology, or, What It’s Like to be a
Thing (Minneapolis: University of Minnesota Press, 2012).
PHILIPPE BÉDARD 98 AN-ICON
whose very mode of existence would even preclude us
from describing them has “experiencing” the world?
“When we ask what it means to be something,”
Bogost summarizes, “we pose a question that exceeds
our own grasp of the being of the world.”20 In brief, these
ask that we set aside our privileged modes of experience
for a moment and engage–even if imaginatively–with other
realities parallel and equal to our own. My interest in ask-
ing these questions in the context of an essay on virtual
reality, then, comes from the fact that I see it as a tool for
exploring and perhaps even exceeding the limits of anthro-
pocentric perspectives.21 Indeed, while Reinerth and Thon
remark upon the impossibility of accessing the subjectivity
of others per se, the editors also suggest that media of
all kinds (from literature, to movies, to games, etc.) can
succeed in fostering a sense of intersubjectivity. This pro-
cess could also be called empathy, namely “the ability to
share and understand the experiences of others,” or, as
Kate Nash defines it, “an affective response grounded in an
imaginative engagement with the experience of the other.”22
Whether we call it intersubjectivity or empathy, the belief
behind these concepts is that different media can make
use of their unique affordances to suggest to users how a
given character might subjectively perceive a given event
or experience. Can VR overcome its fundamental anthropo-
centrism and help users imaginatively project themselves
in the experiences of others, precisely when these exceed
their habitual range of possible experiences?
20 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing: 30. Original emphasis.
21 Pinotti might say that this desire to exceed anthropocentrism is itself anthropocentric, as
it posits humans as having an exceptional capacity to access other modes of being in the
world, which other creatures do not possess. See Pinotti, “What is it like to be a hawk?”.
22 H. Farmer, “A broken empathy machine,” K. Nash, “Virtual reality witness: exploring the
ethics of mediated presence,” Studies in Documentary Film 12, no. 2 (2018): 119-131, 124,
https://doi.org/10.1080/17503280.2017.1340796.
PHILIPPE BÉDARD 99 AN-ICON
Accessing non-human realities through
technology
An initial response to this last question might
be that it cannot. Because VR HMDs are (predominantly)
audiovisual devices and because they are tuned to the hu-
man sensorium, they cannot, by definition, make us see and
hear more than what our eyes and ears can perceive nor-
mally.23 As Andrea Pinotti adroitly explains, such attempts
to represent non-human realities through technology:
[...] cannot patently hope to escape Nagel’s caveat. Since they are
visually rendered on a screen, a compound-eye vision, a left-right-
eye independent vision or an infrared vision will always be visions
processed by a human eye-brain system. Human species-specific
organisation operates as a physiological and phenomenological a
priori that cannot simply be bypassed. This is, of course, true also
for any sort of VR simulation of non-human ways of experiencing
the world: they all ultimately have to be processed by such human
a priori.24
This makes it seemingly impossible for HMDs
to exceed our typical senses of sight and hearing, to say
nothing of being able to use it to go beyond our ordinary
perceptual habitus and perceive the world as a bat, tick, or
other creature might. But does it mean VR cannot help us
imagine what the world might look like to a different being?
The fact is that we already use tools in our dai-
ly lives that make visible to us phenomena to which our
eyes and ears are not sensitive. The clock makes visible
23 To that effect, “[David] Eagleman has noted that the part of the electromagnetic spectrum
that is visible to humans is less than a ten-trillionth of the electromagnetic field, and therefore
much goes undetected in our lives apart from a ‘shockingly small fraction of the surrounding
reality.” L. Jarvis, “Body-swapping: self-attribution and body transfer illusions (BTIs),” in
Immersive Embodiment: Theatres of Mislocalized Sensation (Cham: Springer International
Publishing, 2019): 99-154, 113. See also D. Eagleman, “The Umwelt,” in J. Brockman, ed.,
This Will Make You Smarter (London: Doubleday, 2012): 143-145.
24 A. Pinotti, “What is it like to be a hawk?:” 46.
PHILIPPE BÉDARD 100 AN-ICON
the passage of time, while other instruments transform a
range of different extrasensory stimuli into visible data (e.g.,
spectrometer, barometer, Geiger counter, Magnetic Res-
onance Imaging scanner, etc.). Through these tools, we
can gain access to phenomena that are strictly speaking
“invisible,” yet which become visible all the same thanks to
the appropriate apparatus. Having been made visible, these
phenomena are not necessarily legible to all. As Don Ihde
explains, the relation with the world in which we enter when
using such tools is hermeneutic, meaning it requires that
we possess the knowledge and skills necessary to interpret
the data presented to us through these instruments; one
must know how to speak the machine’s language, and to
read the world through it.25
Thinking of VR as a tool to engage hermeneu-
tically with aspects of the world which we cannot natural-
ly perceive is one possible avenue for thinking of it as a
way to exceed the anthropocentric perspectives to which
it has generally been relegated. We can see traces of this
approach at play in several projects by the artist collective
Marshmallow Laser Feast (MLF), notably in In the Eyes of
the Animal (2015), Treehugger: Wawona (2016), and We
live in an Ocean of Air (2018). In each of these projects,
the artists use “terrestrial laser scanners” to create what
are commonly known as “point clouds.” The density and
colour of these clouds can be changed to create more or
less detailed pointillist representations of physical spaces.
MLF uses these to translate ways of “seeing” or being in
the world that are in excess of human understanding. The
25 “Hermeneutic relations,” Evan Selinger explains, “do not amplify or replicate the body’s
sensory abilities; instead, they engage our linguistic and interpretative aptitudes. In this
context, technologies that facilitate hermeneutic relations are best understood as being ‘text-
like’; their effective utilization requires interpretation through the activity of reading.” E. Selinger,
Postphenomenology: A Critical Companion to Ihde (New York: SUNY Press, 2012): 5. An
example that is closer to art and illusion might be anamorphosis. To see the anamorphosis
hidden in an image, viewers must know how to position themselves in such a way as to reveal
the image. See D.L. Collins, “Anamorphosis and the eccentric observer: inverted perspective
and construction of the gaze,” Leonardo (1992): 73-82, https://www.jstor.org/stable/i270958.
PHILIPPE BÉDARD 101 AN-ICON
effect lies halfway between scientific imagery and impres-
sionism, as sparse arrays of point clouds leave much to the
viewer’s imagination. In the Eyes of the Animal, for example,
puts its viewers in the eyes of four different animals and
insects (owl, frog, dragonfly, and mosquito), each with its
Fig. 2a
Fig. 2b
Fig. 2a and 2b. Marshmallow Laser Feast,
In the Eyes of the Animal, 2015
own way of perceiving a forest (Fig. 2a and 2b). Meanwhile,
Treehugger and Ocean of Air each focus on trees and on
the scope and time frame of their biological processes. Al-
though all the creatures represented in these projects share
the same environments (i.e., the forest), they each have
PHILIPPE BÉDARD 102 AN-ICON
their own Umwelt, which MLF represents through different
densities of point clouds and different colour filters.
Some critics may point to the fact that what
MLF does in their project may not be called hermeneutical,
in that the tools they use do not translate the actual, literal
perception of these insects and animals.26 It would also be
fair to note that users would not be adequately equipped
to interpret the world as perceived through these tools,
even if their scientific accuracy was beyond reproach. This
would be missing the point. It would be more appropriate
to say that what MLF creates are artistic renditions of what
the authors imagine the world might look like to different
non-human animals. Their projects are best understood,
then, as invitations to imaginatively explore what the Um-
welt of a mosquito, dragonfly, frog, owl, or even a tree might
be made of.
Recall that for Reinerth and Thon, different me-
dia can effectively seek to simulate certain aspects of a sub-
jective experience as perceived by a particular individual by
appealing to different aesthetic or narrative strategies, as
well as the imagination of the user (viewer, reader, player,
etc.).27 What we have yet to explore, however, is whether
VR is capable of simulating experiences that exceed the
boundaries of the human body. And since, as Maurice Mer-
leau-Ponty writes, “I am conscious of the world through
the medium of my body,”28 how the body appears and
functions in VR has far-reaching implications. So while what
MLF (among other artists) creates might look different than
how we see the world, the question still stands as to if and
26 MLF typically collaborates with scientists in relevant fields to help them translate the
data recorded. With that said, Pinotti’s reminder that data represented onscreen for human
consumption is not equivalent to the source stimuli still holds true, lessening any claim these
artistic experiences might want to make as to their accuracy. See Pinotti, “What is it like to be
a hawk?”
27 M.S. Reinerth, J.N. Thon, “Introduction,” in M.S. Reinerth, J.N. Thon, eds., Subjectivity
Across Media: Interdisciplinary and Transmedial Perspectives: 1-25, 3. Original emphasis.
28 M. Merleau-Ponty, The Phenomenology of Perception (New York: Routledge, 2010): 94-95.
PHILIPPE BÉDARD 103 AN-ICON
how might VR allow users to act differently than they can
in their own human bodies.
Embodying the non-human
While the illusion of presence is often acknowl-
edged in discussions of VR, the various kinds of embod-
ied illusions the medium offers are just as relevant, readily
achievable, and arguably even more fundamental.29 It is not
surprising, then, that the body, its representations, and our
perception thereof have received much attention from the
fields of psychology and neuroscience, especially in recent
years. For instance, in their work on the so-called “Proteus
effect,” Nick Yee and Jeremy Bailenson have demonstrat-
ed how “an individual’s behaviour conforms to their digital
self-representation independent of how others perceive
them.”30 While most scholarship that invokes this effect
focuses on the behavioural aftereffects of inhabiting other
kinds of human bodies (e.g., in terms of gender, age, race,
ability, etc.), some have explored the effects derived from
inhabiting non-human bodies.31 These lay the groundwork
for the explorations to which this essay aspires, but it is
possible to go further still.
A great many studies have been conducted on
the topic of the “body ownership illusion,” or the so-called
“body transfer illusion.” These illustrate how our body sche-
ma is amenable to change when presented with sufficiently
29 I use the term “medium” loosely here, as contemporary VR is more appropriately
described as an apparatus which pre-existing media are attempting to adopt. For more on that
debate, see my forthcoming “Many births of VR.”
30 N. Yee, J.N. Bailenson, “The Proteus effect: the effect of transformed self-representation
on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.
org/10.1177/0093650208330254.
31 See S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual
environments increases inclusion of nature in self and involvement with nature,” Journal
of Computer-Mediated Communication 21, no. 6 (2016): 399-419, https://doi.org/10.1111/
jcc4.12173.
PHILIPPE BÉDARD 104 AN-ICON
convincing data.32 Importantly, this adaptation also works
in cases of illusion, when the brain is tricked into adopting
external elements. This process can also be triggered in
virtual reality applications. Starting from the now famous
rubber hand illusion, studies have detailed different ways
in which users can feel ownership of an artificial limb, such
that they are deluded into thinking that this foreign object
is part of their own body.33 Others have focussed on body
transfer illusions, suggesting that even full-body stand-ins
such as mannequins and digital avatars can be absorbed
into a user’s body schema. VR is a particularly powerful
tool for fostering this illusion since, as one notable paper
suggests, “in VR, there are near-infinite opportunities for
both extending and radically altering our virtual (and hence
perceptually real) bodies.”34
The notion of “homuncular flexibility” further
supports the idea that the mind can adapt to “exotic mor-
phologies, distortions, extensions and reductions” of body
32 See M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions
and their relation to Gallagher’s body image and body schema,” Constructivist Foundations
14, no. 1 (2018): 94-105, https://doi.org/10.5167/uzh-162795; S. Seinfeld et al., “User
representations in human-computer interaction,” Human–Computer Interaction 36, no. 5-6
(2021): 400-438, https://doi.org/10.1080/07370024.2020.1724790; A. Maselli, M. Slater, “The
building blocks of the full body ownership illusion,” Frontiers in Human Neuroscience 7 (2013):
1-15, https://doi.org/10.3389/fnhum.2013.00083; M. Botvinick, J. Cohen, “Rubber hands
‘feel’ touch that eyes see,” Nature 391, no. 6669 (1998): 756, https://doi.org/10.1038/35784;
S. J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” N. Yee, J.N. Bailenson, “The
difference between being and seeing: the relative contribution of self-perception and priming
to behavioral changes via digital self-representation,” Media Psychology 12, no. 2 (2009):
195-209, https://doi.org/10.1080/15213260902849943; H. Farmer, A. Tajadura-Jiménez, M.
Tsakiris, “Beyond the colour of my skin: how skin colour affects the sense of body-ownership,”
Consciousness and Cognition 21, no. 3 (2012): 1242-1256, https://doi.org/10.1016/j.
concog.2012.04.011; H. Farmer, L. Maister, M. Tsakiris, “Change my body, change my
mind: the effects of illusory ownership of an outgroup hand on implicit attitudes toward that
outgroup,” Frontiers in Psychology 4, no. 13 (2014), https://doi.org/10.3389/fpsyg.2013.01016;
H. Farmer, L. Maister, “Putting ourselves in another’s skin: using the plasticity of self-
perception to enhance empathy and decrease prejudice,” Social Justice Research 30, no. 4
(2017): 323-354, https://doi.org/10.1007/s11211-017-0294-1.
33 M. Botvinick, J. Cohen, “Rubber hands ‘feel’ touch that eyes see:” 756.
34 W. Steptoe, A. Steed, M. Slater, “Human tails: ownership and control of extended
humanoid avatars,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4
(2013): 583-590, https://doi.org/10.1109/tvcg.2013.32. Notably, the authors also suggest that:
“Our instinctive ability to rapidly and dexterously incorporate such objects and learn how to use
such tools provides a clue to the remarkable plasticity of how the human brain represents the
body and encodes space.”
PHILIPPE BÉDARD 105 AN-ICON
configurations.35 It is interesting to note that already be-
tween 1989 and 1991, ad hoc experiments were being
conducted by VR pioneer Jaron Lanier and his team at VPL
on an individual’s ability to take ownership of “weird ava-
tars that were still usable.”36 Avatars with unusual point of
view placements (e.g., eyes at hip level), extremely long ex-
tremities, and even non-human avatars were experimented
with.37 In the latter case, Lanier reminisces about a lobster
avatar which was designed by Ann Lasko-Harvill, then
Director of Product Design at VPL Research.38 Some of
these informal experiments have since been proven by
more robust studies. Notably, Andrea Stevenson Won and
Jeremy Bailenson teamed up with and Jaron Lanier to test
the ability of users to incorporate supernumerary limbs by
mapping their controls to “the rotation of a wrist, the flex
of an ankle, or some combination of the two.”39 This came
as a response to the limitation of the human body in re-
gard to the fact that, “[a]s the lobster body includes more
limbs than a person, there were not enough parameters
measured by the body suit to drive the lobster avatar in a
one-to-one map.”40
An important limitation to the illusion of body
ownership or transfer which studies on the topic often
35 Ibid. See also A.S. Won et al., “Homuncular flexibility in virtual reality,” Journal of
Computer-Mediated Communication 20, no. 3 (2015): 241-259, https://doi.org/10.1111/
jcc4.12107; A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to
inhabit nonhuman avatars,” Emerging Trends in the Social and Behavioral Sciences: An
Interdisciplinary, Searchable, and Linkable Resource (2015): 1-16.
36 Ibid.: 2.
37 K. Kilteni et al., “Extending body space in immersive virtual reality: a very long arm
illusion,” PloS one 7, no. 7 (2012): 1-15, https://doi.org/10.1371/journal.pone.0040867;
S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” T. Feuchtner, J. Müller,
“Extending the body for interaction with reality,” Proceedings of the 2017 CHI Conference on
Human Factors in Computing Systems (2017), https://doi.org/10.1145/3025453.3025689.
38 J. Lanier, “Homuncular flexibility,” in 2006: What is your Dangerous Idea? Edge: The World
Question Center (2006), https://www.edge.org/response-detail/11182, accessed January 10,
2023.
39 A.S. Won et al., “Homuncular flexibility in virtual reality:” 242. Interestingly, the authors
gesture towards our earlier discussion of “what it is like to be [ ]” when, in the very first line
of their article, they ask: “What if you could become a bat.” Ibid.: 241.
40 A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to inhabit
nonhuman avatars:” 2-3.
PHILIPPE BÉDARD 106 AN-ICON
highlight is the required “realism” of the external object.
That is, “the need for an object to preserve precise, informa-
tive corporeal structural features in order to be integrable as
one’s own body part.”41 In other words, anthropomorphism
is often presented as an important–if not essential–factor in
the illusion of body ownership. Does this mean the move
beyond human perspectives for which I am advocating in
this essay is a nonstarter?
Redemption for this idea might yet be found
in more recent approaches to the illusion of body own-
ership which point to a crucial element that is otherwise
overlooked in the earlier quoted studies. Namely, in their
meta-analysis of “user representations,” Sofía Seinfeld and
colleagues have shown that while “[u]nrealistic visual ap-
pearance, such as the visual discontinuity of the artificial
body, also reduces the feeling of body ownership,” it is
also true that “[b]ody ownership illusions are effectively in-
duced through congruent multisensory stimulation.”42 Earli-
er studies focussed on illusions generated by visual stimuli
supplemented with synchronous tactile feedback (e.g., the
rubber hand is stroked at the same time as the physical
hand). Meanwhile, active engagement with the illusory body
augmentation has been shown to play an important role
in the success of this illusion. For instance, Marte Roel
Lesur et al. suggest that while “the literature shows that
not just any fake body or object can elicit illusory owner-
ship,” at the same time, “in the presence of sensorimotor
coherence, there are some examples of illusory ownership
over implausible virtual bodies.”43 The redeeming quality of
contemporary VR technologies in this regard is precisely
their ability to afford their users agency, interactivity, and
41 A. Maselli, M. Slater, “The building blocks of the full body ownership illusion:” 12.
42 S. Seinfeld et al., “User representations in human-computer interaction:” 416-417.
Emphasis added.
43 M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions and
their relation to Gallagher’s body image and body schema:” 101
PHILIPPE BÉDARD 107 AN-ICON
multisensory feedback which work in concert to create
many of the contingencies that are known to facilitate such
body ownership illusions.
Fig. 3a
Fig. 3b
Fig. 3a and 3b. Non-human bodies in Plastisapiens
(Miri Chekhanovich and Édith Jorisch, 2022). Credit:
National Film Board of Canada (2022)
True as it might be that most recent VR ex-
periences remain tied to humanoid avatars, some have
pushed the boundaries of what counts as realistic body,
while others have experimented with bodies that are alto-
gether non-human. One such notable example is the VR
experience Plastisapiens (Miri Chekhanovich and Édith
Jorisch, 2022), a piece of “surrealist ecofiction” which asks
viewers to imagine a future where human evolution has
been shaped by our exposure to microplastics in the air we
PHILIPPE BÉDARD 108 AN-ICON
breathe, the water we drink, and the food we ingest; the An-
thropocene has here been replaced by what we might call
the Plasticene. Throughout its 15–minutes runtime, Plasti-
sapiens asks its viewers to adopt a number of new bodies,
from a prehistoric betentacled creature to the eponymous
human-plastic hybrid, whose hands seem to be made of
thin plastic (Fig. 3a and 3b). In both cases, “hands” are the
only part of their body users can see, leaving the rest up
to their imagination.
Meanwhile, hand tracking is used to manip-
ulate these new alien-looking appendages. The player’s
agency is made evident in their ability to move their hands
in predictable ways. Here, part of the success for the body
ownership illusion is ensured by the synchronous move-
ment of the hand in physical reality and the appearance of
the corresponding movement of the alien limb, as seen in
the HMD. In my own experience of Plastisapiens, I had no
issue whatsoever knowing how to manipulate my tentacles
to successfully reach the objects in my vicinity, adapting to
their limits and affordances within a matter of seconds. Fur-
thermore, the experience employs haptic feedback through
the controllers to add a sense of multisensory correspon-
dence between what the eye registers the tentacle having
touched, and what the physical (i.e., human) hand feels
having touched as well. Agency, interactivity, and multi-
sensory feedback therefore join forces to foster a sense of
sensorimotor coherence, thereby facilitating the illusion of
body ownership despite the lack of realism of the bodies
on offer.44
44 See also the oft-cited experience Birdly (Somniacs AG, 2015), another good example of
agency and synchronous multisensory feedback contributing to successful illusory ownership
of non-human animal bodies.
PHILIPPE BÉDARD 109 AN-ICON
Conclusion
Fascinated as I am by the possibilities opened
up by the idea of inhabiting non-human bodies, I can-
not help but see the limitations of this kind of temporary
foray into the world of non-human animals. If VR as it
exists today struggles to make us see things from the
perspective of another human being, as so many have
already demonstrated, can it truly show us what it is like
to be an animal, or any other non-human creature for that
matter? Further limitations come up when we begin to
question VR’s efficacy as an illusion. In a recent essay
on the myth of total illusion in virtual reality, Janet Murray
insists that, more than any medium before:
Interactive environments demand more explicit partnership
than just the willing suspension of disbelief; they become real
through the “active creation of belief” by inducing and satis-
fying specific intentional gestures of engagement. As soon as
we stop participating, because we are confused or bored or
uncomfortably stimulated, the illusion vanishes.45
Indeed, Murray is careful to remind us of a
fact that is rarely highlighted in studies on illusions in VR,
namely that effects such as the body ownership illusion
are difficult to achieve and more difficult still to maintain.46
On one hand, I want to join Murray in insist-
ing on the important role played by individual users in
fostering the kinds of illusions for which I am advocat-
ing in this essay. In an earlier paper on empathy in VR, I
came to a conclusion that applies just as well to the idea
45 J.H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27 https://journals.sagepub.com/doi/abs/10.1177/1470412920906253. Emphasis
added. See also J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) (Cambridge MA: MIT Press, 2017): 136-139.
46 “The rubber/virtual hand experiment is truly delusional, but it is important to note that it is
a fragile and momentary delusion.” Ibid.: 17.
PHILIPPE BÉDARD 110 AN-ICON
of imaginatively projecting oneself in the experience of
non-human or non-living beings: “users must know how
and want to use this tool.”47 The non-anthropocentric ef-
fects which I describe in this essay are difficult to achieve
for users who do not know how–or much less care–to
use VR as a tool to explore spaces and bodies which
exceed their natural capabilities. On the other hand, I
also want to recognize that the very idea of optical illu-
sion hinges upon the illusory nature of the phenomenon.
This assumes the automatic and involuntary process by
which we can succumb to illusions; optical or otherwise.
When the necessary conditions are met, we cannot help
but fall victim to illusions. Could VR’s affordances be
used to such effect?
I am also keen on suggesting a fruitful ave-
nue might lie in effects that are not quite illusions, but
rather something we might call “games of perception,”
or even hallucinations.48 Further research could be done
in this regard to echo Crary’s work on subjective vision
as it was utilized in the creation on optical toys in the
18th and 19th centuries. To that effect, we should also
consider the scholarship that has been produced on the
revelatory potentials of optical technologies used in ways
that defy anthropocentric concerns. I am thinking here of
Stan Brakhage’s call for a radical exploration of cinema’s
visual capabilities, as well as of William Wees’ study of
experimental cinema’s ability to “exceed” the limitations
of human vision.49 In both cases, nonnormative uses of
a technology lead to drastic effects, as heretofore dom-
inant modes of representation are swept aside in favour
47 This essay is forthcoming in the Canadian Journal of Film Studies.
48 For more on illusions and hallucinations in VR, see C. Paolucci, “Perception, hallucination,
virtual reality. From controlled hallucination to Resident Evil 7: Biohazard,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 112-128, https://doi.org/10.54103/ai/15443; P. Montani,
“The hallucinatory aspect of virtual reality and the image as a ‘bilderschrift’,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 154-172, https://doi.org/10.54103/ai/15441.
49 W.C. Wees, Light Moving in Time: Studies in the Visual Aesthetics of Avant-Garde Film
(Berkeley: University of California Press, 1992).
PHILIPPE BÉDARD 111 AN-ICON
of more eccentric–or even excessive–ways of engaging
with worldly phenomena. And while both examples re-
late to cinema, there is no reason why VR should not be
amenable to such experimental fancies. Where is VR’s
Brakhage? Its surrealist or Dadaist movement? Its fear-
less pioneers?
PHILIPPE BÉDARD 112 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18458 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18458",
"Description": "In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18458",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Philippe Bédard",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Umwelt",
"Title": "Adventures beyond anthropocentrism in virtual reality art",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-25",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Philippe Bédard",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18458",
"firstpage": null,
"institution": "McGill University ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Umwelt",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Yee, N., Bailenson, J.N., “The Proteus effect: the effect of transformed self-representation on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.org/10.1177/0093650208330254.",
"spatial": null,
"temporal": null,
"title": "Adventures beyond anthropocentrism in virtual reality art",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18458/17774",
"volume": "1"
}
] | Adventures beyond
anthropocentrism
in virtual reality
by Philippe Bédard
art
Virtual Reality
Illusion
Anthropocentrism
Umwelt
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Adventures beyond
anthropocentrism in virtual
reality art
PHILIPPE BÉDARD, McGill University – https://orcid.org/0000-0003-4100-5249
https://doi.org/10.54103/ai/18458
“Imagine an eye unruled by man-made laws of perspective, an eye unpreju-
diced by compositional logic, an eye which does not respond to the name of
everything but which must know each object encountered in life through an
adventure of perception”1
Abstract In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
and limitations of VR’s illusionistic potential. Knowing full
well that certain economic pressures preclude artists from
pursuing the kinds of provocations I describe in this essay,
I nevertheless invite readers to follow along as I explore
alternative potentialities of contemporary VR. Specifically, I
approach VR here in the hopes of finding ways of engaging
with different bodies, spaces, and realities, even if illusorily.
Keywords Virtual reality Illusion Anthropocentrism Umwelt
To quote this essay: P. Bédard, “Adventures beyond anthropocentrism in virtual reality art,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 89-112, https://doi.org/10.54103/ai/18458
1 S. Brakhage, “From Metaphors on Vision,” in P.A. Sitney, ed., The Avant-Garde Film: A
Reader of Theory and Criticism (New York: Anthology Film Archives, 1978): 120.
PHILIPPE BÉDARD 89 AN-ICON
Introduction
Many things have changed between the origi-
nal heyday of virtual reality (VR) in the 1980–1990s and the
current revival of the technology since the early 2010s. But
while today VR might benefit from the leaps and bounds
computers and graphic technologies have witnessed in
the intervening decades, and while it might enjoy greater
commercial success than ever before, I often feel our imag-
ination around the kinds of experiences enabled by VR has
suffered somewhat. We are far removed today from Mere-
dith Bricken’s suggestion that in VR: “You can be the mad
hatter or you can be the teapot; you can move back and
forth to the rhythm of a song. You can be a tiny droplet in
the rain or in the river.”2 Likewise, we seem to have strayed
from Jaron Lanier’s proposition that in virtual reality, “you
can visit the world of the dinosaur, then become a Tyran-
nosaurus. Not only can you see DNA, you can experience
what it’s like to be a molecule.”3 While Jay David Bolter
and Richard Grusin use these two quotes to highlight the
illusion of “perceptual immediacy”4 of immersive virtual
reality experiences, I see in these statements something
else entirely more interesting: the idea that VR might give
us experiences that far exceed the limits of human under-
standing.
In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
2 M. Bricken, “Virtual worlds: no interface to design,” in M. Benedikt, ed., Cyberspace: First
Steps (Cambridge MA: MIT Press, 1991): 363-382, 372.
3 S. Ditlea, “False starts aside, virtual reality finds new roles,” New York Times (March 23,
1998): 97.
4 J. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
2000): 22.
PHILIPPE BÉDARD 90 AN-ICON
and limitations of VR’s illusionistic potential. In so doing, I
also aim to explore how VR might be thought of as more
than a means to foster empathy for other human beings,
whatever the purpose for that endeavour might be.5 This
allows me to discuss immersive technologies and experi-
ences in a context devoid of the problems typically asso-
ciated with discourses around the concept of “empathy
machine.”
I begin this essay by addressing the illusion of
presence in VR, specifically as it relates to our experience of
body-space relations in physical reality. I start by address-
ing what I argue to be the fundamental anthropocentrism
of VR’s dominant mode of experience. This crucial detour
has me discussing whether VR is capable of representing
non-human modes of being in the world. Necessarily, this
also means addressing earlier thought experiments in the
field of psychology, biology, and philosophy that sought to
question “what it is like to be” something other than human.
Having done so, I then consider whether VR might have the
ability to give us access to non-human realities, or whether
it is limited by a fundamental anthropocentrism. Finally, I
5 On the issue of empathy in VR, see J.H. Murray, “Not a film and not an empathy machine,”
Immerse (October 6, 2016): https://immerse.news/not-a-film-and-not-an-empathy-machine-
48b63b0eda93, accessed January 10, 2023; S. Gregory, “Immersive witnessing: from
empathy and outrage to action,” WITNESS blog (2016), https://blog.witness.org/2016/08/
immersive-witnessing-from-empathy-and-outrage-to-action/, accessed January 10, 2023; G.
Bollmer, “Empathy machines,” Media International Australia 165, no. 1 (2017): 63-76, https://
doi.org/10.1177/1329878X17726794; R. Yang, “If you walk in someone else’s shoes, then
you’ve taken their shoes: empathy machines as appropriation machines,” Radiator Blog (April
5, 2017), https://www.blog.radiator.debacle.us/2017/04/if-you-walk-in-someone-elses-shoes-
then.html, accessed January 10, 2023; H. Farmer, “A broken empathy machine,” Immerse
(September 30, 2019), https://immerse.news/a-broken-empathy-machine-can-virtual-reality-
increase-pro-social-behaviour-and-reduce-prejudice-cbcefb30525b, accessed January
10, 2023; P. Roquet, “Empathy for the game master: how virtual reality creates empathy for
those seen to be creating VR,” Journal of Visual Culture 19, no. 1 (2020): 65-80, https://doi.
org/10.1177/1470412920906260; L. Nakamura, “Feeling good about feeling bad: virtuous
virtual reality and the automation of racial empathy,” Journal of Visual Culture 19, no. 1 (2020):
47-64, https://doi.org/10.1177/1470412920906259; G. Bollmer and K. Guinness, “Empathy
and nausea: virtual reality and Jordan Wolfson’s Real Violence,” Journal of Visual Culture 19,
no. 1 (2020): 28-46, https://doi.org/10.1177/1470412920906261.
PHILIPPE BÉDARD 91 AN-ICON
look at experiments relating to illusions of body ownership
in VR, specifically as they relate to non-human bodies.
As will become abundantly clear over the
course of this essay, my goal is speculative—perhaps even
provocative—rather than earnest. I write this text as an
exercise in exploring what I perceive to be a bias towards
anthropocentrism in VR, a medium which has so often been
lauded for its ability to simulate otherwise impossible real-
ities.6 Readers may also see this as a call to action to VR
designers and consumers to open their minds to the pos-
sibilities offered by contemporary immersive technologies
beyond those practices that currently dominate the market.
Knowing full well that certain economic pressures preclude
artists from pursuing the kinds of provocations I describe
in this essay, I nevertheless invite readers to follow along
as I explore alternative potentialities of contemporary VR.7
Specifically, I approach VR here in the hopes of finding
ways of engaging with different bodies, spaces, and real-
ities, even if illusorily.
Virtual reality environments: immediacy
and presence
It has become something of a truism to recog-
nize that VR is able to foster a sense of presence, that is,
the impression of “being there” in a virtual environment dis-
tinct from the physical environment that one’s body is also
occupying. Or, as Mathew Lombard et al. put it, presence
6 I maintain that VR is currently driven by profoundly anthropocentric forces, despite the
“anti-anthropocentric drive which,” according to Andrea Pinotti, “currently characterises
not only the VR world but contemporary visual culture, in various mediums, more
generally.” A. Pinotti, “What is it like to be a hawk?,” in Y. Hadjinicolaou, ed., Visual
Engagements: Image Practices and Falconry (Berlin: De Gruyter, 2020): 30-47, 44, https://
doi.org/10.1515/9783110618587-003. See also R. Grusin, The Nonhuman Turn (Minneapolis:
University of Minnesota Press, 2015).
7 I also want to recognize that there are the effects of VR are not currently fully known and
that much more work must be done to ensure current VR technologies are accessible and
ethical. These pressing issues certainly deserve more attention before we can move towards
more elaborate explorations of the outer limits of VR.
PHILIPPE BÉDARD 92 AN-ICON
describes, “the perceptual illusion of non-mediation.”8 In
this context, the perceived lack of mediation is predicated
on VR’s ability to foster a convincing illusion of a space
that reproduces the way we see the world in our daily lives:
as a three-dimensional volume in which our bodies can
move and act. And while on their own the affordances of
head-mounted displays (HMD) could be used to create any
number of effects and illusions, the dominant practice of
contemporary immersive media has been to reproduce our
habitual modes of (visual) perception: looking ahead from
an upright position through a pair of eyes which we can
move around (either in their orbits, by moving our head, or
our body) to see the surrounding environment.
In an earlier essay, I described VR as inherently
subjective, following Jonathan Crary’s incisive discussion
of “subjective vision.”9 By extension, I would also argue its
default mode of experience–that for which it was designed
and that which is dominant to this day–is also intrinsically
anthropocentric. This is because “subjective,” in this con-
text, refers to the idiosyncrasies of human vision.10 By the
same token, I describe an apparatus which relies on these
unique and fallible qualities of perception as subjective. In
the case of VR, the HMD hinges upon the following sub-
jective qualities of human vision: its binocularity, its “ego-
centric” perspective, and the individual’s ability to move
their point of view on the world through six degrees of
freedom of movement along three dimensions. Here, ego-
centrism describes an approach to body-space relations
8 M. Lombard, T. Ditton, “At the heart of it all: the concept of presence,” Journal of
Computer-Mediated Communication 3, no. 2 (1997), https://doi.org/10.1111/j.1083-6101.1997.
tb00072.x.
9 P. Bédard, “La machine subjective? Les appropriations cinématographiques des dispositifs
immersifs contemporains,” Canadian Journal of Film Studies 28, no. 1 (2019): 66-92, 74,
https://doi.org/10.3138/cjfs.28.1.2019-0012; J. Crary, Techniques of the Observer: On Vision
and Modernity in the Nineteenth Century (Cambridge MA: MIT Press, 1992).
10 See again J. Crary, Techniques of the Observer: On Vision and Modernity in the
Nineteenth Century.
PHILIPPE BÉDARD 93 AN-ICON
which take the individual as a point of reference.11 In other
words, the egocentric perspective considers the human
body as a “pivot around which the three dimensions of
spatial extension arrange themselves and from which they
ultimately proceed.”12 This could just as easily be called
anthropocentric.
I continue to subscribe to the idea that VR’s
apparatus and the default mode of experience it proposes
are subjective, egocentric, and anthropocentric. That is
because in most cases, the illusion of presence fostered
by immersive virtual environments plays off this charac-
teristic centrality of our body in our perception of space.
Head-mounted displays become viewports into different
and often completely fantastical realities, but these spaces
are still explored from an egocentric perspective, with the
body as invariable centre of gravity. If we assume the goal
of most virtual reality experiences is to create a satisfying
illusion of presence in a virtual environment–whatever the
purpose for that may be–it makes perfect sense why this
strategy has remained so dominant. However, this is not
the only avenue. As an example, a slew of recent (flat) vid-
eo games have embraced the affordances of their medi-
um’s monocular perspective to create fascinating optical
illusions and truly impossible body-space relations. The
worlds explored in Antichamber (Demruth, 2013), Superlim-
inal (Pillow Castle Games, 2019), Manifold Garden (William
Chyr, 2019), Spaceflux (Colin Ardelean, 2020), Hyperbolica
(CodeParade, 2022), and Parallelia (SincArt Studio, 2022)
exceed our natural conception of space by presenting all
manner of physically impossible environments: non-Euclid-
ean, hyperbolic, fractal, etc. In so doing, they draw more
inspiration from M.C. Escher’s depictions of space than
11 W.R. Sherman, A.B. Craig, Understanding Virtual Reality: Interface, Application, and
Design (San Francisco: Morgan Kaufman Publishers, 2003): 296.
12 E.S. Casey, The Fate of Place: A Philosophical History (Berkeley: University of California
Press, 1997): 208. Emphasis added.
PHILIPPE BÉDARD 94 AN-ICON
from what we find in Leon Battista Alberti’s theorization of
renaissance perspective. What if VR were to also stray from
the beaten path and indulge in such perspectival fancies?
In the contemporary immersive media land-
scape, precious few experiments with non-anthropocen-
tric spaces have surfaced–at least to my knowledge.13 In
mid-2020, Diego Montoya shared Spacetime, which he
described as a “special relativity VR simulation.” The ex-
periment allows users to explore a room where the speed
of light is much slower than usual: “You can experience
space contraction, time dilation and light Doppler effects
as you move”14 (Fig. 1a and 1b). Among various physical
distortions the experience enables–all of which are impos-
sible to encapsulate in written form–the designer explains
that “[t]he world feels very ‘wobbly’ when moving very close
to the speed of light, almost liquid.” While space remains
Fig. 1a
13 I discuss the limits of any analysis of contemporary virtual reality in P. Bédard, “La
machine subjective? Les appropriations cinématographiques des dispositifs immersifs
contemporains.”
14 D. Montoya (@diego_montoya _), “I built a special #relativity VR simulation for @oculus
Quest, where the speed of light c is much lower than usual. You can experience space
contraction, time dilation and light Doppler effect as you move. 1/n,” Tweet, August 7, 2020,
https://twitter.com/diego_montoya_/status/1291745102700765184, accessed January 10,
2023.
PHILIPPE BÉDARD 95 AN-ICON
Fig. 1a and 1b. Diego Montoya,
Fig. 1b Spacetime, 2020
three-dimensional in Spacetime, the user’s relations to that
space far exceed the limits of our habitual modes of per-
ception. With that said, I would hesitate to say that they
exceed anthropocentrism, since the transformations that
space undergoes throughout the experiment result from
the user’s movements. Space is not transformed. Our per-
ception of it is.
As with the earlier quoted videogames, Mon-
toya’s project is the exception rather than the norm. Indeed,
I still believe that as long as VR remains tied to the three
or six degrees of freedom model of spatial engagement
which takes the body as its centre, there is little it can
do to avoid this egocentric mode of experience. With that
said, nothing is keeping VR designers from creating virtual
environments which are abstract rather than representa-
tional.15 In other words, perhaps the solution to exceeding
anthropocentric perspectives in VR might be to reject the
notion of “perspective” altogether. However, doing so might
15 An example I recently encountered would merit further attention in this regard. In
Lockdown Dreamscape (Nicolas Gebbe, 2022), an innovative visual process was used to
distort the image such that objects seemed to meld into one another. A slow movement
through the distorted space led me to discover novel spatial relations. The experience was at
once nauseating and thrilling.
PHILIPPE BÉDARD 96 AN-ICON
require more nuanced explorations of the affordances of
virtual bodies. It might also ask that we question “what it
is like to be” non-human, and whether VR is at all capable
to furnish an answer to that question.
What it is like to be [ ]
Whether it has been asked about animals, in-
sects, or “things” in general, the question of “what it is like
to be” this or that–whatever it may be–recognizes that our
perspective as human animals is limited and distinct enough
from other forms of being to preclude us from knowing or
even understanding them.16 The reality behind this seem-
ingly impassable chasm between ourselves and others is
made clear through the concept of Umwelt, as theorized
by Jakob von Uexküll. While it is true that all things (living
or otherwise) occupy the same physical reality, Von Uexküll
introduces the notion of Umwelt to suggest that all beings
do not necessarily share the same environment or world.17
The sensorial attunement of different animals varies to such
a degree that the very meaning of “world” differs from one
creature to another.
The word Umwelt can be translated as “self-cen-
tred world.” This suggests the inherently subjective or
egocentric nature of a given entity’s particular version of,
and relation to, a world. This interpretation of Umwelt as
“self-centred” or “subjectively-perceived” world is made
even more evident when looking at the notion of subjectivity
itself, understood here as that which is exclusive to a given
16 This has far-reaching implications within debates on the notion of empathy in virtual reality.
17 J. von Uexküll, A Foray into the Worlds of Animals and Humans with A Theory of Meaning
(1934), trans. J.D. O’Neil (Minneapolis: University of Minnesota Press, 2010). The ties between
von Uexküll’s Umwelt and VR have been highlighted by Andrea Pinotti in an illuminating
chapter. See Pinotti, “What is it like to be a hawk?”
PHILIPPE BÉDARD 97 AN-ICON
individual (i.e., subject).18 Indeed, as Maike Sarah Reinerth
and Jan-Noël Thon define it, “subjectivity” designates that
to which an individual has privileged access. While this
definition of subjectivity does satisfyingly describe the ex-
clusive character of Umwelt, the parallel breaks down when
we realize subjectivity is most often discussed in terms of
the unique way in which a given subject “sees” things. The
reason for this breakdown has far-reaching implications,
specifically when it comes to the non-anthropocentric aims
of this essay.
Where the concept of Umwelt shines and where
the questions of “what it is like to be” something other than
human come into play is precisely when the human sen-
sorium–of which sight is often taken to be the most privi-
leged example–is no longer sufficient. Von Uexküll with his
famous study of the tick, Thomas Nagel with his example
of the bat, and Ian Bogost in his Alien Phenomenology all
focus on the worldly experience of insects, animals and
things that are commonly understood as blind–that is, when
sight is understood from an anthropocentric perspective.19
What drives these thinkers, then, is precisely to understand
how these creatures sense, navigate and exist in a version
of the world that is completely different from that of hu-
mans, even though we might inhabit the same spaces at
any given time. How does the world of the bat differ from
ours when its primary mode of experience is defined by its
use of echolocation? How is the tick’s experience of the
world influenced by its reliance on sensing the heat, fur,
and butyric acid that signify the presence of its main prey,
namely mammals? How different is the world for things
18 M.S. Reinerth, J.N. Thon, eds., Subjectivity Across Media: Interdisciplinary and
Transmedial Perspectives (New York: Routledge, 2017). For a more sustained discussion
of subjectivity in VR, see P. Bédard, “La machine subjective? Les appropriations
cinématographiques des dispositifs immersifs contemporains.”
19 T. Nagel, “What is it like to be a bat?,” The Philosophical Review 83, no. 4 (1974): 435-450,
https://doi.org/10.2307/2183914; I. Bogost, Alien Phenomenology, or, What It’s Like to be a
Thing (Minneapolis: University of Minnesota Press, 2012).
PHILIPPE BÉDARD 98 AN-ICON
whose very mode of existence would even preclude us
from describing them has “experiencing” the world?
“When we ask what it means to be something,”
Bogost summarizes, “we pose a question that exceeds
our own grasp of the being of the world.”20 In brief, these
ask that we set aside our privileged modes of experience
for a moment and engage–even if imaginatively–with other
realities parallel and equal to our own. My interest in ask-
ing these questions in the context of an essay on virtual
reality, then, comes from the fact that I see it as a tool for
exploring and perhaps even exceeding the limits of anthro-
pocentric perspectives.21 Indeed, while Reinerth and Thon
remark upon the impossibility of accessing the subjectivity
of others per se, the editors also suggest that media of
all kinds (from literature, to movies, to games, etc.) can
succeed in fostering a sense of intersubjectivity. This pro-
cess could also be called empathy, namely “the ability to
share and understand the experiences of others,” or, as
Kate Nash defines it, “an affective response grounded in an
imaginative engagement with the experience of the other.”22
Whether we call it intersubjectivity or empathy, the belief
behind these concepts is that different media can make
use of their unique affordances to suggest to users how a
given character might subjectively perceive a given event
or experience. Can VR overcome its fundamental anthropo-
centrism and help users imaginatively project themselves
in the experiences of others, precisely when these exceed
their habitual range of possible experiences?
20 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing: 30. Original emphasis.
21 Pinotti might say that this desire to exceed anthropocentrism is itself anthropocentric, as
it posits humans as having an exceptional capacity to access other modes of being in the
world, which other creatures do not possess. See Pinotti, “What is it like to be a hawk?”.
22 H. Farmer, “A broken empathy machine,” K. Nash, “Virtual reality witness: exploring the
ethics of mediated presence,” Studies in Documentary Film 12, no. 2 (2018): 119-131, 124,
https://doi.org/10.1080/17503280.2017.1340796.
PHILIPPE BÉDARD 99 AN-ICON
Accessing non-human realities through
technology
An initial response to this last question might
be that it cannot. Because VR HMDs are (predominantly)
audiovisual devices and because they are tuned to the hu-
man sensorium, they cannot, by definition, make us see and
hear more than what our eyes and ears can perceive nor-
mally.23 As Andrea Pinotti adroitly explains, such attempts
to represent non-human realities through technology:
[...] cannot patently hope to escape Nagel’s caveat. Since they are
visually rendered on a screen, a compound-eye vision, a left-right-
eye independent vision or an infrared vision will always be visions
processed by a human eye-brain system. Human species-specific
organisation operates as a physiological and phenomenological a
priori that cannot simply be bypassed. This is, of course, true also
for any sort of VR simulation of non-human ways of experiencing
the world: they all ultimately have to be processed by such human
a priori.24
This makes it seemingly impossible for HMDs
to exceed our typical senses of sight and hearing, to say
nothing of being able to use it to go beyond our ordinary
perceptual habitus and perceive the world as a bat, tick, or
other creature might. But does it mean VR cannot help us
imagine what the world might look like to a different being?
The fact is that we already use tools in our dai-
ly lives that make visible to us phenomena to which our
eyes and ears are not sensitive. The clock makes visible
23 To that effect, “[David] Eagleman has noted that the part of the electromagnetic spectrum
that is visible to humans is less than a ten-trillionth of the electromagnetic field, and therefore
much goes undetected in our lives apart from a ‘shockingly small fraction of the surrounding
reality.” L. Jarvis, “Body-swapping: self-attribution and body transfer illusions (BTIs),” in
Immersive Embodiment: Theatres of Mislocalized Sensation (Cham: Springer International
Publishing, 2019): 99-154, 113. See also D. Eagleman, “The Umwelt,” in J. Brockman, ed.,
This Will Make You Smarter (London: Doubleday, 2012): 143-145.
24 A. Pinotti, “What is it like to be a hawk?:” 46.
PHILIPPE BÉDARD 100 AN-ICON
the passage of time, while other instruments transform a
range of different extrasensory stimuli into visible data (e.g.,
spectrometer, barometer, Geiger counter, Magnetic Res-
onance Imaging scanner, etc.). Through these tools, we
can gain access to phenomena that are strictly speaking
“invisible,” yet which become visible all the same thanks to
the appropriate apparatus. Having been made visible, these
phenomena are not necessarily legible to all. As Don Ihde
explains, the relation with the world in which we enter when
using such tools is hermeneutic, meaning it requires that
we possess the knowledge and skills necessary to interpret
the data presented to us through these instruments; one
must know how to speak the machine’s language, and to
read the world through it.25
Thinking of VR as a tool to engage hermeneu-
tically with aspects of the world which we cannot natural-
ly perceive is one possible avenue for thinking of it as a
way to exceed the anthropocentric perspectives to which
it has generally been relegated. We can see traces of this
approach at play in several projects by the artist collective
Marshmallow Laser Feast (MLF), notably in In the Eyes of
the Animal (2015), Treehugger: Wawona (2016), and We
live in an Ocean of Air (2018). In each of these projects,
the artists use “terrestrial laser scanners” to create what
are commonly known as “point clouds.” The density and
colour of these clouds can be changed to create more or
less detailed pointillist representations of physical spaces.
MLF uses these to translate ways of “seeing” or being in
the world that are in excess of human understanding. The
25 “Hermeneutic relations,” Evan Selinger explains, “do not amplify or replicate the body’s
sensory abilities; instead, they engage our linguistic and interpretative aptitudes. In this
context, technologies that facilitate hermeneutic relations are best understood as being ‘text-
like’; their effective utilization requires interpretation through the activity of reading.” E. Selinger,
Postphenomenology: A Critical Companion to Ihde (New York: SUNY Press, 2012): 5. An
example that is closer to art and illusion might be anamorphosis. To see the anamorphosis
hidden in an image, viewers must know how to position themselves in such a way as to reveal
the image. See D.L. Collins, “Anamorphosis and the eccentric observer: inverted perspective
and construction of the gaze,” Leonardo (1992): 73-82, https://www.jstor.org/stable/i270958.
PHILIPPE BÉDARD 101 AN-ICON
effect lies halfway between scientific imagery and impres-
sionism, as sparse arrays of point clouds leave much to the
viewer’s imagination. In the Eyes of the Animal, for example,
puts its viewers in the eyes of four different animals and
insects (owl, frog, dragonfly, and mosquito), each with its
Fig. 2a
Fig. 2b
Fig. 2a and 2b. Marshmallow Laser Feast,
In the Eyes of the Animal, 2015
own way of perceiving a forest (Fig. 2a and 2b). Meanwhile,
Treehugger and Ocean of Air each focus on trees and on
the scope and time frame of their biological processes. Al-
though all the creatures represented in these projects share
the same environments (i.e., the forest), they each have
PHILIPPE BÉDARD 102 AN-ICON
their own Umwelt, which MLF represents through different
densities of point clouds and different colour filters.
Some critics may point to the fact that what
MLF does in their project may not be called hermeneutical,
in that the tools they use do not translate the actual, literal
perception of these insects and animals.26 It would also be
fair to note that users would not be adequately equipped
to interpret the world as perceived through these tools,
even if their scientific accuracy was beyond reproach. This
would be missing the point. It would be more appropriate
to say that what MLF creates are artistic renditions of what
the authors imagine the world might look like to different
non-human animals. Their projects are best understood,
then, as invitations to imaginatively explore what the Um-
welt of a mosquito, dragonfly, frog, owl, or even a tree might
be made of.
Recall that for Reinerth and Thon, different me-
dia can effectively seek to simulate certain aspects of a sub-
jective experience as perceived by a particular individual by
appealing to different aesthetic or narrative strategies, as
well as the imagination of the user (viewer, reader, player,
etc.).27 What we have yet to explore, however, is whether
VR is capable of simulating experiences that exceed the
boundaries of the human body. And since, as Maurice Mer-
leau-Ponty writes, “I am conscious of the world through
the medium of my body,”28 how the body appears and
functions in VR has far-reaching implications. So while what
MLF (among other artists) creates might look different than
how we see the world, the question still stands as to if and
26 MLF typically collaborates with scientists in relevant fields to help them translate the
data recorded. With that said, Pinotti’s reminder that data represented onscreen for human
consumption is not equivalent to the source stimuli still holds true, lessening any claim these
artistic experiences might want to make as to their accuracy. See Pinotti, “What is it like to be
a hawk?”
27 M.S. Reinerth, J.N. Thon, “Introduction,” in M.S. Reinerth, J.N. Thon, eds., Subjectivity
Across Media: Interdisciplinary and Transmedial Perspectives: 1-25, 3. Original emphasis.
28 M. Merleau-Ponty, The Phenomenology of Perception (New York: Routledge, 2010): 94-95.
PHILIPPE BÉDARD 103 AN-ICON
how might VR allow users to act differently than they can
in their own human bodies.
Embodying the non-human
While the illusion of presence is often acknowl-
edged in discussions of VR, the various kinds of embod-
ied illusions the medium offers are just as relevant, readily
achievable, and arguably even more fundamental.29 It is not
surprising, then, that the body, its representations, and our
perception thereof have received much attention from the
fields of psychology and neuroscience, especially in recent
years. For instance, in their work on the so-called “Proteus
effect,” Nick Yee and Jeremy Bailenson have demonstrat-
ed how “an individual’s behaviour conforms to their digital
self-representation independent of how others perceive
them.”30 While most scholarship that invokes this effect
focuses on the behavioural aftereffects of inhabiting other
kinds of human bodies (e.g., in terms of gender, age, race,
ability, etc.), some have explored the effects derived from
inhabiting non-human bodies.31 These lay the groundwork
for the explorations to which this essay aspires, but it is
possible to go further still.
A great many studies have been conducted on
the topic of the “body ownership illusion,” or the so-called
“body transfer illusion.” These illustrate how our body sche-
ma is amenable to change when presented with sufficiently
29 I use the term “medium” loosely here, as contemporary VR is more appropriately
described as an apparatus which pre-existing media are attempting to adopt. For more on that
debate, see my forthcoming “Many births of VR.”
30 N. Yee, J.N. Bailenson, “The Proteus effect: the effect of transformed self-representation
on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.
org/10.1177/0093650208330254.
31 See S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual
environments increases inclusion of nature in self and involvement with nature,” Journal
of Computer-Mediated Communication 21, no. 6 (2016): 399-419, https://doi.org/10.1111/
jcc4.12173.
PHILIPPE BÉDARD 104 AN-ICON
convincing data.32 Importantly, this adaptation also works
in cases of illusion, when the brain is tricked into adopting
external elements. This process can also be triggered in
virtual reality applications. Starting from the now famous
rubber hand illusion, studies have detailed different ways
in which users can feel ownership of an artificial limb, such
that they are deluded into thinking that this foreign object
is part of their own body.33 Others have focussed on body
transfer illusions, suggesting that even full-body stand-ins
such as mannequins and digital avatars can be absorbed
into a user’s body schema. VR is a particularly powerful
tool for fostering this illusion since, as one notable paper
suggests, “in VR, there are near-infinite opportunities for
both extending and radically altering our virtual (and hence
perceptually real) bodies.”34
The notion of “homuncular flexibility” further
supports the idea that the mind can adapt to “exotic mor-
phologies, distortions, extensions and reductions” of body
32 See M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions
and their relation to Gallagher’s body image and body schema,” Constructivist Foundations
14, no. 1 (2018): 94-105, https://doi.org/10.5167/uzh-162795; S. Seinfeld et al., “User
representations in human-computer interaction,” Human–Computer Interaction 36, no. 5-6
(2021): 400-438, https://doi.org/10.1080/07370024.2020.1724790; A. Maselli, M. Slater, “The
building blocks of the full body ownership illusion,” Frontiers in Human Neuroscience 7 (2013):
1-15, https://doi.org/10.3389/fnhum.2013.00083; M. Botvinick, J. Cohen, “Rubber hands
‘feel’ touch that eyes see,” Nature 391, no. 6669 (1998): 756, https://doi.org/10.1038/35784;
S. J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” N. Yee, J.N. Bailenson, “The
difference between being and seeing: the relative contribution of self-perception and priming
to behavioral changes via digital self-representation,” Media Psychology 12, no. 2 (2009):
195-209, https://doi.org/10.1080/15213260902849943; H. Farmer, A. Tajadura-Jiménez, M.
Tsakiris, “Beyond the colour of my skin: how skin colour affects the sense of body-ownership,”
Consciousness and Cognition 21, no. 3 (2012): 1242-1256, https://doi.org/10.1016/j.
concog.2012.04.011; H. Farmer, L. Maister, M. Tsakiris, “Change my body, change my
mind: the effects of illusory ownership of an outgroup hand on implicit attitudes toward that
outgroup,” Frontiers in Psychology 4, no. 13 (2014), https://doi.org/10.3389/fpsyg.2013.01016;
H. Farmer, L. Maister, “Putting ourselves in another’s skin: using the plasticity of self-
perception to enhance empathy and decrease prejudice,” Social Justice Research 30, no. 4
(2017): 323-354, https://doi.org/10.1007/s11211-017-0294-1.
33 M. Botvinick, J. Cohen, “Rubber hands ‘feel’ touch that eyes see:” 756.
34 W. Steptoe, A. Steed, M. Slater, “Human tails: ownership and control of extended
humanoid avatars,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4
(2013): 583-590, https://doi.org/10.1109/tvcg.2013.32. Notably, the authors also suggest that:
“Our instinctive ability to rapidly and dexterously incorporate such objects and learn how to use
such tools provides a clue to the remarkable plasticity of how the human brain represents the
body and encodes space.”
PHILIPPE BÉDARD 105 AN-ICON
configurations.35 It is interesting to note that already be-
tween 1989 and 1991, ad hoc experiments were being
conducted by VR pioneer Jaron Lanier and his team at VPL
on an individual’s ability to take ownership of “weird ava-
tars that were still usable.”36 Avatars with unusual point of
view placements (e.g., eyes at hip level), extremely long ex-
tremities, and even non-human avatars were experimented
with.37 In the latter case, Lanier reminisces about a lobster
avatar which was designed by Ann Lasko-Harvill, then
Director of Product Design at VPL Research.38 Some of
these informal experiments have since been proven by
more robust studies. Notably, Andrea Stevenson Won and
Jeremy Bailenson teamed up with and Jaron Lanier to test
the ability of users to incorporate supernumerary limbs by
mapping their controls to “the rotation of a wrist, the flex
of an ankle, or some combination of the two.”39 This came
as a response to the limitation of the human body in re-
gard to the fact that, “[a]s the lobster body includes more
limbs than a person, there were not enough parameters
measured by the body suit to drive the lobster avatar in a
one-to-one map.”40
An important limitation to the illusion of body
ownership or transfer which studies on the topic often
35 Ibid. See also A.S. Won et al., “Homuncular flexibility in virtual reality,” Journal of
Computer-Mediated Communication 20, no. 3 (2015): 241-259, https://doi.org/10.1111/
jcc4.12107; A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to
inhabit nonhuman avatars,” Emerging Trends in the Social and Behavioral Sciences: An
Interdisciplinary, Searchable, and Linkable Resource (2015): 1-16.
36 Ibid.: 2.
37 K. Kilteni et al., “Extending body space in immersive virtual reality: a very long arm
illusion,” PloS one 7, no. 7 (2012): 1-15, https://doi.org/10.1371/journal.pone.0040867;
S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” T. Feuchtner, J. Müller,
“Extending the body for interaction with reality,” Proceedings of the 2017 CHI Conference on
Human Factors in Computing Systems (2017), https://doi.org/10.1145/3025453.3025689.
38 J. Lanier, “Homuncular flexibility,” in 2006: What is your Dangerous Idea? Edge: The World
Question Center (2006), https://www.edge.org/response-detail/11182, accessed January 10,
2023.
39 A.S. Won et al., “Homuncular flexibility in virtual reality:” 242. Interestingly, the authors
gesture towards our earlier discussion of “what it is like to be [ ]” when, in the very first line
of their article, they ask: “What if you could become a bat.” Ibid.: 241.
40 A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to inhabit
nonhuman avatars:” 2-3.
PHILIPPE BÉDARD 106 AN-ICON
highlight is the required “realism” of the external object.
That is, “the need for an object to preserve precise, informa-
tive corporeal structural features in order to be integrable as
one’s own body part.”41 In other words, anthropomorphism
is often presented as an important–if not essential–factor in
the illusion of body ownership. Does this mean the move
beyond human perspectives for which I am advocating in
this essay is a nonstarter?
Redemption for this idea might yet be found
in more recent approaches to the illusion of body own-
ership which point to a crucial element that is otherwise
overlooked in the earlier quoted studies. Namely, in their
meta-analysis of “user representations,” Sofía Seinfeld and
colleagues have shown that while “[u]nrealistic visual ap-
pearance, such as the visual discontinuity of the artificial
body, also reduces the feeling of body ownership,” it is
also true that “[b]ody ownership illusions are effectively in-
duced through congruent multisensory stimulation.”42 Earli-
er studies focussed on illusions generated by visual stimuli
supplemented with synchronous tactile feedback (e.g., the
rubber hand is stroked at the same time as the physical
hand). Meanwhile, active engagement with the illusory body
augmentation has been shown to play an important role
in the success of this illusion. For instance, Marte Roel
Lesur et al. suggest that while “the literature shows that
not just any fake body or object can elicit illusory owner-
ship,” at the same time, “in the presence of sensorimotor
coherence, there are some examples of illusory ownership
over implausible virtual bodies.”43 The redeeming quality of
contemporary VR technologies in this regard is precisely
their ability to afford their users agency, interactivity, and
41 A. Maselli, M. Slater, “The building blocks of the full body ownership illusion:” 12.
42 S. Seinfeld et al., “User representations in human-computer interaction:” 416-417.
Emphasis added.
43 M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions and
their relation to Gallagher’s body image and body schema:” 101
PHILIPPE BÉDARD 107 AN-ICON
multisensory feedback which work in concert to create
many of the contingencies that are known to facilitate such
body ownership illusions.
Fig. 3a
Fig. 3b
Fig. 3a and 3b. Non-human bodies in Plastisapiens
(Miri Chekhanovich and Édith Jorisch, 2022). Credit:
National Film Board of Canada (2022)
True as it might be that most recent VR ex-
periences remain tied to humanoid avatars, some have
pushed the boundaries of what counts as realistic body,
while others have experimented with bodies that are alto-
gether non-human. One such notable example is the VR
experience Plastisapiens (Miri Chekhanovich and Édith
Jorisch, 2022), a piece of “surrealist ecofiction” which asks
viewers to imagine a future where human evolution has
been shaped by our exposure to microplastics in the air we
PHILIPPE BÉDARD 108 AN-ICON
breathe, the water we drink, and the food we ingest; the An-
thropocene has here been replaced by what we might call
the Plasticene. Throughout its 15–minutes runtime, Plasti-
sapiens asks its viewers to adopt a number of new bodies,
from a prehistoric betentacled creature to the eponymous
human-plastic hybrid, whose hands seem to be made of
thin plastic (Fig. 3a and 3b). In both cases, “hands” are the
only part of their body users can see, leaving the rest up
to their imagination.
Meanwhile, hand tracking is used to manip-
ulate these new alien-looking appendages. The player’s
agency is made evident in their ability to move their hands
in predictable ways. Here, part of the success for the body
ownership illusion is ensured by the synchronous move-
ment of the hand in physical reality and the appearance of
the corresponding movement of the alien limb, as seen in
the HMD. In my own experience of Plastisapiens, I had no
issue whatsoever knowing how to manipulate my tentacles
to successfully reach the objects in my vicinity, adapting to
their limits and affordances within a matter of seconds. Fur-
thermore, the experience employs haptic feedback through
the controllers to add a sense of multisensory correspon-
dence between what the eye registers the tentacle having
touched, and what the physical (i.e., human) hand feels
having touched as well. Agency, interactivity, and multi-
sensory feedback therefore join forces to foster a sense of
sensorimotor coherence, thereby facilitating the illusion of
body ownership despite the lack of realism of the bodies
on offer.44
44 See also the oft-cited experience Birdly (Somniacs AG, 2015), another good example of
agency and synchronous multisensory feedback contributing to successful illusory ownership
of non-human animal bodies.
PHILIPPE BÉDARD 109 AN-ICON
Conclusion
Fascinated as I am by the possibilities opened
up by the idea of inhabiting non-human bodies, I can-
not help but see the limitations of this kind of temporary
foray into the world of non-human animals. If VR as it
exists today struggles to make us see things from the
perspective of another human being, as so many have
already demonstrated, can it truly show us what it is like
to be an animal, or any other non-human creature for that
matter? Further limitations come up when we begin to
question VR’s efficacy as an illusion. In a recent essay
on the myth of total illusion in virtual reality, Janet Murray
insists that, more than any medium before:
Interactive environments demand more explicit partnership
than just the willing suspension of disbelief; they become real
through the “active creation of belief” by inducing and satis-
fying specific intentional gestures of engagement. As soon as
we stop participating, because we are confused or bored or
uncomfortably stimulated, the illusion vanishes.45
Indeed, Murray is careful to remind us of a
fact that is rarely highlighted in studies on illusions in VR,
namely that effects such as the body ownership illusion
are difficult to achieve and more difficult still to maintain.46
On one hand, I want to join Murray in insist-
ing on the important role played by individual users in
fostering the kinds of illusions for which I am advocat-
ing in this essay. In an earlier paper on empathy in VR, I
came to a conclusion that applies just as well to the idea
45 J.H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27 https://journals.sagepub.com/doi/abs/10.1177/1470412920906253. Emphasis
added. See also J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) (Cambridge MA: MIT Press, 2017): 136-139.
46 “The rubber/virtual hand experiment is truly delusional, but it is important to note that it is
a fragile and momentary delusion.” Ibid.: 17.
PHILIPPE BÉDARD 110 AN-ICON
of imaginatively projecting oneself in the experience of
non-human or non-living beings: “users must know how
and want to use this tool.”47 The non-anthropocentric ef-
fects which I describe in this essay are difficult to achieve
for users who do not know how–or much less care–to
use VR as a tool to explore spaces and bodies which
exceed their natural capabilities. On the other hand, I
also want to recognize that the very idea of optical illu-
sion hinges upon the illusory nature of the phenomenon.
This assumes the automatic and involuntary process by
which we can succumb to illusions; optical or otherwise.
When the necessary conditions are met, we cannot help
but fall victim to illusions. Could VR’s affordances be
used to such effect?
I am also keen on suggesting a fruitful ave-
nue might lie in effects that are not quite illusions, but
rather something we might call “games of perception,”
or even hallucinations.48 Further research could be done
in this regard to echo Crary’s work on subjective vision
as it was utilized in the creation on optical toys in the
18th and 19th centuries. To that effect, we should also
consider the scholarship that has been produced on the
revelatory potentials of optical technologies used in ways
that defy anthropocentric concerns. I am thinking here of
Stan Brakhage’s call for a radical exploration of cinema’s
visual capabilities, as well as of William Wees’ study of
experimental cinema’s ability to “exceed” the limitations
of human vision.49 In both cases, nonnormative uses of
a technology lead to drastic effects, as heretofore dom-
inant modes of representation are swept aside in favour
47 This essay is forthcoming in the Canadian Journal of Film Studies.
48 For more on illusions and hallucinations in VR, see C. Paolucci, “Perception, hallucination,
virtual reality. From controlled hallucination to Resident Evil 7: Biohazard,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 112-128, https://doi.org/10.54103/ai/15443; P. Montani,
“The hallucinatory aspect of virtual reality and the image as a ‘bilderschrift’,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 154-172, https://doi.org/10.54103/ai/15441.
49 W.C. Wees, Light Moving in Time: Studies in the Visual Aesthetics of Avant-Garde Film
(Berkeley: University of California Press, 1992).
PHILIPPE BÉDARD 111 AN-ICON
of more eccentric–or even excessive–ways of engaging
with worldly phenomena. And while both examples re-
late to cinema, there is no reason why VR should not be
amenable to such experimental fancies. Where is VR’s
Brakhage? Its surrealist or Dadaist movement? Its fear-
less pioneers?
PHILIPPE BÉDARD 112 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19595 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19595",
"Description": "From the outset, the inventors of 3D, VR/AR and analogue and digital immersion thought of these devices as functional models of our perceptive capacities, serving to expand our sensory knowledge and to support our communications based on multisensory storytelling. How is it that a solid critical tradition then assimilates them to hallucinatory phenomena? The answer lies in marketing techniques that have always associated dreams and illusions with the desire to play with reality. But there is a deeper, epistemic reason.The sources of scientific thought of hallucinations are marked, in the 19th century, by the theory of “sensations without objects.” Perception being distorted, the knowledge it provides is pointless. It is therefore possible to replace the vacant object with our desires to act out subjectively the real. This conviction initiated by Dr. Jean-Étienne Dominique Esquirol has survived to the present day. However, the history of the scientific approach of hallucinations shows another theoretical framework, particularly prolific but curiously forgotten: the theory of reality monitoring and arbitration of sources of information provided from Dr. Henri Ey. We propose to forge on these concepts a critical tool of the current mediadesign.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19595",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Marcin Sobieszczanski",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Classical theories and perspectives",
"Title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-01-07",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Marcin Sobieszczanski",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19595",
"firstpage": null,
"institution": "Université Côte d'Azur ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Classical theories and perspectives",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wellek, R., Warren, A., Theory of Literature (Harcourt Brace, and Company, 1948).",
"spatial": null,
"temporal": null,
"title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19595/17775",
"volume": "1"
}
] | Hallucinatory
syndromes / Immersion
in the image. Classical theories
and perspectives
by Marcin Sobieszczanski
Hallucinatory syndromes
Immersion in the image
Classical theories and perspectives
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Hallucinatory syndromes
/ Immersion in the image.
Classical theories and
perspectives
MARCIN SOBIESZCZANSKI, Université Côte d’Azur – https://orcid.org/0000-0002-8024-8780
https://doi.org/10.54103/ai/19595
Abstract From the outset, the inventors of 3D, VR/AR and
analogue and digital immersion thought of these devices as
functional models of our perceptive capacities, serving to
expand our sensory knowledge and to support our commu-
nications based on multisensory storytelling. How is it that a
solid critical tradition then assimilates them to hallucinatory
phenomena? The answer lies in marketing techniques that
have always associated dreams and illusions with the desire
to play with reality. But there is a deeper, epistemic reason.
The sources of scientific thought of hallucinations are marked,
in the 19th century, by the theory of “sensations without ob-
jects.” Perception being distorted, the knowledge it provides
is pointless. It is therefore possible to replace the vacant
object with our desires to act out subjectively the real. This
conviction initiated by Dr. Jean-Étienne Dominique Esquirol
has survived to the present day. However, the history of the
scientific approach of hallucinations shows another theoret-
ical framework, particularly prolific but curiously forgotten:
the theory of reality monitoring and arbitration of sources of
information provided from Dr. Henri Ey. We propose to forge
on these concepts a critical tool of the current mediadesign.
Keywords Hallucinatory syndromes Immersion in the image
Classical theories and perspectives
To quote this essay: M. Sobieszczanski, “Hallucinatory syndromes / Immersion in the image.
Classical theories and perspectives,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433]
2 (2022): 113-132, https://doi.org/10.54103/ai/19595
MARCIN SOBIESZCZANSKI 113 AN-ICON
What if we were to compare immersion in artifi-
cial sensoriality (or “virtual” - although this last word is more
of a showcase than a solid concept) to all the phenomena
of treachery, feints, and sensory artifices, phosphenes, il-
lusions, dreams, effects of psychotropic substances, and
more specifically to hallucinatory states?
This is, obviously, a marketing slogan for vari-
ous VR devices, but let’s not forget that in the similar con-
text of the appearance of technical novelties in the cinema
of the 1970s, Jean-Louis Baudry1 has been able to make a
banality forged in extra-scientific circles the foundation of
an important vein in the theory of filmic narration. It was also
at this time that the controversy around the “oneiric” char-
acter of cinema sometimes led to accusations of oneirism,
the latter term clearly designating a mental disorder. If then
today, we evoke the comparison VR / illusion, it is to take
advantage of the heuristic potential of this metaphor. In-
deed, the long history of scientific understanding of illusion
phenomena and their methods of remediation can provide
an interesting intellectual tool for clarifying the relationship
between cultural practices in VR and reality. We will pro-
ceed in parallel, on the perceptual level, by approaching the
comparison between the episodes of disturbed perception
and the sessions of immersion in the sensory peripherals
of computers acting on the mode of interactivity and vi-
sual and sound spatialization, as well as on the intelligible
content plan, by approaching the comparison between the
construction of illusory meaning by the subject presenting
nosologies relating to perception, and the construction of
narrative meaning during the use of VR products.
This approach will first lead to the highlighting
of contrasting results, similarities and dissimilarities be-
tween the mechanisms of perception in different types of
perceptual failure and of perception in immersive environ-
ments. Secondly, faced with a certain lack of intelligibility
in the relationship between VR practices and the real world,
we will take advantage of a brief history of the theories of
1 J.-L. Baudry, “The device,” Communications 23 (1975): 56-72.
MARCIN SOBIESZCZANSKI 114 AN-ICON
sensory dysfunctions and hallucinations which, after a ter-
minological reframing in the light of standards in the current
cognitive sciences, will allow us to propose, on the inspi-
ration of the theory of monitoring of informational sources
of Dr. Ey, a critical epistemology of Virtual and Extended
Reality.
Nature of sensory experiences in
immersive devices: towards the digital
modeling of vision and gesture
In the register of symbolic behaviors, the visual
production of Man started, according to the facts attested
since 100,000 BP, probably by adornment and the addition
of aesthetic elements to natural or artificial objects such
as tools, to then pour in the production of artifacts aimed
at reproducing, in a gesture of externalization, the retinal
image and the process of its mental treating, the vision
of the world. Thus, appeared pictorial artefacts, around
40,000 BP and sculptural and architectural productions
(additions to natural shelters) around 32,000 BP. The first
representations (the bestiary) already implicitly composed
with the notion of dimension, first by spreading out over the
surfaces (2D + the roughness of the natural surface) and
then by regaining the rudiments of perspective, which is a
way of raising awareness of the constraints of the process
of visual perception: the light imprint of reality in three di-
mensions, its projection on the retina (in 2D + the concave
nature of the back of the eye) and the cerebral processing
of the image retinal reconstruction, thanks to the various
3D indices, the reality of the spatial relationships present
in the ecological niche.2,3
The ergonomics of vision dispenses with the 3D
image since the human brain is capable of restoring depth
from the flat image. But it should be noted that if it is just
2 T. Deacon, Symbolic Species (New York: W.W. Norton, 1997); J.-L. Baudry, “The device:”
56-72.
3 D. Lewis-Williams, The Mind in the Cave: Consciousness and the Origins of Art (New York:
Thames and Hudson, 2002).
MARCIN SOBIESZCZANSKI 115 AN-ICON
suggested in the 2D image by the elements of perspective
reproducing the indices of depth, spatiality is present in
the imagery from the art of caves and rocky surfaces, also
by the bias of the accumulation of the sources of visual
information, an accumulation which, once again by cere-
bral processing, reproduces the immersion of the cognitive
subject in the environment parameterized in three dimen-
sions. Humans have never ceased to reproduce space in
their visual symbolic productions, from rock walls, through
the vaults of temples and dwellings, to immersive “analog”
installations such as “circular perspectives” or the “vedute.”
Digital immersive devices, which appeared in
the mid-1960s, took over the game of 3D/2D/3D transition,
first optical and then mental. But unlike previous devices,
the pioneer of digital graphics and VR, Ivan Sutherland,
drawing inspiration from Gestalt Theory, by descent from
Köhler, passing through Green, Wallach, O’Connell and
Gibson, adds an important element, by placing ourselves
from the start on the level of bio-inspiration that we also
call cognitive realism.4
The fundamental idea behind the three-dimensional display is to
present the user with a perspective image which changes as
he moves. The retinal image of the real objects which we see
is, after all, only two-dimensional. Thus, if we can place suitable
two-dimensional images on the observer’s retinas, we can create
the illusion that he is seeing a three-dimensional object. Although
stereo presentation is important to the three-dimensional illusion,
it is less important than the change that takes place in the image
when the observer moves his head. The image presented by the
three-dimensional display must change in exactly the way that the
image of a real object would change for similar motions of the us-
er’s head. Psychologists have long known that moving perspective
images appear strikingly three-dimensional even without stereo
4 B.F. Green, “Figure coherence in the kinetic depth effect,” Journal of Experimental
Psychology 62, no. 3 (1961): 272-282, https://doi.org/10.1037/h0045622; H. Wallach, D.N.
O’Connell, “The kinetic depth effect,” Journal of Experimental Psychology 45, no. 4 (1953):
205; J.J. Gibson, The Perception of the Visual World (Cambridge: The Riverside Press, 1950),
https://doi.org/10.1037/h0056880.
MARCIN SOBIESZCZANSKI 116 AN-ICON
presentation; the three-dimensional display described in this paper
depends heavily on this “kinetic depth effect.”5
The physiological approach adopted by the
inventors of immersive environments places us not only
in the 3D image, in the saturation of the visual field by the
circular and spatial character of this image or by the accu-
mulation of images imitating the surrounding space, but it
also allows us to add to our relationship to the image, the
motor and gestural dimension, through which we regain
one more stage in the process of symbolic representation
of reality: its “kinesthetic” and “manipulative” dimension,
the possibility of acting on the image inspired by the actions
that the Human exercises on his environment.
In an experience of immersive cave or a semi-im-
mersive installation, we are subject to the perceptual action
of a 3D image produced by the display device: the projec-
tion run by a computer equipped with graphic synthesis
capabilities of a synthetic image itself produced by graphics
software or resulting from the capture of reality as it is the
case with a digital image captured by photography, vide-
ography, or scanning then synthesized as a 3D model of
this captured reality. The visual effects of the embossed
image, which is not a real 3D model that can be positioned
at will within the geometrically simulated 3D space and
be used, but rather a handling of the image reduced to its
positioning relative to the surface of objects and not with
the conservation of truthful reports of depth. This narrow
depth technique is broadly used in 3D cinema which, for
obvious economic reasons, using the twin-lens cameras
with surface relief vision more often than real “full” 3D mod-
els constructed geometrically or raised by algorithms. In
several installations, the 3D image is also reinforced by the
stimulations coming from other sensory generators. This
image, alone or reinforced, fills a large part of our sensory
field. It imposes itself as perceived reality so much so that
5 I.E. Sutherland, “A head-mounted three-dimensional display,” Proceeding AFIPS ‘68,
(1968) https://doi.org/10.1145/1476589.1476686.
MARCIN SOBIESZCZANSKI 117 AN-ICON
it constitutes a partial substitution of reality that coexists
with the other fragments of reality felt through the active
fields of the senses that are not, or not entirely affected by
the 3D image or by generators of complementary sensa-
tions. In this way, the perceptual field6 of the subject in the
immersive experience is composed of a blend of sensations
coming from the directly perceived external and internal
reality, and sensations coming from a digital generator of
3D images often combined with other digital generators of
sensations, auditory, olfactory, or even tactile.
Review of illusion-producing phenomena
The phosphene was commented on by the An-
cient Greeks as a specific mode of appearance of images,
by the pressure7 of the eyeball. The famous South African
anthropologist David Lewis-Williams attributes to the phos-
phene a preponderant role in the creation of non-figurative
parietal icons of the Upper Paleolithic. Hermann von Helm-
holtz was passionate about the study of this phenomenon
and recorded several varieties of it. Produced by direct,
mechanical, or electromagnetic stimulation of the sight’s
organs, the phosphene constitutes an experience often
founding the awareness of the functioning of the sensory
pathways in juvenile subjects, experience of the duality
and at the same time of the interdependence of the ocular
and mental image.
The illusions, studied since antiquity among
the peoples of the Mediterranean region but also in Asia,
especially in India, they are first linked to the problem of
apparent and relative magnitudes in astronomical obser-
vations of the celestial vault, and then to atmospheric phe-
nomena, to the role of shadow and finally to all sorts of
6 Also called “receptive field” and defined as follows: “A specific region of sensory space
in which an appropriate stimulus can drive an electrical response in a sensory neuron.” D.H.
Hubel, T.N. Wiesel, Brain and Visual Perception: The Story of a 25-year Collaboration (Oxford-
New York: Oxford University Press, 2005).
7 O.J. Gruesser, M. Hagner, “On the history of deformation phosphenes and the idea of
internal light generated in the eye for the purpose of vision,” Documenta Ophthalmologica 74
(1990): 57-85.
MARCIN SOBIESZCZANSKI 118 AN-ICON
optical reverberations produced by different “screens,” va-
pors, smooth surfaces, and liquid surfaces. Although the
Platonic philosophical teaching of perceptual skepticism
derives directly from this experience, the study of illusions
nevertheless leads to the beginning of sensory realism.8 The
Platonic analysis of the cave with “screen” effects (projec-
tions, reflections, traces, etc.)9 is also one of the first trea-
tises on perception in which the foundation of all prescien-
tific and scientific theories of knowledge (gnoseology), the
dichotomy “perception versus cognition” clearly appears.
From an epistemic perspective, it should be remembered
that perception is considered in Antiquity as an interaction
between the sensory organs, the medium (undulatory, ca-
loric, material, etc.) of contact with the thing, and the thing
itself, the object of perception, while the term cognition is
reserved for the mental interpretation of the signal that the
sensory organs transmit to the understanding. Both Plato,
Aristotle, and philosophers of late Antiquity like Plotinus
attached great importance to the versatile nature of the
contact medium which under different conditions and un-
der different surrounding constraints can give the distorted
image of the thing. The role of the mind, the understanding
or the intellection is above all to exercise control over the
sensory sphere. Current cognitive sciences have a rather
unitary vision of the nervous system and consider the sen-
sory organs as extensions of the brain...
Oneiric activities provide Ancient Humanity
with an enormous reservoir of stories that are both mne-
sic and premonitory. The imaginary, the abductive force of
the creative projection on the “commonplace” world pro-
duces a reasoning that confirms the subject in his role, if
not central then certainly active, in the gnostic process. In
short, the dream is an omnipresent source of the explana-
tory hypotheses of reality, as Baudry says when relating the
contributions of the dreamlike sphere discovered by Freud:
8 M. Sobieszczanski, “Two key factors in the history of communicating immersive
environments: mix of reality vs. cognitive realism,” LINKs-series, no. 1-2 (2019), https://hal.
archives-ouvertes.fr/hal-02281583.
9 Plato, The Republic, Book VII.
MARCIN SOBIESZCZANSKI 119 AN-ICON
The transformations wrought by the sleep in the psychic appara-
tus: removal of cathexis, lability of the different systems, return to
narcissism, withdrawal of motor skills (impossibility of resorting to
the reality test), contribute to producing the specific characteristics
of the dream: its capacity for figuration, translation of thought into
image, reality accorded to representations.10
Another experience, at the individual level, and
- among all prehistoric peoples - strongly collective, is pro-
vided using psychotropic substances. The inoculation of
a chemical factor modifying both, perception, and con-
sciousness, affects as well the centripetal sensory afferents,
and their centrifugal control, most often thalamic but also
caused by neocortical intellectual patterns. And if in cur-
rent societies the practice of narcotics is mainly associated
with personal deviance and destructuring addictions, in
prehistory and antiquity, drugs served as a (bio)chemical
substrate for divinatory trances. These states were both
reserved for the use by a restricted class of hierophants,
and essential for social regulation in general and for the
management of individuals, particularly during initiation
rites and rites of passage.11
Towards the clinical approach of
hallucinatory phenomena
Often times, individuals performing the same
types of behaviors without the (bio)chemical support are
viewed by the Ancients as representatives of the deity itself,
and their verbal and iconic creations as direct expressions
of religious truths that may serve as a vehicle for the intelli-
gibility of reality. Western science began to take interest in
the pathological dimension of these people and to associ-
ate different clinics with them. Thus, the head doctor of the
10 J.L. Baudry, “The device:” 56-72.
11 J. Clottes, D. Lewis-Williams, Les Chamans de la Préhistoire. Trans et Magie dans
les Grottes Ornées (Paris: Le Seuil, 1996); E. Guerra-Doce, “The origins of inebriation:
archaeological evidence of the consumption of fermented beverages and drugs in prehistoric
Eurasia,” Journal of Archaeological Method and Theory Theory 22 (2014): 751-782 https://doi.
org/10.1007/s10816-014-9205-z.
MARCIN SOBIESZCZANSKI 120 AN-ICON
Salpêtrière, Jean-Étienne Dominique Esquirol, interpreted
in 1838 the difference between illusions and hallucinations
based on the nature of their references to reality, which
led him to the definition of pathological hallucinations by
preterition. “Perception without an object” is a normative
view of the phenomenon which insists on its perceptual
nature while denying the percept of this perception, and
ultimately its object, in accordance with a “common sense.”
Relayed without any critical readjustment by later research-
ers, J. Baillarger, J.-P. Falret, E. Régis or P. Guiraud,12 this
conception had to wait for the second half of the twentieth
century to finally, in the research of Dr. Henri Ey, lead to the
study of the nature of the hallucinatory process itself.
The much-vaunted merit of Ey’s synthesis is
first of all its distinction between hallucinosic eidolia and
delirious hallucinations which are, alone, hallucinations
properly speaking.
“The eidolia do not come from a delusional func-
tioning of the patient and are compatible with reason, in this
they can be qualified as ‘psychonomy’. It is a ‘non-delusion-
al hallucinatory modality’. The subject finds them ‘unreal’,
incongruous in relation to his perceptual experience: he
knows that he is hallucinating.”13
We will return to this definition in the context
of certain immersive experiences with virtual spaces, such
as vacuum or narrowing, producing effects of somatic re-
actions even though the subject is aware of the “virtuality”
of these spaces and their characteristics.
On the other hand, the definition of delusional
hallucinations provides us with another important theoret-
ical dimension:
Thus, for Ey “The hallucinatory phenomenon experienced by the
subject must [...] have a double character: that of affecting his
sensitivity or his sensoriality and that of being projected out of his
subjectivity” ([2] p. 44-45). The patient must thus be able to attest
12 G. Gimenez, M. Guimont, J. Pedinielli, “Study of the evolution of the concept of
hallucination in classical psychiatric literature,” L’evolution psychiatrique 68 (2003): 289-298.
13 Ibid.
MARCIN SOBIESZCZANSKI 121 AN-ICON
to a sensory experience (“I see, I hear, I feel”) by his reference to
the attributes of sensoriality and support the objectivity and reality
of this experience.14
This means, in essence, that a cerebral effect
positioned in the sensory information processing areas, in
certain clinical circumstances, can be correlated by intra-
cerebral communication pathways with a cortical effect
that mobilizes the oscillation between knowledge current
(operational) and the thought of presumption, inclinations,
convictions (doxic).
In this situation, it is clear that there is a de-
tachment of the sensory areas from the sensory organs,
or rather a functional doubling of the cerebral support. On
the one hand, there is evidence that patients suffering from
hallucinations often achieve to conceive that the people
accompanying them, the caregivers in this case, are not
subject to the same phenomenon. On the other hand, the
same patient simultaneously develops a hallucinatory syn-
drome. The sensations “with object” do not disappear, on
the contrary, the “generic” sensory excitations accompany
the delirious subject throughout his “specific” experiences.
In the article by G. Gimenez, M. Guimont, J.-
L. Pedinielli, we read: “Minkowsky’s remarkable text on
Le temps vivant, and in particular the chapter ‘Towards
a psychopathology of space’, which shows very well the
possible cohabitation, in the same subject, of a hallucina-
tory neo-reality and a perceptual reality, often remaining
actively separated by processes of splitting.”15
The “Perception without an object” was biased
by its implicit use of the physiologically improbable, direct
inversion of nervous influx16 in the optic or auditory nerves.
In reality, the sick subject carries out two processes both
highly demanding in terms of synaptic energy: that of the
14 Ibid. Here the article refers to H. Ey, Treatise on Hallucinations, vol. 2 (Paris: Masson and
Co, 1973).
15 Ibid. The article refers to E. Minkowsky, The Lived Time. Phenomenological and
Psychopathological Studies (Neuchatel: Delachaux and Niesle, 1933).
16 The blocking of the inversion is ensured by the mechanism of the alternation of refractory
periods and periods of excitability of the elementary nerve cell.
MARCIN SOBIESZCZANSKI 122 AN-ICON
control of the real and that of the control of his own cere-
bral activities of the sensory areas pathologically auton-
omized to the point of competing with the gnosic results
of perception. Under the light of current neuroscience re-
sults supported by functional cerebral imaging, MRI and
positron emission device, the etiology and consequently
the nosography of delusional pathologies is shifting from
the psychoanalytical vision where the sphere of symbolic
topics takes pathologically precedence on the phenomenal
sphere, towards a neuro-cognitivist vision compatible with
the hypotheses of Dr. Ey, as Thomas Rabeyron states it:
hallucinations should first be considered from the point of view
of “reality monitoring,” a process that is part of a larger whole
called “source monitoring.” According to Bentall (1990), hallucina-
tions would thus be the consequence of a bad categorization: an
internal perception, a representation, or a reminiscence, instead
of being represented as coming from inside, would be categorized
by the brain as coming from outside. There would therefore be
confusion between internal source and external source, confusion
being more specifically at the level of the thalamus, a real system
for filtering information reaching the cerebral cortex.17
In fact, we are here in a process of intracerebral
communication where, both in the presence of a meticu-
lous monitoring of reality18 and independently of its gnosic
results and its metacognitive achievements,19 the different
neocortical areas exchange with each other. In this play,
essentially triangular, the central position is ensured by (1)
the thalamic zones which seem to distribute flows joining
(2) the prefrontal cortex with (3) sensory, parietal or posterior,
17 T. Rabeyron, “Exceptional experiences: between neuroscience and psychoanalysis,”
Research in Psychoanalysis, no. 8 (2009). The reference “Bentall (1990)” refers to R.P. Bentall,
“The illusion of reality: at review and integration of psychological research on hallucinations,”
Psychological Bulletin 107, no. 1 (1990): 82.
18 Let us remember the experiences cited by Merleau-Ponty where schizophrenics
systematically thwarted attempts at scenographies recalling their imaginary world: M.
Merleau-Ponty, Phénoménologie de la Perception (1945) (Paris: Gallimard, 2011). See also the
connection between Merleau-Ponty and Dr. Ey, in: T. Grohmann, “Délire et hallucination en
schizophrénie: une perspective phénoménologique,” Phainomenon 28 (2018): 103-125.
19 On this subject, see the “Higher-order thought theory” by David Rosenthal, in D.
Rosenthal, Consciousness and Mind (Oxford-New York: Oxford University Press, 2005).
MARCIN SOBIESZCZANSKI 123 AN-ICON
somatosensory, auditory and visual areas. The implication
of the latter is proved indirectly by research combining the
pathological phenomenon of synesthesia, the non-volun-
tary association of sensations originating from different sen-
sory modes, and hallucinatory sensations. This particular
research has produced increasing evidences since Binet’s
founding experiments.20
Reality monitoring
With the dimension of “reality monitoring,” the
theories of hallucinations begin to move away from their
origins anchored in a naive realism where the third instance
of a healthy observer arbitrated, in the light of “common”
and “objective” representations, the pathological represen-
tations of reality produced by the sick subject. In fact, they
also abandon the solipsistic simplifications of a “a world to
yourself” in which the patient would have been locked up.
We are here within the framework of a duality where the
two gnosic procedures hold comparable “realizing” forces
from the point of view of their aesthesies. The nosological
qualification of dysfunctions no longer consists in arbitrat-
ing between the flow of consciousness of the sick subject
and the flow of consciousness of the healthy subject, but
in qualifying the way in which a subject oscillates between
the two gnosic modes reputed to be constructive.
It is therefore the attentional processes that
make the nosology of delusional mental behaviors and not
the hallucinations themselves, or again, in other words: we
speak on hallucinations when the “fictio-creative” activities
occur, by the alteration of the attentional processes, to sub-
stitute themselves to the interoceptive and exteroceptive
controls of reality.
Attentional processes, whether defined accord-
ing to peripheral filter theories or central manager theories,
cannot be associated with an organic function or, even less,
with a delimited convolution or a particular nerve bundle.
20 A. Binet, “The problem of colored hearing,” Revue des Deux Mondes 113 (1892): 586-614.
MARCIN SOBIESZCZANSKI 124 AN-ICON
These are complex states of mobilization of cognitive re-
sources assembling different parts of the nervous system,
appearing to be identifiable with the different functional
aspects of the circuits assigned to the different other pur-
poses, as it is the case of the reticular system disposed on
the path joining the lower bulbar region to the lateral and
posterior hypothalamus. Following the inventory of con-
vergent experimental facts, some theories on the rhythms
of cerebral electro-biological activities, detectable at the
cortical and subcortical level, propose here some interest-
ing hypotheses, in particular on the role of theta waves.21
These processes are also associated with the presence of
certain cognitive event-related potential (ERP) and in par-
ticular the famous N400 discovered in 1978 by Kutas and
Hillyard.22
The attentional processes have the capacity
23
to move, by means of calibration and thalamic reinforce-
ments, not only in the direction of association or selection
of external sources of sensory stimuli but also in the direc-
tion of interchange and variation of the internal sources,24
among which we count usually different kinds of memo-
ry,25 but also hallucinogenic stimuli.26 It is at this level that
the problem of indissociation between the veracity and
21 M.C.M. Bastiaansen et al., “I see what you mean: theta power increases are involved in
the retrieval of lexical semantic information,” Brain and Language 106 (2008): 15-28, https://
doi.org/10.1016/j.bandl.2007.10.006.
22 M. Kutas, K.D. Federmeier, “Electrophysiology reveals semantic memory use in language
comprehension,” Trends in Cognitive Sciences 4, no. 12 (2000): 463-470, https://doi.
org/10.1016/S1364-6613(00)01560-6.
23 M.I. Posner, “Orienting of attention,” Quarterly Journal of Experimental Psychology 32
(1980): 3-25.
24 J.K. Roth et al., “Similar and dissociable mechanisms for attention to internal versus
external information,” NeuroImage 48 (2009): 601-608.
25 E. Awh, E.K. Vogel, S.H. Oh, “Interactions between attention and working memory,”
Neuroscience 139, no. 1 (2006): 201-208, https://doi.org/10.1016/j.neuroscience.2005.08.023.
26 R.P. Bentall, “The illusion of reality: at review and integration of psychological research
on hallucinations,” Psychological Bulletin 107, no. 1 (1990): 82, https://doi.org/10.1037/0033-
2909.107.1.82; M.K. Johnson, C.L. Raye, “Reality monitoring,” Psychological Review 88
(1981): 67-85, https://psycnet.apa.org/doi/10.1037/0033-295X.88.1.67; M.K. Johnson,
S. Hashtroudi, D.S. Lindsay, “Source monitoring,” Psychlogical Bulletin 114 (1993): 3-28,
https://doi.org/10.1037/0033-2909.114.1.3; G. Brébion et al., “Reality monitoring failure in
schizophrenia: The role of selective attention,” Schizophrenia Research 22, no. 2 (15 Nov.
1996): 173-180, https://doi.org/10.1016/S0920-9964(96)00054-0; A. Schnider, “Spontaneous
confabulation, reality monitoring, and the limbic system - a review,” Brain Research Reviews
36, no. 2–3 (2001): 150-160, https://doi.org/10.1016/S0165-0173(01)00090-X; J.K. Roth et
al., “Similar and dissociable mechanisms for attention to internal versus external information,”
NeuroImage 48 (2009): 601-608.
MARCIN SOBIESZCZANSKI 125 AN-ICON
the coherence of different topics, imaginary and sensory,
must occur. From then on, the fictitious topics that we will
begin to call fictional (see below), can exercise a “realizing”
role they can effectively embed into the sensible real, by
the means of intensity of esthesia (contribution from sen-
sory areas), sequential plausibility, and causal relevance
(contributions from frontal areas). From the moment when
the “realization” efficiency is obtained, the altered attention
moves indiscriminately from the external to the internal
and withdraws from its task as a source checker. Thus, on
the double psychic substrate, emerges an internal fiction
without the subject being able to exercise any criticism
towards it. In the patient, the source of suffering stems
more from the awareness of this impotence of discernment
than from the disconcerting contents of the hallucinations
themselves. Even if the patient still has the possibility of
diverting his attention, what his attention points to is, in both
directions, internal and external, impetuously “real.” As Dr.
Ey said, delusional work is characterized by “foreignness,
incoercibility, assertiveness and aesthesis.” Foreignness,
because the internal and external sources have the same
rank of veracity and can therefore be interchangeable; in-
coercibility because this process prevails over the mecha-
nisms of anti-hallucinatory coercion; assertiveness because
the sequences of topics obtained through hallucinations
can serve as a basis for the subject’s discursive activities;
and aesthesia because the subject is aware of the fact
that thanks to the strident aesthesia of his hallucinations
he can distinguish them from ordinary memory material,
but cannot to mobilize enough to distinguish them from
perceptual sensations.
We are touching here on the doxic status of
hallucinations and in this the comparison between sensory
immersion with artificial origin and hallucinations becomes
for us more than a superficial metaphor. In schizophrenia,
the activations of sensory areas stimulated by prefrontal
activities and categorized by thalamic operations bring out
a threshold effect beyond which the complex neural sub-
strate is ready to exercise a creative role and generates
MARCIN SOBIESZCZANSKI 126 AN-ICON
a fictional “effect.” This “effect” is both gnosic, active in
the symbolic sphere, and assertoric in the domain of the
subject’s discursive approach. To summarize, in patholog-
ical states of this type, fiction begins to compete, through
attentional maneuvers, with the real apprehended by the
sensorial way.27
Hallucinogenic function vs. Cultural and
artistic creations
It is obvious that the comparison between
immersion in artificial sensory devices and hallucinatory
states overlaps with the very old theoretical concerns of
specialists in literature and cinema, notably René Wellek
and Austin Warren,28 and Jean-Louis Baudry,29 concerning
the status of the “presented reality” in the verbal story and
in the visual narration. On this topic, for methodological
reasons, we propose to dissociate two blocks of questions:
what comes from diếgêsis and what comes from mimesis,
in order to better synthesize them later on.30
On the one hand, the comparison of immersion
and hallucination appears as existential experiences. We
call “existential” the situations and the experiences that
are attached to them, when it is a question, for a human
subject, of facing an immediate environment, offering to his
perception the sensory substrate which allows him to carry
out his habitual activities: standing, sitting, walking, etc.,
27 The subject being aware of the imbalance between the respective parts of the internal
fiction and of its “reality monitoring,” falls into the suffering stemming from the anxiety of
failing in reality. In this, schizophrenia involves a double danger: that which stems from
the often disconcerting nature of the “visions” and that of the depression provoked by the
awareness of one’s own failures in the duty of reality.
28 R. Wellek, A. Warren, Theory of Literature (New York: Harcourt, Brace, 1948). “As Wellek
and Warren (La Théorie littéraire) point out, there is a use for these invented stories, which
is to entertain and instruct, a use that should not be confused with forgetting boredom.
Fiction triggers desire, pleasure, escape and knowledge, without the seriousness of a duty to
accomplish, a lesson to learn. This plural pleasure is to live adventures that daily life refuses us,
to which we access by proxy. The knowledge transmitted by fiction is of a different order from
that provided by science, philosophy or history.” Yves Chemla about F. Tremblay, La Fiction
en Question (Balzac-Le Griot editor, 1999) coll. Littératures à l’essai, Montréal, in Acta Fabula,
Autumn 2000, vol. 1, no 2, Ecole Normale Supérieure, Paris.
29 J.L. Baudry, “The device:” 56-72.
30 E. Souriau, “The structure of the film universe and the vocabulary of filmology,” Revue
internationale de filmologie 7-8 (1951).
MARCIN SOBIESZCZANSKI 127 AN-ICON
activities whose purpose lacks a delayed-causal goal, the
“short-term” behavior. The notion of immediacy must also
be addressed. Situations are immediate when the goals
pursued by the subject affect his current vital needs, unlike
the pursuit of medium and long-term goals. In this sense,
we are forced to separate, for example, the expectation
of resolution of a legal case that mobilizes our energy for
several years, from the posture that we adopt in the last
minutes before the last trial, although the lasting experience
conditions, to a certain extent, the momentary behaviors,
and vice versa; the punctual and immediate existential ex-
perience merges, in a certain way, with the image and the
memory that we have of the entire event.31
On the other hand, the immersion can be com-
pared with the effects of fiction which are elaborated in the
brain of the readers of literary stories and the spectators
of cinematographic storytelling. Here, it is not a question
of evaluating the effects of immersion by the yardstick of
immediate perceptions, which can feed temporary postural
reactions, move in the relative field of vision, explore its
space immediately adjoining our body or behave according
to the volumes found, suggested by the 3D image-models
of the show unfolding before the eyes of the subject, but
it is a question of listing the psychological and somatic
effects of a “world” which is constructed in the process of
mediated communication, through signs and their bodi-
ly and technical supports, i.e. writing, icon, image-move-
ment. It is a question, for example, of distinguishing two
perceptual occurrences, in the complex reaction that we
can have when seeing and manipulating, including by our
movements, the model of the staircase of the Capitol of
Washington drawn up for the CAVE at California Institute for
Telecommunications and Information Technology (CALIT2)
in San Diego: the monumental effect of architecture and
the symbolic effect produced by the political heritage of the
31 In The Trial of Franz Kafka, the literary effect of “reversal of experiences” consists
precisely in this substitution of the momentary experiences of the waiting corridors in the legal
institutions of the Austro-Hungarian Empire, for the synthetic experience of the long period
between the indictment and the execution of the sentence.
MARCIN SOBIESZCZANSKI 128 AN-ICON
United States. Although the distance separating the sign
from its denotat is arranged as a continuum running from
presence, through deferred presence and through the trace
of presence, to the sign of presence, the consciousness
and gnosic processes arising therefrom are categorized
according to the jurisdiction of discrete boundaries. Verbal
and visual narrations do not lead to the same results as
immediate perceptions, coming from the real environment.
Our hypothesis is that the productions of hu-
man culture both generate and use the same human abili-
ties to produce fiction, without this process resulting from
any pathology. In other words, in the healthy creative sub-
ject, fiction benefits from substantially the same psychic
substrate as hallucinations in schizophrenics, but the at-
tentional processes retain all their effectiveness in them.
In delirious patients, there is an increase of the psychic
substrate which manages and admits to the doxic sphere
the different sources, internal and external, without mak-
ing any discernment between them, or rather transgresses
this discernment. In the healthy creative human, the same
fictional process does not come from a doubling of the psy-
chic apparatus but from an externalization of the psychic
contents “projected” on an apparatus or a device which in
the process of communication exercises a fictional function.
In humans as “consumer” of culture and receivers of the
creative message, there is no confusion between the two
flows either, there is, on the other hand, from his point of
view, a duplication of the substrate of cultural productions,
a substrate that sometimes can be apprehended in what it
offers as affordances to direct sensory and postural cog-
nitive actions, and sometimes as a generator of fiction on
the basis of quasi-affordances that can be seized by the
sensory-motor brain areas correlated to the frontal areas
via the weighting of the thalamic zone. This latter process
can be initiated by the action of the mirror neuron system.
The person subject to hallucinations oscillates
between the two streams of consciousness, the creator
mobilizes his attentional processes in order to work on the
perceived reality in a manner similar to the ways fictional
MARCIN SOBIESZCZANSKI 129 AN-ICON
topics inhabit him. And since the parity of the flows of the
“intus” and of the flows of the “extra” is in him maintained
and oriented according to the precedence of the perceptual,
his internal fiction is itself “perception oriented.”
Perspectives of applied research in 360°
imaging
The tradition of research definitely established
since the 2010s, especially at the continuation of the theo-
retical work of David Bordwell,32 first in different academic
centers, in Japan,33 in the United States,34 and then spread
in vast circles of internationals researchers,35 offers ex-
perimental research involving spectators, individual and
collective,36 engaged in actions of narrative construction
based on the video-film creations. In our book from 201537
we commented on the difference between the spatio-sym-
bolic narrative construction in the frontal cinema with cen-
tral and oriented projection and attempts of the spherical
and interactive cinema. In this latter area the theory pre-
dominant seems to be organized around the environmental
concept of enaction.38 Note that this concept also applies
32 D. Bordwell, Narration in the Fiction Film (London-New York: Routledge, 1987).
33 M. Kimura et al., “Human visual system automatically encodes sequential regularities of
discrete events,” Journal of Cognitive Neurosciences 22, no. 6 (2010): 1124-1139, https://doi.
org/10.1162/jocn.2009.21299.
34 J.E. Cutting, “Perceiving scenes in film and in the world,” in J.D. Anderson, B.F. Anderson,
eds., Moving Image Theory: Ecological Considerations (Carbondale: Southern Illinois
University Press, 2005): 9-27.
35 K.S. Heimann et al., “Cuts in action: a high-density EEG study investigating the neural
correlates of different editing techniques in film,” Cognitive Science 41 (2017): 1555-1588,
https://doi.org/10.1111/cogs.12439; K. Pajunen, Immersed in Illusion, an Ecological Approach
to the Virtual (Jyväskylä: Bookwell, Acta Universitatis Lapponiensis, 2012); P. Francuz, E.
Zabielska-Mendyk, “Does the brain differentiate between related and unrelated cuts when
processing audiovisual messages? An ERP study,” Media Psychology 16, no. 4 (2013): 461-
475; P. Tikka et al., “Enactive cinema paves way for understanding complex real-time social
interaction in neuroimaging experiments,” Frontiers in Human Neuroscience (2012), https://doi.
org/10.3389/fnhum.2012.00298.
36 K. Lankine et al., “Consistency and similarity of MEG- and fMRI-signal time courses
during movie viewing,” NeuroImage 173 (2018): 361-369.
37 M. Sobieszczanski, Les Médias Immersifs Informatisés. Raisons Cognitives de la Ré-
analogisation (Bern: Peter Lang, 2015): 300.
38 P. Tikka, V. Rasmus, K. Mauri, “Narrative logic of enactive cinema: obsession,” Digital
Creativity 17, no. 4 (2006): 205-212, http://dx.doi.org/10.1080/14626260601074078.
MARCIN SOBIESZCZANSKI 130 AN-ICON
to classical cinema, as has been underlined in Bordwell’s
founding works...
Can we believe that going through the com-
parison between hallucinations and cognitive effects of
the interactive and immersive cinema can provide us with
a tool, both theoretical and empirical, even more powerful?
If we imagine a multi-scale analysis proving the existence
of a multi-layered and harmonized neural substrate, spe-
cialized in performing arbitration tasks between different
sources of information: external, internal, and those used
for weighting memory of sensory-motor anticipations, we
can hope that the monitoring of reality can become this
powerful tool.
There are three preliminary problems to pose
as the epistemological background before proceeding to
analysis of information sources in video-film products.
Frontal cinema operates its management of
attentional points within the framework of a language put
into place through the process of acculturation for 120
years. This device, both technical, grammatical and se-
mantic shapes the audience of the cinema by constituting
a quasi-cognitive functionality which participates in the
construction of the image of the world in the broad sense.
There is here a kind of sloping of a cultural function in the
field of generic cognition. Experiences in spectation and the
construction of the image of the world, both: from truthful
world and the world as illusion, must first take care to put
out of the game the artefact of the appearance of classic
cinema.
Immersive or spherical cinema is part of an-
other “grammar.” Its “editing,” the rules of his language, is
a “natural editing,” called for by Pasolini,39 is operated by
bodily movements, gaze movements and ocular saccades.
The same “objective” real can be looked at in different
39 “When we talk about the semiology of cinematographic language, we must at the same
time talk about the semiology of reality,” extract from an interview with Pier Paolo Pasolini by
André S. Labarthe on 15/11/1966.
MARCIN SOBIESZCZANSKI 131 AN-ICON
ways by the same person and by the different spectators,
according to their own management of attentional points.
And finally, immersive cinema manages its spa-
tio-temporal referential external to the device of the same
way that it manages the spatiality and the dynamics of
the contents which are presented into the device. In other
words, the grammar of cutting and exploring of the sen-
sitive, natural and artefactual material, is the same as that
which governs our spatio-temporal relationship to the world.
The perspective of empirical research on the hallucinatory
illusion can then lead to the establishment of a normative
system allowing people subject to hallucinations to ex-
change with their caregivers not by means of art-therapy,
but by means of the shared control of sources of informa-
tion on reality.
MARCIN SOBIESZCZANSKI 132 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19595 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19595",
"Description": "From the outset, the inventors of 3D, VR/AR and analogue and digital immersion thought of these devices as functional models of our perceptive capacities, serving to expand our sensory knowledge and to support our communications based on multisensory storytelling. How is it that a solid critical tradition then assimilates them to hallucinatory phenomena? The answer lies in marketing techniques that have always associated dreams and illusions with the desire to play with reality. But there is a deeper, epistemic reason.The sources of scientific thought of hallucinations are marked, in the 19th century, by the theory of “sensations without objects.” Perception being distorted, the knowledge it provides is pointless. It is therefore possible to replace the vacant object with our desires to act out subjectively the real. This conviction initiated by Dr. Jean-Étienne Dominique Esquirol has survived to the present day. However, the history of the scientific approach of hallucinations shows another theoretical framework, particularly prolific but curiously forgotten: the theory of reality monitoring and arbitration of sources of information provided from Dr. Henri Ey. We propose to forge on these concepts a critical tool of the current mediadesign.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19595",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Marcin Sobieszczanski",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Classical theories and perspectives",
"Title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-01-07",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Marcin Sobieszczanski",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19595",
"firstpage": null,
"institution": "Université Côte d'Azur ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Classical theories and perspectives",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wellek, R., Warren, A., Theory of Literature (Harcourt Brace, and Company, 1948).",
"spatial": null,
"temporal": null,
"title": "Hallucinatory syndromes / Immersion in the image. Classical theories and perspectives",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19595/17775",
"volume": "1"
}
] | Hallucinatory
syndromes / Immersion
in the image. Classical theories
and perspectives
by Marcin Sobieszczanski
Hallucinatory syndromes
Immersion in the image
Classical theories and perspectives
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Hallucinatory syndromes
/ Immersion in the image.
Classical theories and
perspectives
MARCIN SOBIESZCZANSKI, Université Côte d’Azur – https://orcid.org/0000-0002-8024-8780
https://doi.org/10.54103/ai/19595
Abstract From the outset, the inventors of 3D, VR/AR and
analogue and digital immersion thought of these devices as
functional models of our perceptive capacities, serving to
expand our sensory knowledge and to support our commu-
nications based on multisensory storytelling. How is it that a
solid critical tradition then assimilates them to hallucinatory
phenomena? The answer lies in marketing techniques that
have always associated dreams and illusions with the desire
to play with reality. But there is a deeper, epistemic reason.
The sources of scientific thought of hallucinations are marked,
in the 19th century, by the theory of “sensations without ob-
jects.” Perception being distorted, the knowledge it provides
is pointless. It is therefore possible to replace the vacant
object with our desires to act out subjectively the real. This
conviction initiated by Dr. Jean-Étienne Dominique Esquirol
has survived to the present day. However, the history of the
scientific approach of hallucinations shows another theoret-
ical framework, particularly prolific but curiously forgotten:
the theory of reality monitoring and arbitration of sources of
information provided from Dr. Henri Ey. We propose to forge
on these concepts a critical tool of the current mediadesign.
Keywords Hallucinatory syndromes Immersion in the image
Classical theories and perspectives
To quote this essay: M. Sobieszczanski, “Hallucinatory syndromes / Immersion in the image.
Classical theories and perspectives,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433]
2 (2022): 113-132, https://doi.org/10.54103/ai/19595
MARCIN SOBIESZCZANSKI 113 AN-ICON
What if we were to compare immersion in artifi-
cial sensoriality (or “virtual” - although this last word is more
of a showcase than a solid concept) to all the phenomena
of treachery, feints, and sensory artifices, phosphenes, il-
lusions, dreams, effects of psychotropic substances, and
more specifically to hallucinatory states?
This is, obviously, a marketing slogan for vari-
ous VR devices, but let’s not forget that in the similar con-
text of the appearance of technical novelties in the cinema
of the 1970s, Jean-Louis Baudry1 has been able to make a
banality forged in extra-scientific circles the foundation of
an important vein in the theory of filmic narration. It was also
at this time that the controversy around the “oneiric” char-
acter of cinema sometimes led to accusations of oneirism,
the latter term clearly designating a mental disorder. If then
today, we evoke the comparison VR / illusion, it is to take
advantage of the heuristic potential of this metaphor. In-
deed, the long history of scientific understanding of illusion
phenomena and their methods of remediation can provide
an interesting intellectual tool for clarifying the relationship
between cultural practices in VR and reality. We will pro-
ceed in parallel, on the perceptual level, by approaching the
comparison between the episodes of disturbed perception
and the sessions of immersion in the sensory peripherals
of computers acting on the mode of interactivity and vi-
sual and sound spatialization, as well as on the intelligible
content plan, by approaching the comparison between the
construction of illusory meaning by the subject presenting
nosologies relating to perception, and the construction of
narrative meaning during the use of VR products.
This approach will first lead to the highlighting
of contrasting results, similarities and dissimilarities be-
tween the mechanisms of perception in different types of
perceptual failure and of perception in immersive environ-
ments. Secondly, faced with a certain lack of intelligibility
in the relationship between VR practices and the real world,
we will take advantage of a brief history of the theories of
1 J.-L. Baudry, “The device,” Communications 23 (1975): 56-72.
MARCIN SOBIESZCZANSKI 114 AN-ICON
sensory dysfunctions and hallucinations which, after a ter-
minological reframing in the light of standards in the current
cognitive sciences, will allow us to propose, on the inspi-
ration of the theory of monitoring of informational sources
of Dr. Ey, a critical epistemology of Virtual and Extended
Reality.
Nature of sensory experiences in
immersive devices: towards the digital
modeling of vision and gesture
In the register of symbolic behaviors, the visual
production of Man started, according to the facts attested
since 100,000 BP, probably by adornment and the addition
of aesthetic elements to natural or artificial objects such
as tools, to then pour in the production of artifacts aimed
at reproducing, in a gesture of externalization, the retinal
image and the process of its mental treating, the vision
of the world. Thus, appeared pictorial artefacts, around
40,000 BP and sculptural and architectural productions
(additions to natural shelters) around 32,000 BP. The first
representations (the bestiary) already implicitly composed
with the notion of dimension, first by spreading out over the
surfaces (2D + the roughness of the natural surface) and
then by regaining the rudiments of perspective, which is a
way of raising awareness of the constraints of the process
of visual perception: the light imprint of reality in three di-
mensions, its projection on the retina (in 2D + the concave
nature of the back of the eye) and the cerebral processing
of the image retinal reconstruction, thanks to the various
3D indices, the reality of the spatial relationships present
in the ecological niche.2,3
The ergonomics of vision dispenses with the 3D
image since the human brain is capable of restoring depth
from the flat image. But it should be noted that if it is just
2 T. Deacon, Symbolic Species (New York: W.W. Norton, 1997); J.-L. Baudry, “The device:”
56-72.
3 D. Lewis-Williams, The Mind in the Cave: Consciousness and the Origins of Art (New York:
Thames and Hudson, 2002).
MARCIN SOBIESZCZANSKI 115 AN-ICON
suggested in the 2D image by the elements of perspective
reproducing the indices of depth, spatiality is present in
the imagery from the art of caves and rocky surfaces, also
by the bias of the accumulation of the sources of visual
information, an accumulation which, once again by cere-
bral processing, reproduces the immersion of the cognitive
subject in the environment parameterized in three dimen-
sions. Humans have never ceased to reproduce space in
their visual symbolic productions, from rock walls, through
the vaults of temples and dwellings, to immersive “analog”
installations such as “circular perspectives” or the “vedute.”
Digital immersive devices, which appeared in
the mid-1960s, took over the game of 3D/2D/3D transition,
first optical and then mental. But unlike previous devices,
the pioneer of digital graphics and VR, Ivan Sutherland,
drawing inspiration from Gestalt Theory, by descent from
Köhler, passing through Green, Wallach, O’Connell and
Gibson, adds an important element, by placing ourselves
from the start on the level of bio-inspiration that we also
call cognitive realism.4
The fundamental idea behind the three-dimensional display is to
present the user with a perspective image which changes as
he moves. The retinal image of the real objects which we see
is, after all, only two-dimensional. Thus, if we can place suitable
two-dimensional images on the observer’s retinas, we can create
the illusion that he is seeing a three-dimensional object. Although
stereo presentation is important to the three-dimensional illusion,
it is less important than the change that takes place in the image
when the observer moves his head. The image presented by the
three-dimensional display must change in exactly the way that the
image of a real object would change for similar motions of the us-
er’s head. Psychologists have long known that moving perspective
images appear strikingly three-dimensional even without stereo
4 B.F. Green, “Figure coherence in the kinetic depth effect,” Journal of Experimental
Psychology 62, no. 3 (1961): 272-282, https://doi.org/10.1037/h0045622; H. Wallach, D.N.
O’Connell, “The kinetic depth effect,” Journal of Experimental Psychology 45, no. 4 (1953):
205; J.J. Gibson, The Perception of the Visual World (Cambridge: The Riverside Press, 1950),
https://doi.org/10.1037/h0056880.
MARCIN SOBIESZCZANSKI 116 AN-ICON
presentation; the three-dimensional display described in this paper
depends heavily on this “kinetic depth effect.”5
The physiological approach adopted by the
inventors of immersive environments places us not only
in the 3D image, in the saturation of the visual field by the
circular and spatial character of this image or by the accu-
mulation of images imitating the surrounding space, but it
also allows us to add to our relationship to the image, the
motor and gestural dimension, through which we regain
one more stage in the process of symbolic representation
of reality: its “kinesthetic” and “manipulative” dimension,
the possibility of acting on the image inspired by the actions
that the Human exercises on his environment.
In an experience of immersive cave or a semi-im-
mersive installation, we are subject to the perceptual action
of a 3D image produced by the display device: the projec-
tion run by a computer equipped with graphic synthesis
capabilities of a synthetic image itself produced by graphics
software or resulting from the capture of reality as it is the
case with a digital image captured by photography, vide-
ography, or scanning then synthesized as a 3D model of
this captured reality. The visual effects of the embossed
image, which is not a real 3D model that can be positioned
at will within the geometrically simulated 3D space and
be used, but rather a handling of the image reduced to its
positioning relative to the surface of objects and not with
the conservation of truthful reports of depth. This narrow
depth technique is broadly used in 3D cinema which, for
obvious economic reasons, using the twin-lens cameras
with surface relief vision more often than real “full” 3D mod-
els constructed geometrically or raised by algorithms. In
several installations, the 3D image is also reinforced by the
stimulations coming from other sensory generators. This
image, alone or reinforced, fills a large part of our sensory
field. It imposes itself as perceived reality so much so that
5 I.E. Sutherland, “A head-mounted three-dimensional display,” Proceeding AFIPS ‘68,
(1968) https://doi.org/10.1145/1476589.1476686.
MARCIN SOBIESZCZANSKI 117 AN-ICON
it constitutes a partial substitution of reality that coexists
with the other fragments of reality felt through the active
fields of the senses that are not, or not entirely affected by
the 3D image or by generators of complementary sensa-
tions. In this way, the perceptual field6 of the subject in the
immersive experience is composed of a blend of sensations
coming from the directly perceived external and internal
reality, and sensations coming from a digital generator of
3D images often combined with other digital generators of
sensations, auditory, olfactory, or even tactile.
Review of illusion-producing phenomena
The phosphene was commented on by the An-
cient Greeks as a specific mode of appearance of images,
by the pressure7 of the eyeball. The famous South African
anthropologist David Lewis-Williams attributes to the phos-
phene a preponderant role in the creation of non-figurative
parietal icons of the Upper Paleolithic. Hermann von Helm-
holtz was passionate about the study of this phenomenon
and recorded several varieties of it. Produced by direct,
mechanical, or electromagnetic stimulation of the sight’s
organs, the phosphene constitutes an experience often
founding the awareness of the functioning of the sensory
pathways in juvenile subjects, experience of the duality
and at the same time of the interdependence of the ocular
and mental image.
The illusions, studied since antiquity among
the peoples of the Mediterranean region but also in Asia,
especially in India, they are first linked to the problem of
apparent and relative magnitudes in astronomical obser-
vations of the celestial vault, and then to atmospheric phe-
nomena, to the role of shadow and finally to all sorts of
6 Also called “receptive field” and defined as follows: “A specific region of sensory space
in which an appropriate stimulus can drive an electrical response in a sensory neuron.” D.H.
Hubel, T.N. Wiesel, Brain and Visual Perception: The Story of a 25-year Collaboration (Oxford-
New York: Oxford University Press, 2005).
7 O.J. Gruesser, M. Hagner, “On the history of deformation phosphenes and the idea of
internal light generated in the eye for the purpose of vision,” Documenta Ophthalmologica 74
(1990): 57-85.
MARCIN SOBIESZCZANSKI 118 AN-ICON
optical reverberations produced by different “screens,” va-
pors, smooth surfaces, and liquid surfaces. Although the
Platonic philosophical teaching of perceptual skepticism
derives directly from this experience, the study of illusions
nevertheless leads to the beginning of sensory realism.8 The
Platonic analysis of the cave with “screen” effects (projec-
tions, reflections, traces, etc.)9 is also one of the first trea-
tises on perception in which the foundation of all prescien-
tific and scientific theories of knowledge (gnoseology), the
dichotomy “perception versus cognition” clearly appears.
From an epistemic perspective, it should be remembered
that perception is considered in Antiquity as an interaction
between the sensory organs, the medium (undulatory, ca-
loric, material, etc.) of contact with the thing, and the thing
itself, the object of perception, while the term cognition is
reserved for the mental interpretation of the signal that the
sensory organs transmit to the understanding. Both Plato,
Aristotle, and philosophers of late Antiquity like Plotinus
attached great importance to the versatile nature of the
contact medium which under different conditions and un-
der different surrounding constraints can give the distorted
image of the thing. The role of the mind, the understanding
or the intellection is above all to exercise control over the
sensory sphere. Current cognitive sciences have a rather
unitary vision of the nervous system and consider the sen-
sory organs as extensions of the brain...
Oneiric activities provide Ancient Humanity
with an enormous reservoir of stories that are both mne-
sic and premonitory. The imaginary, the abductive force of
the creative projection on the “commonplace” world pro-
duces a reasoning that confirms the subject in his role, if
not central then certainly active, in the gnostic process. In
short, the dream is an omnipresent source of the explana-
tory hypotheses of reality, as Baudry says when relating the
contributions of the dreamlike sphere discovered by Freud:
8 M. Sobieszczanski, “Two key factors in the history of communicating immersive
environments: mix of reality vs. cognitive realism,” LINKs-series, no. 1-2 (2019), https://hal.
archives-ouvertes.fr/hal-02281583.
9 Plato, The Republic, Book VII.
MARCIN SOBIESZCZANSKI 119 AN-ICON
The transformations wrought by the sleep in the psychic appara-
tus: removal of cathexis, lability of the different systems, return to
narcissism, withdrawal of motor skills (impossibility of resorting to
the reality test), contribute to producing the specific characteristics
of the dream: its capacity for figuration, translation of thought into
image, reality accorded to representations.10
Another experience, at the individual level, and
- among all prehistoric peoples - strongly collective, is pro-
vided using psychotropic substances. The inoculation of
a chemical factor modifying both, perception, and con-
sciousness, affects as well the centripetal sensory afferents,
and their centrifugal control, most often thalamic but also
caused by neocortical intellectual patterns. And if in cur-
rent societies the practice of narcotics is mainly associated
with personal deviance and destructuring addictions, in
prehistory and antiquity, drugs served as a (bio)chemical
substrate for divinatory trances. These states were both
reserved for the use by a restricted class of hierophants,
and essential for social regulation in general and for the
management of individuals, particularly during initiation
rites and rites of passage.11
Towards the clinical approach of
hallucinatory phenomena
Often times, individuals performing the same
types of behaviors without the (bio)chemical support are
viewed by the Ancients as representatives of the deity itself,
and their verbal and iconic creations as direct expressions
of religious truths that may serve as a vehicle for the intelli-
gibility of reality. Western science began to take interest in
the pathological dimension of these people and to associ-
ate different clinics with them. Thus, the head doctor of the
10 J.L. Baudry, “The device:” 56-72.
11 J. Clottes, D. Lewis-Williams, Les Chamans de la Préhistoire. Trans et Magie dans
les Grottes Ornées (Paris: Le Seuil, 1996); E. Guerra-Doce, “The origins of inebriation:
archaeological evidence of the consumption of fermented beverages and drugs in prehistoric
Eurasia,” Journal of Archaeological Method and Theory Theory 22 (2014): 751-782 https://doi.
org/10.1007/s10816-014-9205-z.
MARCIN SOBIESZCZANSKI 120 AN-ICON
Salpêtrière, Jean-Étienne Dominique Esquirol, interpreted
in 1838 the difference between illusions and hallucinations
based on the nature of their references to reality, which
led him to the definition of pathological hallucinations by
preterition. “Perception without an object” is a normative
view of the phenomenon which insists on its perceptual
nature while denying the percept of this perception, and
ultimately its object, in accordance with a “common sense.”
Relayed without any critical readjustment by later research-
ers, J. Baillarger, J.-P. Falret, E. Régis or P. Guiraud,12 this
conception had to wait for the second half of the twentieth
century to finally, in the research of Dr. Henri Ey, lead to the
study of the nature of the hallucinatory process itself.
The much-vaunted merit of Ey’s synthesis is
first of all its distinction between hallucinosic eidolia and
delirious hallucinations which are, alone, hallucinations
properly speaking.
“The eidolia do not come from a delusional func-
tioning of the patient and are compatible with reason, in this
they can be qualified as ‘psychonomy’. It is a ‘non-delusion-
al hallucinatory modality’. The subject finds them ‘unreal’,
incongruous in relation to his perceptual experience: he
knows that he is hallucinating.”13
We will return to this definition in the context
of certain immersive experiences with virtual spaces, such
as vacuum or narrowing, producing effects of somatic re-
actions even though the subject is aware of the “virtuality”
of these spaces and their characteristics.
On the other hand, the definition of delusional
hallucinations provides us with another important theoret-
ical dimension:
Thus, for Ey “The hallucinatory phenomenon experienced by the
subject must [...] have a double character: that of affecting his
sensitivity or his sensoriality and that of being projected out of his
subjectivity” ([2] p. 44-45). The patient must thus be able to attest
12 G. Gimenez, M. Guimont, J. Pedinielli, “Study of the evolution of the concept of
hallucination in classical psychiatric literature,” L’evolution psychiatrique 68 (2003): 289-298.
13 Ibid.
MARCIN SOBIESZCZANSKI 121 AN-ICON
to a sensory experience (“I see, I hear, I feel”) by his reference to
the attributes of sensoriality and support the objectivity and reality
of this experience.14
This means, in essence, that a cerebral effect
positioned in the sensory information processing areas, in
certain clinical circumstances, can be correlated by intra-
cerebral communication pathways with a cortical effect
that mobilizes the oscillation between knowledge current
(operational) and the thought of presumption, inclinations,
convictions (doxic).
In this situation, it is clear that there is a de-
tachment of the sensory areas from the sensory organs,
or rather a functional doubling of the cerebral support. On
the one hand, there is evidence that patients suffering from
hallucinations often achieve to conceive that the people
accompanying them, the caregivers in this case, are not
subject to the same phenomenon. On the other hand, the
same patient simultaneously develops a hallucinatory syn-
drome. The sensations “with object” do not disappear, on
the contrary, the “generic” sensory excitations accompany
the delirious subject throughout his “specific” experiences.
In the article by G. Gimenez, M. Guimont, J.-
L. Pedinielli, we read: “Minkowsky’s remarkable text on
Le temps vivant, and in particular the chapter ‘Towards
a psychopathology of space’, which shows very well the
possible cohabitation, in the same subject, of a hallucina-
tory neo-reality and a perceptual reality, often remaining
actively separated by processes of splitting.”15
The “Perception without an object” was biased
by its implicit use of the physiologically improbable, direct
inversion of nervous influx16 in the optic or auditory nerves.
In reality, the sick subject carries out two processes both
highly demanding in terms of synaptic energy: that of the
14 Ibid. Here the article refers to H. Ey, Treatise on Hallucinations, vol. 2 (Paris: Masson and
Co, 1973).
15 Ibid. The article refers to E. Minkowsky, The Lived Time. Phenomenological and
Psychopathological Studies (Neuchatel: Delachaux and Niesle, 1933).
16 The blocking of the inversion is ensured by the mechanism of the alternation of refractory
periods and periods of excitability of the elementary nerve cell.
MARCIN SOBIESZCZANSKI 122 AN-ICON
control of the real and that of the control of his own cere-
bral activities of the sensory areas pathologically auton-
omized to the point of competing with the gnosic results
of perception. Under the light of current neuroscience re-
sults supported by functional cerebral imaging, MRI and
positron emission device, the etiology and consequently
the nosography of delusional pathologies is shifting from
the psychoanalytical vision where the sphere of symbolic
topics takes pathologically precedence on the phenomenal
sphere, towards a neuro-cognitivist vision compatible with
the hypotheses of Dr. Ey, as Thomas Rabeyron states it:
hallucinations should first be considered from the point of view
of “reality monitoring,” a process that is part of a larger whole
called “source monitoring.” According to Bentall (1990), hallucina-
tions would thus be the consequence of a bad categorization: an
internal perception, a representation, or a reminiscence, instead
of being represented as coming from inside, would be categorized
by the brain as coming from outside. There would therefore be
confusion between internal source and external source, confusion
being more specifically at the level of the thalamus, a real system
for filtering information reaching the cerebral cortex.17
In fact, we are here in a process of intracerebral
communication where, both in the presence of a meticu-
lous monitoring of reality18 and independently of its gnosic
results and its metacognitive achievements,19 the different
neocortical areas exchange with each other. In this play,
essentially triangular, the central position is ensured by (1)
the thalamic zones which seem to distribute flows joining
(2) the prefrontal cortex with (3) sensory, parietal or posterior,
17 T. Rabeyron, “Exceptional experiences: between neuroscience and psychoanalysis,”
Research in Psychoanalysis, no. 8 (2009). The reference “Bentall (1990)” refers to R.P. Bentall,
“The illusion of reality: at review and integration of psychological research on hallucinations,”
Psychological Bulletin 107, no. 1 (1990): 82.
18 Let us remember the experiences cited by Merleau-Ponty where schizophrenics
systematically thwarted attempts at scenographies recalling their imaginary world: M.
Merleau-Ponty, Phénoménologie de la Perception (1945) (Paris: Gallimard, 2011). See also the
connection between Merleau-Ponty and Dr. Ey, in: T. Grohmann, “Délire et hallucination en
schizophrénie: une perspective phénoménologique,” Phainomenon 28 (2018): 103-125.
19 On this subject, see the “Higher-order thought theory” by David Rosenthal, in D.
Rosenthal, Consciousness and Mind (Oxford-New York: Oxford University Press, 2005).
MARCIN SOBIESZCZANSKI 123 AN-ICON
somatosensory, auditory and visual areas. The implication
of the latter is proved indirectly by research combining the
pathological phenomenon of synesthesia, the non-volun-
tary association of sensations originating from different sen-
sory modes, and hallucinatory sensations. This particular
research has produced increasing evidences since Binet’s
founding experiments.20
Reality monitoring
With the dimension of “reality monitoring,” the
theories of hallucinations begin to move away from their
origins anchored in a naive realism where the third instance
of a healthy observer arbitrated, in the light of “common”
and “objective” representations, the pathological represen-
tations of reality produced by the sick subject. In fact, they
also abandon the solipsistic simplifications of a “a world to
yourself” in which the patient would have been locked up.
We are here within the framework of a duality where the
two gnosic procedures hold comparable “realizing” forces
from the point of view of their aesthesies. The nosological
qualification of dysfunctions no longer consists in arbitrat-
ing between the flow of consciousness of the sick subject
and the flow of consciousness of the healthy subject, but
in qualifying the way in which a subject oscillates between
the two gnosic modes reputed to be constructive.
It is therefore the attentional processes that
make the nosology of delusional mental behaviors and not
the hallucinations themselves, or again, in other words: we
speak on hallucinations when the “fictio-creative” activities
occur, by the alteration of the attentional processes, to sub-
stitute themselves to the interoceptive and exteroceptive
controls of reality.
Attentional processes, whether defined accord-
ing to peripheral filter theories or central manager theories,
cannot be associated with an organic function or, even less,
with a delimited convolution or a particular nerve bundle.
20 A. Binet, “The problem of colored hearing,” Revue des Deux Mondes 113 (1892): 586-614.
MARCIN SOBIESZCZANSKI 124 AN-ICON
These are complex states of mobilization of cognitive re-
sources assembling different parts of the nervous system,
appearing to be identifiable with the different functional
aspects of the circuits assigned to the different other pur-
poses, as it is the case of the reticular system disposed on
the path joining the lower bulbar region to the lateral and
posterior hypothalamus. Following the inventory of con-
vergent experimental facts, some theories on the rhythms
of cerebral electro-biological activities, detectable at the
cortical and subcortical level, propose here some interest-
ing hypotheses, in particular on the role of theta waves.21
These processes are also associated with the presence of
certain cognitive event-related potential (ERP) and in par-
ticular the famous N400 discovered in 1978 by Kutas and
Hillyard.22
The attentional processes have the capacity
23
to move, by means of calibration and thalamic reinforce-
ments, not only in the direction of association or selection
of external sources of sensory stimuli but also in the direc-
tion of interchange and variation of the internal sources,24
among which we count usually different kinds of memo-
ry,25 but also hallucinogenic stimuli.26 It is at this level that
the problem of indissociation between the veracity and
21 M.C.M. Bastiaansen et al., “I see what you mean: theta power increases are involved in
the retrieval of lexical semantic information,” Brain and Language 106 (2008): 15-28, https://
doi.org/10.1016/j.bandl.2007.10.006.
22 M. Kutas, K.D. Federmeier, “Electrophysiology reveals semantic memory use in language
comprehension,” Trends in Cognitive Sciences 4, no. 12 (2000): 463-470, https://doi.
org/10.1016/S1364-6613(00)01560-6.
23 M.I. Posner, “Orienting of attention,” Quarterly Journal of Experimental Psychology 32
(1980): 3-25.
24 J.K. Roth et al., “Similar and dissociable mechanisms for attention to internal versus
external information,” NeuroImage 48 (2009): 601-608.
25 E. Awh, E.K. Vogel, S.H. Oh, “Interactions between attention and working memory,”
Neuroscience 139, no. 1 (2006): 201-208, https://doi.org/10.1016/j.neuroscience.2005.08.023.
26 R.P. Bentall, “The illusion of reality: at review and integration of psychological research
on hallucinations,” Psychological Bulletin 107, no. 1 (1990): 82, https://doi.org/10.1037/0033-
2909.107.1.82; M.K. Johnson, C.L. Raye, “Reality monitoring,” Psychological Review 88
(1981): 67-85, https://psycnet.apa.org/doi/10.1037/0033-295X.88.1.67; M.K. Johnson,
S. Hashtroudi, D.S. Lindsay, “Source monitoring,” Psychlogical Bulletin 114 (1993): 3-28,
https://doi.org/10.1037/0033-2909.114.1.3; G. Brébion et al., “Reality monitoring failure in
schizophrenia: The role of selective attention,” Schizophrenia Research 22, no. 2 (15 Nov.
1996): 173-180, https://doi.org/10.1016/S0920-9964(96)00054-0; A. Schnider, “Spontaneous
confabulation, reality monitoring, and the limbic system - a review,” Brain Research Reviews
36, no. 2–3 (2001): 150-160, https://doi.org/10.1016/S0165-0173(01)00090-X; J.K. Roth et
al., “Similar and dissociable mechanisms for attention to internal versus external information,”
NeuroImage 48 (2009): 601-608.
MARCIN SOBIESZCZANSKI 125 AN-ICON
the coherence of different topics, imaginary and sensory,
must occur. From then on, the fictitious topics that we will
begin to call fictional (see below), can exercise a “realizing”
role they can effectively embed into the sensible real, by
the means of intensity of esthesia (contribution from sen-
sory areas), sequential plausibility, and causal relevance
(contributions from frontal areas). From the moment when
the “realization” efficiency is obtained, the altered attention
moves indiscriminately from the external to the internal
and withdraws from its task as a source checker. Thus, on
the double psychic substrate, emerges an internal fiction
without the subject being able to exercise any criticism
towards it. In the patient, the source of suffering stems
more from the awareness of this impotence of discernment
than from the disconcerting contents of the hallucinations
themselves. Even if the patient still has the possibility of
diverting his attention, what his attention points to is, in both
directions, internal and external, impetuously “real.” As Dr.
Ey said, delusional work is characterized by “foreignness,
incoercibility, assertiveness and aesthesis.” Foreignness,
because the internal and external sources have the same
rank of veracity and can therefore be interchangeable; in-
coercibility because this process prevails over the mecha-
nisms of anti-hallucinatory coercion; assertiveness because
the sequences of topics obtained through hallucinations
can serve as a basis for the subject’s discursive activities;
and aesthesia because the subject is aware of the fact
that thanks to the strident aesthesia of his hallucinations
he can distinguish them from ordinary memory material,
but cannot to mobilize enough to distinguish them from
perceptual sensations.
We are touching here on the doxic status of
hallucinations and in this the comparison between sensory
immersion with artificial origin and hallucinations becomes
for us more than a superficial metaphor. In schizophrenia,
the activations of sensory areas stimulated by prefrontal
activities and categorized by thalamic operations bring out
a threshold effect beyond which the complex neural sub-
strate is ready to exercise a creative role and generates
MARCIN SOBIESZCZANSKI 126 AN-ICON
a fictional “effect.” This “effect” is both gnosic, active in
the symbolic sphere, and assertoric in the domain of the
subject’s discursive approach. To summarize, in patholog-
ical states of this type, fiction begins to compete, through
attentional maneuvers, with the real apprehended by the
sensorial way.27
Hallucinogenic function vs. Cultural and
artistic creations
It is obvious that the comparison between
immersion in artificial sensory devices and hallucinatory
states overlaps with the very old theoretical concerns of
specialists in literature and cinema, notably René Wellek
and Austin Warren,28 and Jean-Louis Baudry,29 concerning
the status of the “presented reality” in the verbal story and
in the visual narration. On this topic, for methodological
reasons, we propose to dissociate two blocks of questions:
what comes from diếgêsis and what comes from mimesis,
in order to better synthesize them later on.30
On the one hand, the comparison of immersion
and hallucination appears as existential experiences. We
call “existential” the situations and the experiences that
are attached to them, when it is a question, for a human
subject, of facing an immediate environment, offering to his
perception the sensory substrate which allows him to carry
out his habitual activities: standing, sitting, walking, etc.,
27 The subject being aware of the imbalance between the respective parts of the internal
fiction and of its “reality monitoring,” falls into the suffering stemming from the anxiety of
failing in reality. In this, schizophrenia involves a double danger: that which stems from
the often disconcerting nature of the “visions” and that of the depression provoked by the
awareness of one’s own failures in the duty of reality.
28 R. Wellek, A. Warren, Theory of Literature (New York: Harcourt, Brace, 1948). “As Wellek
and Warren (La Théorie littéraire) point out, there is a use for these invented stories, which
is to entertain and instruct, a use that should not be confused with forgetting boredom.
Fiction triggers desire, pleasure, escape and knowledge, without the seriousness of a duty to
accomplish, a lesson to learn. This plural pleasure is to live adventures that daily life refuses us,
to which we access by proxy. The knowledge transmitted by fiction is of a different order from
that provided by science, philosophy or history.” Yves Chemla about F. Tremblay, La Fiction
en Question (Balzac-Le Griot editor, 1999) coll. Littératures à l’essai, Montréal, in Acta Fabula,
Autumn 2000, vol. 1, no 2, Ecole Normale Supérieure, Paris.
29 J.L. Baudry, “The device:” 56-72.
30 E. Souriau, “The structure of the film universe and the vocabulary of filmology,” Revue
internationale de filmologie 7-8 (1951).
MARCIN SOBIESZCZANSKI 127 AN-ICON
activities whose purpose lacks a delayed-causal goal, the
“short-term” behavior. The notion of immediacy must also
be addressed. Situations are immediate when the goals
pursued by the subject affect his current vital needs, unlike
the pursuit of medium and long-term goals. In this sense,
we are forced to separate, for example, the expectation
of resolution of a legal case that mobilizes our energy for
several years, from the posture that we adopt in the last
minutes before the last trial, although the lasting experience
conditions, to a certain extent, the momentary behaviors,
and vice versa; the punctual and immediate existential ex-
perience merges, in a certain way, with the image and the
memory that we have of the entire event.31
On the other hand, the immersion can be com-
pared with the effects of fiction which are elaborated in the
brain of the readers of literary stories and the spectators
of cinematographic storytelling. Here, it is not a question
of evaluating the effects of immersion by the yardstick of
immediate perceptions, which can feed temporary postural
reactions, move in the relative field of vision, explore its
space immediately adjoining our body or behave according
to the volumes found, suggested by the 3D image-models
of the show unfolding before the eyes of the subject, but
it is a question of listing the psychological and somatic
effects of a “world” which is constructed in the process of
mediated communication, through signs and their bodi-
ly and technical supports, i.e. writing, icon, image-move-
ment. It is a question, for example, of distinguishing two
perceptual occurrences, in the complex reaction that we
can have when seeing and manipulating, including by our
movements, the model of the staircase of the Capitol of
Washington drawn up for the CAVE at California Institute for
Telecommunications and Information Technology (CALIT2)
in San Diego: the monumental effect of architecture and
the symbolic effect produced by the political heritage of the
31 In The Trial of Franz Kafka, the literary effect of “reversal of experiences” consists
precisely in this substitution of the momentary experiences of the waiting corridors in the legal
institutions of the Austro-Hungarian Empire, for the synthetic experience of the long period
between the indictment and the execution of the sentence.
MARCIN SOBIESZCZANSKI 128 AN-ICON
United States. Although the distance separating the sign
from its denotat is arranged as a continuum running from
presence, through deferred presence and through the trace
of presence, to the sign of presence, the consciousness
and gnosic processes arising therefrom are categorized
according to the jurisdiction of discrete boundaries. Verbal
and visual narrations do not lead to the same results as
immediate perceptions, coming from the real environment.
Our hypothesis is that the productions of hu-
man culture both generate and use the same human abili-
ties to produce fiction, without this process resulting from
any pathology. In other words, in the healthy creative sub-
ject, fiction benefits from substantially the same psychic
substrate as hallucinations in schizophrenics, but the at-
tentional processes retain all their effectiveness in them.
In delirious patients, there is an increase of the psychic
substrate which manages and admits to the doxic sphere
the different sources, internal and external, without mak-
ing any discernment between them, or rather transgresses
this discernment. In the healthy creative human, the same
fictional process does not come from a doubling of the psy-
chic apparatus but from an externalization of the psychic
contents “projected” on an apparatus or a device which in
the process of communication exercises a fictional function.
In humans as “consumer” of culture and receivers of the
creative message, there is no confusion between the two
flows either, there is, on the other hand, from his point of
view, a duplication of the substrate of cultural productions,
a substrate that sometimes can be apprehended in what it
offers as affordances to direct sensory and postural cog-
nitive actions, and sometimes as a generator of fiction on
the basis of quasi-affordances that can be seized by the
sensory-motor brain areas correlated to the frontal areas
via the weighting of the thalamic zone. This latter process
can be initiated by the action of the mirror neuron system.
The person subject to hallucinations oscillates
between the two streams of consciousness, the creator
mobilizes his attentional processes in order to work on the
perceived reality in a manner similar to the ways fictional
MARCIN SOBIESZCZANSKI 129 AN-ICON
topics inhabit him. And since the parity of the flows of the
“intus” and of the flows of the “extra” is in him maintained
and oriented according to the precedence of the perceptual,
his internal fiction is itself “perception oriented.”
Perspectives of applied research in 360°
imaging
The tradition of research definitely established
since the 2010s, especially at the continuation of the theo-
retical work of David Bordwell,32 first in different academic
centers, in Japan,33 in the United States,34 and then spread
in vast circles of internationals researchers,35 offers ex-
perimental research involving spectators, individual and
collective,36 engaged in actions of narrative construction
based on the video-film creations. In our book from 201537
we commented on the difference between the spatio-sym-
bolic narrative construction in the frontal cinema with cen-
tral and oriented projection and attempts of the spherical
and interactive cinema. In this latter area the theory pre-
dominant seems to be organized around the environmental
concept of enaction.38 Note that this concept also applies
32 D. Bordwell, Narration in the Fiction Film (London-New York: Routledge, 1987).
33 M. Kimura et al., “Human visual system automatically encodes sequential regularities of
discrete events,” Journal of Cognitive Neurosciences 22, no. 6 (2010): 1124-1139, https://doi.
org/10.1162/jocn.2009.21299.
34 J.E. Cutting, “Perceiving scenes in film and in the world,” in J.D. Anderson, B.F. Anderson,
eds., Moving Image Theory: Ecological Considerations (Carbondale: Southern Illinois
University Press, 2005): 9-27.
35 K.S. Heimann et al., “Cuts in action: a high-density EEG study investigating the neural
correlates of different editing techniques in film,” Cognitive Science 41 (2017): 1555-1588,
https://doi.org/10.1111/cogs.12439; K. Pajunen, Immersed in Illusion, an Ecological Approach
to the Virtual (Jyväskylä: Bookwell, Acta Universitatis Lapponiensis, 2012); P. Francuz, E.
Zabielska-Mendyk, “Does the brain differentiate between related and unrelated cuts when
processing audiovisual messages? An ERP study,” Media Psychology 16, no. 4 (2013): 461-
475; P. Tikka et al., “Enactive cinema paves way for understanding complex real-time social
interaction in neuroimaging experiments,” Frontiers in Human Neuroscience (2012), https://doi.
org/10.3389/fnhum.2012.00298.
36 K. Lankine et al., “Consistency and similarity of MEG- and fMRI-signal time courses
during movie viewing,” NeuroImage 173 (2018): 361-369.
37 M. Sobieszczanski, Les Médias Immersifs Informatisés. Raisons Cognitives de la Ré-
analogisation (Bern: Peter Lang, 2015): 300.
38 P. Tikka, V. Rasmus, K. Mauri, “Narrative logic of enactive cinema: obsession,” Digital
Creativity 17, no. 4 (2006): 205-212, http://dx.doi.org/10.1080/14626260601074078.
MARCIN SOBIESZCZANSKI 130 AN-ICON
to classical cinema, as has been underlined in Bordwell’s
founding works...
Can we believe that going through the com-
parison between hallucinations and cognitive effects of
the interactive and immersive cinema can provide us with
a tool, both theoretical and empirical, even more powerful?
If we imagine a multi-scale analysis proving the existence
of a multi-layered and harmonized neural substrate, spe-
cialized in performing arbitration tasks between different
sources of information: external, internal, and those used
for weighting memory of sensory-motor anticipations, we
can hope that the monitoring of reality can become this
powerful tool.
There are three preliminary problems to pose
as the epistemological background before proceeding to
analysis of information sources in video-film products.
Frontal cinema operates its management of
attentional points within the framework of a language put
into place through the process of acculturation for 120
years. This device, both technical, grammatical and se-
mantic shapes the audience of the cinema by constituting
a quasi-cognitive functionality which participates in the
construction of the image of the world in the broad sense.
There is here a kind of sloping of a cultural function in the
field of generic cognition. Experiences in spectation and the
construction of the image of the world, both: from truthful
world and the world as illusion, must first take care to put
out of the game the artefact of the appearance of classic
cinema.
Immersive or spherical cinema is part of an-
other “grammar.” Its “editing,” the rules of his language, is
a “natural editing,” called for by Pasolini,39 is operated by
bodily movements, gaze movements and ocular saccades.
The same “objective” real can be looked at in different
39 “When we talk about the semiology of cinematographic language, we must at the same
time talk about the semiology of reality,” extract from an interview with Pier Paolo Pasolini by
André S. Labarthe on 15/11/1966.
MARCIN SOBIESZCZANSKI 131 AN-ICON
ways by the same person and by the different spectators,
according to their own management of attentional points.
And finally, immersive cinema manages its spa-
tio-temporal referential external to the device of the same
way that it manages the spatiality and the dynamics of
the contents which are presented into the device. In other
words, the grammar of cutting and exploring of the sen-
sitive, natural and artefactual material, is the same as that
which governs our spatio-temporal relationship to the world.
The perspective of empirical research on the hallucinatory
illusion can then lead to the establishment of a normative
system allowing people subject to hallucinations to ex-
change with their caregivers not by means of art-therapy,
but by means of the shared control of sources of informa-
tion on reality.
MARCIN SOBIESZCZANSKI 132 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17297 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17297",
"Description": "Touch represents one of the latest and most complex frontiers of virtuality: a sense which historically seems to have carried the burden of proof on reality, by definition resistant to illusory environments. The paper begins from this assumption to trace a history of illusion across authors and theorists that have debated the statute of haptics, building a dialogue between philosophical dilemmas and technological developments. Moving both from an aesthetic and psychophysiological viewpoint, the article will root its analysis in an historical-artistic account, augmenting the discussion with a series of case studies from the museum sector. The introduction of haptic technologies within cultural institutions, which dates back to the last three decades, proves an interesting field to test the functions which touch plays in both educational and imaginative scenarios. The open question being whether modern technologies should aim at replicating haptic realism in miming phenomenological accuracy, or whether the most innovative applications need to aspire to a more environmental employment of touch.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17297",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Anna Calise",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Museums",
"Title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-02-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Anna Calise",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17297",
"firstpage": null,
"institution": "Università IULM",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Museums",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Weiss, T., “Phantom sensations,” in Grunwald M. ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008): 283-294.",
"spatial": null,
"temporal": null,
"title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17297/17787",
"volume": "1"
}
] | The haptics of
illusion: an account
of touch across theories,
technologies and museums
by Valentina Bartalesi and Anna Calise
Haptic
Technology
Illusion
Virtuality
Museums
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The haptics of il usion.
An account of touch across
theories, technologies
and museums
VALENTINA BARTALESI, Università IULM – https://orcid.org/0000-0002-8596-4014
ANNA CALISE, Università IULM – https://orcid.org/0000-0002-2966-7613
https://doi.org/10.54103/ai/17297
Abstract Touch represents one of the latest and most
complex frontiers of virtuality: a sense which historical-
ly seems to have carried the burden of proof on reality,
by definition resistant to illusory environments. The paper
begins from this assumption to trace a history of illusion
across authors and theorists that have debated the stat-
ute of haptics, building a dialogue between philosophical
dilemmas and technological developments. Moving both
from an aesthetic and psychophysiological viewpoint, the
article will root its analysis in an historical-artistic account,
augmenting the discussion with a series of case studies
from the museum sector. The introduction of haptic tech-
nologies within cultural institutions, which dates back to
the last three decades, proves an interesting field to test
the functions which touch plays in both educational and
imaginative scenarios. The open question being whether
modern technologies should aim at replicating haptic re-
alism in miming phenomenological accuracy, or whether
the most innovative applications need to aspire to a more
environmental employment of touch.
Keywords Haptic Technology Illusion Virtuality Museums
To quote this essay: V. Bartalesi, A. Calise, “The haptics of illusion. An account of touch across theories,
technologies and museums,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022):
133-161, https://doi.org/10.54103/ai/17297
VALENTINA BARTALESI, ANNA CALISE 133 AN-ICON
Fig 1. Creation of a new style of media art using digital paints in a
harmonization of the senses of vision and touch.
It seems that we have so often been warned not to touch
that we are reluctant to probe the tactile world even with our minds.
Constance Classen
The Deepest Sense. A Cultural History of Touch, 2012
Introduction
In his Post-Scriptum addendum, alongside his
monumental survey on the polysemy of touch in Nancy
through the history of Western philosophy, Derrida de-
nounced a widespread prejudice whereby “one sponta-
neously has the tendency to believe that touching resists
virtualization.”1 Through this acute remark, the French phi-
losopher underlies a consolidated topos that attributes to
the sense of touch the ability to convey a direct and objec-
tive knowledge of the things of the world, captured in their
physical and even theoretical dimension.2 By questioning
the supposed identity relationship between touch and ob-
jectivity, the author opens a new perspective on the sub-
ject, widening the ways in which the world of haptics could
be conceptualized and practiced. For the purpose of the
1 J. Derrida, On Touching – Jean-Luc Nancy (Stanford: Stanford University Press, 2005): 300.
2 Cfr. J.-L. Nancy, Corpus (Paris: Metailie, 1992): 76; M. Paterson, The Sense of Touch:
Haptics, Affects and Technologies (Oxford: Berg, 2007): 2-3; C. Classen, D. Howes, Ways of
Sensing (New York: Routledge, 2014): 89; A. Gallace, C. Spence, In Touch with the Future:
The Sense of Touch from Cognitive Neuroscience to Virtual Reality, (Oxford: Oxford University
Press, 2014): 3.
VALENTINA BARTALESI, ANNA CALISE 134 AN-ICON
argument presented here, Derrida’s considerations prove
pivotal: the aim will be to try and deepen his assumption,
investigating the relationship between illusion, haptic per-
ception and works of art. Addressing the possibility that
both the theory and practice which anticipate and guide
haptic experiences and technologies account for an illusory
character, escaping the grounds of undeniable certainty
and adherence to reality which are at times linked to the
discourse on touch.
This study will in fact envisage the possibility
that illusion imposes itself as a constitutive figure of haptic
feeling both on a theoretical level and on a technical one.
The research will focus on how the experience of touching
plastic objects changes from the analogical dimension to
the digital one, first from a theoretical point of view and
then across a range of case studies within the museum
sector. In the peculiar phenomenon of touching sculpture
in a virtual environment employing haptic devices, the il-
lusion changes its function: before a theoretical figure, it
becomes an experiential strategy. Not necessarily aimed
at generating a phenomenological surplus, which as we
will see most technologies are not able to offer, but at of-
fering the possibility of a semantic shift on an emotional
and aesthetic level. The study will begin with an assess-
ment of Derrida’s theorizing on the haptic and on virtuality,
highlighting the inherent illusory character that seems to
be shared by both virtual haptic museological experiences
and the theorizing of “haptic” itself, a link captured by the
author already in his work On Touching. While borrowing
from Derrida the relevance of museum practices as case
studies for the discussion on the haptic, this article will
however assess evidentiary accounts in the second sec-
tion of the text. Before addressing the case studies, it was
deemed necessary to elaborate two relevant premises. On
the one hand, a thorough account of haptic technologies
and of the current theoretical issues that guide their design
will be presented, with reference to the challenges posed
by haptic illusions. On the other hand, a historiographic
account of the fundamental role that the concept of illusion
VALENTINA BARTALESI, ANNA CALISE 135 AN-ICON
has played in the theorizing of the haptic discourse will be
offered. Through this analysis, we aim to hopefully demon-
strate the structural role played by the figure of illusion in
both theoretical and technological designs, strengthening
the rationale which serves as the guiding principle of the
discussion at hand. The second section, following Derrida’s
intuition and using museological haptic technologies case
studies, will try to assess how these premises relate to the
cultural offer available to the public. Beginning from the
relationship between touching and cultural artifacts, and
more specifically sculptures, which has played a central
role in both philosophical and museological undertakings,
a history of touch in museums will be briefly traced, con-
necting contemporary endeavors to their historical pre-
decessors. Then a series of relevant case studies will be
presented, trying to understand, by looking closely at their
design and reception, what aspect of the haptic experience
they aimed to leverage on, and therefore which epistemic
and experiential qualities were privileged. It will emerge
that when museums are trying to reinstate the evidentiary
nature of the haptic experience, and focus on mimicking
a reductive understanding of the phenomenology of touch,
the results might be scientifically interesting yet not experi-
entially powerful. By contrast, when the more evocative and
illusory qualities of the haptic are investigated, exploiting a
more environmental and multifaceted account of the haptic
experience, a new and promising use of haptic technolo-
gies is possible.3
“Tact beyond the possible:”4 illusion
as a figure of the haptic between
historiography and psycho-aesthetics
The teleological value of the human hand as a
pro toto organ of the sense of touch is a recurring trope in
the history of philosophy, from Kant, through Herder, de
3 Although the paper is the result of a collective research and reflection work made by the two
authors, the first section was written by Valentina Bartalesi, the second one by Anna Calise.
4 J. Derrida, On Touching: 66.
VALENTINA BARTALESI, ANNA CALISE 136 AN-ICON
Miran, Husserl, until Katz, Focillon, Révész, and Gibson.5
In Derrida’s analysis the haptic, assumed as a not stric-
tu sensu6 sense that “virtually” involves the sensorium in
its obscure intricacy,7 is qualified by the peculiar “motor
activity”8 of the human hand. Yet, while recognizing the
constitutive motility of this sensory faculty, Derrida refus-
es such preliminary immediacy, claiming with Nancy its
“local, fractal, modal” nature.9 If these adjectives partially
complicate the meaning of touching on an ontological level,
they seem to encourage the reflection towards a technical
sphere, according to an address that Derrida tries to verify.
As a proof of the fragility of a way of thinking that a priori
denies the possibility of virtualizing touch, the philosopher
presents a significant case study for that time: the Haptic
Museum in California.10
In spite of the limited evidence still available
with regards to this institution, its mission appears clear. As
Margaret L. Mclaughlin of the Integrated Media Systems
Center (University of Southern California) states:
Our IMSC team has used haptics to allow museum visitors to ex-
plore three-dimensional works of art by “touching” them, some-
thing that is not possible in ordinary museums due to prevailing
“hands-off” policies. Haptics involves the modality of touch-the
sensation of shape and texture an observer feels when exploring
5 J. Derrida, On Touching: 41-42, 95, 122, 140. See in this respect: L.A. Jones, S.J. Lederman,
Human Hand Function (Oxford: Oxford University Press, 2006): 6; A. Benjamin, “Endless
touching: Herder and sculpture,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 4, no. 1,
(2011): 73-92, https://doi.org/10.13128/Aisthesis-10983; H. Focillon, “Éloge de la main” (1934),
in Vie des Formes (Paris: Presses Universitaires de France, 1981); G. Révész, The Human
Hand (London: Routledge & Kegan Paul, 1958); J.J. Gibson, “Observations on active touch,”
Psychological Review 69, no. 6 (November 1962): 477-491, https://doi.org/10.1037/h0046962.
6 J. Derrida, On Touching: 53, 149.
7 Ibid.: 42.
8 Ibid.: 142.
9 As noted by: “But there again-and this, too, has to be clear only upon the condition that tact
does not concentrate, does not lay claim as Descartes’s touching does to the privilege given
to immediacy, which would bring about the fusion of all the senses and of ‘sense.’ Touching,
too, touching, first, is local, modal, fractal”, J.L. Nancy, Corpus: 76.
10 J. Derrida, On Touching: 300-301; M.L. Mclaughlin et al., “The haptic museum,”
Conference: Proc. of the EVA 2000 Florence Conf. on Electronic Imaging and the Visual Arts
(March 2000), https://www.researchgate.net/publication/229433104_The_Haptic_Museum,
accessed December 11, 2022.
VALENTINA BARTALESI, ANNA CALISE 137 AN-ICON
a virtual object, such as a 3D model of a piece of pottery or art
glass.11
Although presumably the first example of a
haptic museum equipped with exosomatic technologies,12
Derrida’s case includes many factors that have become
constitutive in subsequent museological proposals. By in-
teracting with the PHANToM haptic device13 or wearing
the exoskeleton glove CyberGrasp,14 at those times fu-
turistic apparatuses, visitors could proceed to the manual
exploration of virtual artifacts, digitized by employing 3D
cameras such as ColorScan or Virtuoso.15 Technically, the
“haptic human-computer interaction (HCI)” requires a struc-
tural triad composed of “human user, interface device, and
virtual environment synthesized by computer.”16 Through
“haptic-rendering algorithms,”17 the device provides spe-
cific stimuli arising from the interaction between the “hap-
tic device representation” (the user’s avatar) and the
11 M.L. Mclaughlin et al., “The haptic museum:” w.p.
12 Among the twentieth-century experiences, one of the first tactile museum exhibitions
dedicated to blind people was organized by The American Museum of New York in 1909.
While in the 1970s, numerous worldwide museums realized tactile pathways dedicated to
the visually impaired, the first Haptic Gallery was opened by the National Portrait Gallery
in Washington D.C. on March 1st 1979, as the Smithsonian Archive documentation
testifies. See in this respect: H.F. Osborn, The American Museum of Natural History: its
origin, its history, the growth of its departments to December 31, 1909 (New York: The
American Museum of Natural History, 1909): 148; Chronology of Smithsonian History,
“NPH Haptic Gallery Opens” (March 1st 1979): https://siris-sihistory.si.edu/ipac20/ipac.
jsp?&profile=all&source=~!sichronology&uri=full=3100001~!1462~!0#focus accessed
December 11, 2022; Council on Museums and Education in the Visual Arts, The art museum
as educator: a collection of studies as guides to practice and policy (Berkeley: University of
California Press, 1978).
13 Designed by the MIT Artificial Intelligence Laboratory in 1994, “PHANToM is a convenient
desktop device which provides a force-reflecting interface between a human user and a
computer.” Inserting the index fingertip into a thimble or interacting with a stick, PHANToM
consists in “a system capable of presenting convincing sensations of contact, constrained
motion, surface compliance, surface friction, texture and other mechanical attributes of virtual
objects.” T.H. Massie, J.K. Salisbury, “The PHANToM haptic interface: a device for probing
virtual objects,” Dynamic Systems and Control 55, no. 1 (1994): w.p.
14 Commercialized in 2009, “the CyberGrasp device is a lightweight, force-reflecting
exoskeleton that fits over a CyberGlove data glove (wired version) and adds resistive
force feedback to each finger. With the CyberGrasp force feedback system, users are
able to feel the size and shape of computer-generated 3D objects in a simulated virtual
world.” Please see: CyberGrasp, CyberGlove System: https://static1.squarespace.com/
static/559c381ee4b0ff7423b6b6a4/t/5602fc01e4b07ebf58d480fb/1443036161782/
CyberGrasp_Brochure.pdf, accessed December 11, 2022.
15 M.L. Mclaughlin et al., “The haptic museum:” w.p.
16 D. Wang et al., “Haptic display for virtual reality: progress and challenges,” Virtual Reality
& Intelligent Hardware 1, no. 2 (April 2019): 137 https://doi.org/10.3724/SP.J.2096-
5796.2019.0008.
17 Ibid.: 141-143.
VALENTINA BARTALESI, ANNA CALISE 138 AN-ICON
photogrammetric restitution of the object in a virtual en-
vironment (the haptic image).18 Hence, according to the
object-relational data model, users receive tactile and kin-
esthetic feedback geared towards the stimulation of the
mechanoreceptors on the fingertip (for PHANToM) and on
the whole hand surface (if wearing CyberGrasp) during the
exploration of the virtual object.19 More specifically, the sub-
ject perceives vibrotactile feedback which should make him
or her feel those sensations that are connotative of touching
the physical object,20 absent in its ilemorphic habitus albeit
realistically tangible in its morphological properties of size,
weight, surface, and texture.21
Beyond the issues more strictly related to the
physiology of the experience, it is here relevant to examine
how these researchers have recorded the act of touching
a virtual object. Unexpectedly, the members of the Califor-
nian IMSC, as well as the French philosopher, feel the need
to put in inverted commas locutions such as “touching,”
“remote touching,” or “realistic sensations of touching.”22
The grammatical escamotage of the quotation marks clear-
ly betrays the necessity, be it more or less incidental, to
denounce the presence of expressions bent to a “special
or translated” use. In the technical gesture that the Haptic
Museum visitor makes exploring virtual artifacts, Derrida
glimpses the theoretical locus where “immediate contact”23
discloses its own illusory and ontologically fictitious dimen-
sion, opening a chasm within the very meaning of touch:
ultimately, what is the object of touch? Is this an illusion of
18 K. Salisbury, F. Conti, F. Barbagli, “Haptic rendering: introductory concepts,” IEEE
Computer Society 24, no. 2 (March/April 2004): 25-26, https://doi.org/10.1109/
MCG.2004.1274058.
19 P.P. Pott, “Haptic Interfaces,” in L. Manfredi, ed., Endorobotics. Design, R&D, Future Trends
(Academic Press, 2022).
20 Even if, according to Salisbury and Srinivasan “the resulting sensations prove startling, and
many first-time users are quite surprised at the compelling sense of physical presence they
encounter when touching virtual objects,” the improvement of haptic feedback constitutes one
of the main purposes of this kind of technology. J.K. Salisbury, M.A. Srinivasan, “Phantom-
based haptic interaction with virtual objects,” IEEE (September/October 1997): 6-10, https://
doi.org/10.1109/MCG.1997.1626171.
21 As Derrida notes, describing the above-mentioned experience, “we can thus feel
the weight, form, and structure of the surface of a Chinese vase while ‘holding’ a three-
dimensional digital model,” J. Derrida, On Touching: 301.
22 Ibid.
23 Ibid.
VALENTINA BARTALESI, ANNA CALISE 139 AN-ICON
touch or what Madalina Diacuno prefers to define in terms
of “illusionary touch”?24 If so, how to illustrate the phenom-
enology of such an illusion?
The noun “illusion,” from the Latin illudere (in,
“against,” ludere “to play”), describes an “act of deception;
deceptive appearance, apparition; delusion of the mind.”25
However, in the specialist lexicon on haptic perception
the expression “haptic illusion” more rigorously recounts
a “disruption of the physical coherence between real move-
ment and feedback forces, used to create the illusion of
a non-existent feature or to compensate with the illusion
the sensation of an undesired detail.”26 As convincingly
established by the critical literature since Révész, several
haptic illusions have been codified and are currently under
investigation.27 It should also be noted that a similar illusion,
even though different in terms of the neurological reaction
experienced with haptic prostheses in virtual environments,
is daily negotiated by the user in the interaction with touch
screens. The most recent media-archeological studies have
investigated this ambiguous nature of “touching,” recording
the hiatus which systematically occurs when the consum-
er digitally interacts with the contents that pass through
the “display.”28 In this regard, Simone Arcagni has recently
pointed out how touch screens solicit a kind of experience
“as if there were no longer a mediation between the idea
of doing and the action that takes place in our hands” by
24 M. Diaconu, “Illusionary touch, and touching illusions,” in A. Tymieniecka, ed., Analecta
Husserliana. The Yearbook of Phenomenological Research. Human Creation Between Reality
and Illusion, vol. 87 (Cham: Springer, 2005): 115-125.
25 “Illusion,” Online Etymology Dictionary: https://www.etymonline.com/word/illusion,
accessed December 11, 2022.
26 M. Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser,
2008): 649.
27 The main haptic illusions include “size-weight illusion,” a tangible version of the “Muller-
Lyer illusion,” the “horizontal-vertical illusion” and the “Ponzio illusion.” See in this regard:
M.A. Heller, E. Gentaz, “Illusions,” in M.A. Heller, E. Gentaz, eds., Psychology of Touch and
Blindness (New York-London: Psychology Press - Taylor & Francis Group, 2014): 61-78.
28 F. Casetti, “Primal screens,” in C. Buckley, R. Campe, F. Casetti, eds., Screen Genealogies.
From Optical Device to Environmental Medium (Amsterdam: Amsterdam University Press,
2019): 45; F. Casetti, “Che cos’è uno schermo, oggi?,” Rivista di Estetica 55 (2014): 28-
34 https://doi.org/10.4000/estetica.969. According to Francesco Casetti, touch screens
represent the most effective type of display (ibid.: 29), a device that the author links to an
instant, “passive” and disengaged communication. Consistently to the current hypertrophic
consumption of images, Casetti’s display “exhibits, not reveals. It offers, not engages” (ibid.)
and this happens because the touch screen “puts images in our hands” (ibid.).
VALENTINA BARTALESI, ANNA CALISE 140 AN-ICON
intensifying the sensation of proximity between user and
content.29 Raising attention to the dangers inherent in the
automation of touching, David Parisi has introduced the mil-
itary phrase “Fingerbombing,” highlighting the “distanced,
detached and destructive” nature of interaction with the
touchscreen of a Nintendo DS.30 Furthermore, citing Thom-
as Hirschhorn’s brutal video clip Touching Reality (2012),
Wanda Strauven has denounced the moral and technical
break between screen and display, whereby the object of
touch results in the screen and not the images passing
through it.31 Once more, what do the subjects touch and
what do they perceive by touching and consuming?32
In light of this ontological uncertainty, the abil-
ity to confer and simulate the highest degree of realism
to the haptic experience of virtual content through a het-
erogeneous range of devices – among the most futuristic
devices should be mentioned AirPiano,33 VibroWeight,34
WeHAPTIC35 – is generally considered one of the overriding
29 S. Arcagni, Visioni Digitali: Video, Web e Nuove tecnologie (Torino: Einaudi, 2016): 301.
30 D. Parisi, “Fingerbombing, or ‘Touching is Good’: The Cultural Construction of
Technologized Touch,” in M. Elo, M. Luoto, eds., Figure of Touch: Sense, Technics,
Body (Helsinki: The Academy of Fine Arts at the University of the Arts Helsinki, Tallinna
Raamatutrükikoja OÜ, 2018): 83.
31 W. Strauven, Touchscreen Archeology (Lüneberg: Meson Press, 2021): 112-116. Cfr. W.
Strauven, “Marinetti’s tattilismo revisited hand travels, tactile screens, and touch cinema in the
21st Century,” in R. Catanese, ed., Futurist Cinema (Amsterdam: Amsterdam University Press,
2018): 70.
32 See in this respect: M. Racat, S. Capelli, “Touching without touching: the paradox of the
digital age,” in M. Racat, S. Capelli, eds., Haptic Sensation and Consumer Behavior. The
Influence of Tactile Stimulation in Physical and Online Environments (Nature Switzerland:
Springer, 2020).
33 AirPiano constitutes “an enhanced music playing system to provide touchable experiences
in HMD-based virtual reality with mid-air haptic feedback”. For more information see: I. Hwang
et. al., “AirPiano: enhancing music playing experience in virtual reality with mid-air haptic
feedback,” 2017 IEEE World Haptics Conference (WHC): 213-218 https://doi.org/10.1109/
WHC.2017.7989903.
34 VibroWeight represents “low-cost hardware prototype with liquid metal” employing
“bimodal feedback cues in VR, driven by adaptive absolute mass (weights) and gravity shift:” X.
Wang et. al., “VibroWeight: simulating weight and center of gravity changes of objects in virtual
reality for enhanced realism,” Human Computer Interaction (2022): https://doi.org/10.48550/
arXiv.2201.07078.
35 WeHAPTIC (Wearable Haptic interface for Accurate Position Tracking and Interactive force
Control) “shows improved performances in terms of finger motion measurement and force
feedback compared with existing systems such as finger joint angle calculation and precise
force control:” Y. Park et. al., “WeHAPTIC: a Wearable Haptic interface for Accurate Position
Tracking and Interactive force Control,” Mechanism and Machine Theory 153, (November
2020): https://doi.org/10.1016/j.mechmachtheory.2020.104005.
VALENTINA BARTALESI, ANNA CALISE 141 AN-ICON
objectives for improving these technologies.36 Furthermore,
even though since the invention of the first haptic device in
194837 continuous improvements have been made, contem-
porary interfaces present both a qualitative and quantitative
deficit compared to the human haptic sensitivity, calling for
“urgent requirement to improve the realism of haptic feed-
back for VR systems, and thus to achieve equivalent sen-
sation comparable to the interaction in a physical world.”38
While the expression “haptic realism,” coined
by the philosopher of science Mazviita Chirimuuta in 2016,
opens the hypothesis of a scientific perspectivism based
on interaction with the world,39 the same expression when
related to haptic interfaces assumes a more technical con-
notation. As Sushma Subramanian points out in a conversa-
tion during the 2020 World Haptics Conference with Ed Col-
gate, Professor of Mechanical Engineering at Northwestern
University, although haptic technologies still go through
a “primitive” state, the short-term goal in their design is
to “develop a new tactile language that mimics the kinds
of maneuvers we make with three-dimensional objects” in
which “the challenging part is to make us feel them.”40 A
leading producer such as the Berlin-based Lofelt attempts
to make interaction with the touch screen more realistic by
combining sounds with the corresponding haptic vibrations
36 A. Brogni, D.G. Caldwell, M. Slater, “Touching sharp virtual objects produces a haptic
illusion,” in R. Shumaker, ed., Virtual and Mixed Reality (Berlin Heidelberg: Springer, 2011):
234-242; A. Gallace, M. Girondini, “Social touch in virtual reality,” Current Opinion in Behavioral
Sciences 43 (February 2022): 249-254, https://doi.org/10.1016/j.cobeha.2021.11.006. It
should be noted how the design of “pseudo-haptic feedback” is also nodal to the experience
of touching in virtual environments. See in this regard A. Maehigashi et. al., “Virtual weight
illusion: weight perception of virtual objects using weight illusion,” CHI ’21 Extended Abstracts
(May 2021), https://doi.org/10.1145/3411763.3451842. Furthermore, the design of an effective
haptic illusion in a virtual environment is related to scale and precisely to the so-called “Body-
scaling effect”: P. Abtahi, “From illusions to beyond-real interactions in virtual reality,” UIST ‘21:
The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and
Technology (October 2021): 153-157, https://doi.org/10.1145/3474349.3477586.
37 As David Parisi reports, the invention of the first mechanical force feedback master-
slave manipulator in nuclear field is due to the engineer Raymond Goertz of the Atomic
Energy Commission for the Argonne National Laboratory. D. Parisi, Archaeologies of Touch.
Interfacing with Haptics from Electricity to Computing (Minneapolis, London: University of
Minnesota Press, 2018): 220-221.
38 D. Wang, “Haptic display:” 137.
39 M. Chirimuuta, “Vision, perspectivism, and haptic realism,” Philosophy of Science 83, no. 5
(December 2016), 746-756 https://doi.org/10.1086/687860.
40 S. Subramanian, How to Feel. The Science and Meaning of Touch (New York: Columbia
University Press, 2021): 250-251.
VALENTINA BARTALESI, ANNA CALISE 142 AN-ICON
so that the user participates in an immersive experience.
As Lofelt founder Daniel Büttner asserts: “it is all an illu-
sion, but it seems incredibly real.”41 In a similar direction,
the most advanced research conducted by the Intelligent
Haptic program of the Max Planck Institute for Intelligence
System aims to implement the sensitivity of electrovibra-
tions.42 Evidence that haptic perception is one of the most
promising experimental fields for the virtual world is reflect-
ed in the great number of HORIZON programs supported
by the European Union in the last five years,43 mainly dedi-
cated to Mid-Air and Mixed Haptic Feedback technologies.
Ultrahaptics, launched in 2013, consists in a haptic device
system in which the force feedback is positioned
above interactive surfaces and requires no contact with either
tool, attaching to the surface itself. Instead, haptic sensations are
projected through a screen and directly onto the user’s hands. It
employs the principle of acoustic radiation force whereby a phased
array of ultrasonic transducers is used to exert forces on a target
in mid-air.44
H-Reality devices, on the other hand, employing
mixed haptic feedback technology “aim at combining the
contactless haptic technology with the contact haptic tech-
nology and then apply it into virtual and augmented reality
41 R. Banham, “Haptic happenings: how touch technologies are taking on new meaning,”
Dell Technologies (October 21, 2019): https://www.delltechnologies.com/en-us/perspectives/
haptic-happenings-how-touch-technologies-are-taking-on-new-meaning/, accessed
December 11, 2022.
42 Y. Vardar, K.J. Kuchenbeker, L. Behringer, “Challenging the design of electrovibrations to
generate a more realistic feel,” Haptic Intelligence Max Planck Institute for Intelligent Systems
(April 6, 2021): https://hi.is.mpg.de/news/challenging-the-design-of-electrovibrations-to-
generate-a-more-realistic-feel, accessed December 11, 2022.
43 Among them we point out: Horizon 2020 (CORDIS), TACTIle Feedback Enriched Virtual
Interaction through Virtual RealITY and beyond, (July 1, 2019-September 30, 2022): https://
cordis.europa.eu/project/id/856718/it, accessed December 11, 2022; Horizon 2020 (CORDIS),
Multimodal Haptic with Touch Devices (March 1, 2020-February 29, 2024): https://cordis.
europa.eu/project/id/860114/it, accessed December 11.
44 T. Carter et. al., “Ultrahaptics: multi-point mid-air haptic feedback for touch surfaces,”
UIST ‘13: Proceedings of the 26th Annual ACM Symposium on User Interface Software and
Technology (St. Andrews, UK: October 8-11, 2013): 505-506.
VALENTINA BARTALESI, ANNA CALISE 143 AN-ICON
technologies.”45 These projects encourage “to achieve
high-fidelity sensations through technology that is easy
and comfortable to use, for both interactive augmented
reality (AR) and immersive virtual reality (VR) experiences”;46
rendering potentially less unreachable that horizon of touch
virtualisation from which Derrida took his cue.
In assessing the role that illusion plays for the
effective functioning of haptic technologies, it can be ques-
tioned whether this prevalent position is distinctive of the
digital era or if it represents a consolidated trope in haptic
historiography, often centered on the theoretical and prac-
tical opportunity to touch – or not! – sculpture, at times
accused of being the least illusory of the arts.47 In under-
taking the investigation from “haptics”48 to “haptic,”49 we
will proceed in a parallel line to the essentially optical one
45 “H-Reality,” FET FX. Our future today (2020): http://www.fetfx.eu/project/h-reality/; see
also: X. de Tinguy, C. Pacchierotti, A. Lécuyer, “Capacitive sensing for improving contact
rendering with tangible objects in VR,” IEEE Trans Vis Comput Graph – IEEE Transactions
on Visualization and Computer Graphics 27, no. 4 (December 2020): 2481-2487, https://doi.
org/10.1109/TVCG.2020.3047689.
46 Horizon 2020 (CORDIS), Mixed Haptic Feedback for Mid-Air Interactions in Virtual and
Augmented Realities (October 1, 2018- March 31, 2022): https://cordis.europa.eu/project/
id/801413/it, accessed December 11, 2022.
47 Is given below the renowned passage in Benedetto Varchi’s Paragone (1547) in which
painters vituperate sculpture by stating: “They argue again from the difficulty of art, where,
distinguishing the difficulty into two parts: in fatigue of body, and this as ignoble they leave to
sculptors: and in fatigue of wit, and this as noble they reserve for them, saying that, besides
the different manners and ways of working and coloring, in fresco, oil, tempera, glue and
gouache, painting makes a figure foreshorten, [it] makes it seem round and raised in a flat
field, making it break through and seem far away with all the appearances and vagueness
that can be desired, giving to all their works lumens and shadows well observed according to
the lumens and reverberations, which they hold to be a most difficult thing; and in conclusion
they say that they make appear what is not: in which thing they seek effort and infinite artifice”,
B. Varchi, Lezzione. Nella quale si disputa della maggioranza delle arti e qual sia più nobile, la
scultura o la pittura (Firenze: Fondazione Memofonte, 1547): 38.
48 The plural noun haptics, deriving from the Greek feminine haptikós and the Neo-Latin
hapticē, a term coined in 1685 by Isaac Barrow in Lectiones Mathematicae XXIII, is literally
translated as “science of touch”. Haptics refers to the science of touch in a techno-media
perspective, denoting the tactile feedback generated by those devices which, by sending
artificial stimuli at proprioceptive, limbic and muscular levels, simulate the sensation of actual
contact: “Haptics,” Merriam-Webster Dictionary (online): https://www.merriam-webster.com/
dictionary/haptics, accessed December 11, 2022.
49 The Greek etymon haptō, from which derive the word haptos (tangible, sensitive), the
predicate háptein and the adjective haptikós, from which derive the French haptique, the
German haptisch/Haptik and the English haptic, means variously “able to come into contact
with” (haptikós) and “to clasp, grasp, lace” (háptein).
VALENTINA BARTALESI, ANNA CALISE 144 AN-ICON
stabilized by Riegl,50 bearer of a critical fortune culminating
with the later reworkings elaborated by Deleuze,51 Mald-
iney,52 Dufrenne53, Marks54 and Barker.55 Concerning the
covertly panoptic conception of the haptic that had been
spreading in German Kunstwissenschaft since Hildebrand’s
studies,56 it is necessary to turn our attention to the de-
velopments taking place in the psychophysiological area
around the same years. In the wake of Heinrich Weber’s
pioneering studies on the sense of touch, in which sensory
illusions after limbs amputation57 (the so-called Phantom
Sensations)58 were classified as not accidentally probed;
the first use of the term haptic in 1892 by another eclectic
Berliner, Max Dessoir, was systematized almost simulta-
neously by Edward Titchener.59 The rehabilitation of this
50 As Andrea Pinotti notes via Révész, “It is significant that, the year after the publication of
Kunstindustrie, in an article in which he argues with Strzygowski, Riegl admits that the term
taktisch (tastbar, from the Latin tangere) can lead to misunderstandings, and declares himself
willing to adopt instead the term haptisch (from the Greek hapto), which the physiological
literature had since long employed in its research on sensoriality. Perhaps a way, that of
moving from Latin to Greek, to avoid any possible reference to the actual manual palpation
and reaffirm the fundamental strength of the haptisch,” A. Pinotti, “Guardare o toccare?
Un’incertezza herderiana,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 2, no. 1 (2009):
186, https://doi.org/10.13128/Aisthesis-10953, trans. mine. For a first bibliographical framing
of Riegl’s haptic construction see: M.R. Olin, Forms of Representation in Alois Riegl’s Theory
of Art (University Park: Pennsylvania State University Press, 1992); M. Iversen, Alois Riegl:
Art History and Theory (Cambridge, MA: MIT Press, 1993); S. Melville, “The temptation of
new perspectives” (1990), in D. Preziosi, ed., The Art Of Art History. A Critic (Oxford: Oxford
University Press, 2009): 274-283; G. Vasold, “‘Das Erlebnis des Sehens’. Zum Begriff der
Haptik im Wiener fin de siècle,” Maske und Kothurn 62 (2016): 46-70.
51 G. Deleuze, Francis Bacon. Logic of Sensation (1981), trans. D.W. Smith (London-New
York: Continuum, 2003): 122, 189.
52 See in this regard: A. Pinotti, “Style, rythme, souffle: Maldiney and kunstwissenschaft,”
in J.-P. Charcosset, ed., Parole Tenue: Colloque du Centenaire du Maldiney á Lyon (Milan:
Mimesis Edizioni, 2014): 49-59.
53 See in this respect: A. Pinotti, ed., Alois Riegl. Grammatica storica delle arti figurative
(Macerata: Quodlibet, 2018), XLVI.
54 We refer specifically to the postcolonial construct of haptic visuality that Laura Marks
derives and resemantizes from the lesson of Regl’s heritage: L.U. Marks, Touch: Sensuous
Theory and Multisensory Media (Minneapolis-London: University of Minnesota Press, 2002):
4-7; L.U. Marks, The Skin of the Film. Intercultural Cinema, Embodiment, and the Senses
(Durham-London: Duke University Press, 2000): 162-171.
55 J.M. Barker, The Tactile Eye. Touch and the Cinematic Experience (Berkeley-Los Angeles-
London: University of California Press, 2009): 37-38.
56 See in this regard: A. Pinotti, Il corpo dello stile. Storia dell’arte come storia dell’estetica
a partire da Semper, Riegl, Wölfflin (Milano: Mimesis, 2001). See specifically the third section
entitled “Occhio e mano:” 179-221.
57 M. Grunwald, M. John, “German pioneers of research into human haptic perception,” in M.
Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008):
19.
58 T. Weiss, “Phantom sensations,” in M. Grunwald, ed., Human Haptic Perception. Basics
and Applications (Basel: Birkhäuser, 2008): 283-294.
59 D. Parisi, Archaeologies of Touch: 105.
VALENTINA BARTALESI, ANNA CALISE 145 AN-ICON
obsolete Greek term, already Homeric and Aristotelian,60
reflects Dessoir’s will to deepen the investigation on touch
by distinguishing the sensations of contact from the active
exploration (Pselaphesie).61 This distinction, destined to
become normative, emerged in the context of a network of
experimental psychology laboratories scattered through-
out the United States and orbiting around the Harvard
Psychological Laboratory, inaugurated in 1875 by William
James, although active only since 1892.62 While in 1890,
James was able to discuss the “fallacy of the senses,” tak-
ing his cue from the prominent Aristotelic finger illusion,63
consulting Harvard Laboratory appendix for the two years
1892-1893 shows how scientific trials on touch proceeded
simultaneously to the study of optical illusions.64 A similar
experimental path would culminate in 1893 with the pre-
sentation of the Apparatus for Simultaneous Touches by
William Krohn at Clark University.65
On the plexus mentioned above, the aestheti-
cal and historiographical discourses are inserted and inter-
twined, sanctioning the passage from the properly physio-
logical illusion of touching to a metaphorical one, embodied
by the rhetorical figure of “as if,” direct relative of Derrida’s
inverted commas. That such a rhetorical stratagem con-
stitutes a much older matter is recalled by the well-known
querelle of Herderian uncertainty. As already pointed out by
Andrea Pinotti, in his aesthetic treatise Plastik, Herder seems
to allude to the possibility of a virtual touch, reproaching
the sculptor who has never touched, not even in a dream,
60 M. Perniola, Il Sex Appeal dell’Inorganico (Torino: Einaudi, 1994): 95.
61 M. Dessoir, Über den Hautsinn (Separat-Abzug aus Archiv für Anatomie und Physiologie:
Physiologische Abtheilung. 1892): 242.
62 G. Bruno, “Film, aesthetics, science: Hugo Münsterberg’s laboratory of moving images,”
Grey Room 36 (Summer 2009): 88-113, https://doi.org/10.1162/grey.2009.1.36.88.
63 W. James, The Principles of Psychology (Ontario: York University, 1890): 87.
64 H. Munsterberg, Psychological Laboratory of Harvard University (Harvard: Harvard
University Press, 1893). Munsterberg recorded notes include: “Instrument for studying the
fusion of touch sensations. After Krohn; made in Cambridge”; “Instrument for touch reaction,
etc;” “Touch-reaction instrument, with twenty different stimuli. By Elbs, Freiburg. $20”. See
also: Bruno, “Film”: 101-102.
65 W.O. Krohn, “Facilities in experimental psychology in the colleges of the United States”
(1894), in C.D. Green, ed., Classics in the History of Psychology (Toronto: Tork University):
https://www.sapili.org/subir-depois/en/ps000128.pdf; D. Parisi, Archaeologies: 144-147.
VALENTINA BARTALESI, ANNA CALISE 146 AN-ICON
his creation.66 “The illusion has worked,”67 the philosopher
will add, when the eye takes on the movements of the hand
and then of a very thin ray, an emissary of the soul, which
kinaesthetically embraces the sculpture as it becomes a
body. In the wake of Konrad Lange’s Illusionsästhetik68 and
J.H. Kirchmann and E. Von Hartmann’s doctrine of illusional
feelings, the already mentioned Dessoir would achieve an
even more drastic conclusion. Declaring that every work of
art mainly satisfies a single sensory channel, this sensorial
limitation “guarantees its illusory character,” generating the
paradoxical situation of “a conscious self-deception, of a
continued and deliberate confusion of reality and illusion.”69
However, it was not until the art-historical de-
bate of the early 1950s – while the earliest haptic devices
were designed – that an open polarization was reached
regarding whether or not sculptures should be touched. On
the one hand Herbert Read, moving from the psychological
studies of Arnheim, Wundt, Lowenfeld, and Révész, could
argue that “for the sculptor, tactile values are not an illusion
to be created on a two-dimensional plane: they constitute a
reality of being conveyed directly, as existent mass. Sculp-
ture is an art of palpation.”70 On the other hand, a fervent
detractor such as the modernist Greenberg would have
drastically overturned this assumption.71 Both consistent
readers of Berenson, whose normative and ambivalent
66 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Sculpture. Some Observations on Shape
and Form from Pygmalion’s Creative Dream (1778), ed. J. Gaiger (Chicago-London: The
University of Chicago Press, 2002): 41.
67 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Some Observations: 41.
68 For an introduction to the subject see: D. Romand, “Konrad Lange on ‘the Illusion of
Materials’ in painting and visual arts: revisiting a psychoaesthetic theory of the perception
of material properties,” in J. Stumpel, M. Wijntjes, eds., Art and Perception. An International
Journal of Art and Perception Science, Special Issue: The Skin of Things: On the Perception
and Depiction of Materials 7, no. 3-4 (2021): 283-289.
69 M. Dessoir, Aesthetics and Theory of Art. Ästhetik und Allgemeine Kunstwissenschaft
(1906), trans. S.A. Emery, (Detroit, Wayne State University Press, 1970): 53.
70 H. Read, The Art of Sculpture (London: Faber & Faber, 1954): 49.
71 We are referring specifically to Greenberg’s harsh and inflexible review of Read’s
monograph: C. Greenberg, “Roundness isn’t all,” (November 25, 1956), in J. O’ Brian, ed.,
Clement Greenberg: Collected Essays and Criticism 3 (Chicago: The University of Chicago
Press, 1995): 272.
VALENTINA BARTALESI, ANNA CALISE 147 AN-ICON
“tactile values”72 find a more truthful attestation in the cor-
ollary categories of “ideated sensations,” “ideated satisfac-
tions” and “ideal sensation of contact,”73 Read and Green-
berg finally reached an unexpected consonance. Whilst
Read claimed the experience of sculpture as distinctive of
haptic perception and, specifically, for the prehensility of
the hand; Greenberg denied the appropriateness of such
fruition, attributing tactile stimuli to the visual sphere. Mean-
while, Herder’s uncertainty remains. Indeed, as David J.
Getsy noted, it is ultimately unclear whether Read wished
for a knowledge of the plastic work through its palpation
or maintained such contact on a substantially preliminary
and physiological condition.74
In order to enrich the corpus of sources of such
a querelle numerous other examples could be made; none-
theless, one of the most promising scenarios for its analysis,
as prophetically announced by Derrida, is offered by the
exploration through haptic interfaces of digitized artifacts in
museums. When the veto of touching the work of art lapses
and the distinction between actual and fictional flattens out,
which horizons are opened by the possibility of touching?
Will it be a “tactile vertigo” in the sense of Baudrillard, in
which the virtual object expired at the status of a trompe-
l’œil image soliciting a “tactile hyper presence of things, as
though one could hold them,” despite its phantasmagorical
essence?75 Can these finally touchable bodies add much
72 A. Brown, “Bernard Berenson and ‘tactile values’ in Florence,” in J. Connors, ed., Bernard
Berenson: Formation and Heritage (Cambridge, Massachusetts: Villa I Tatti, The Harvard
University Center for Italian Renaissance Studies, 2014). For an analysis highlighting the subtle
pantheism underlying Berenson’s work, see: A. Pinotti, “The touchable and the untouchable.
Merleau-Ponty and Bernard Berenson,” Phenomenology 2005 3, no. 2, (2007): 479-498.
73 B. Berenson, Aesthetics and History (New York: Doubleday & Company, 1948): 24-25, 74.
74 As David J. Getsy pointedly notes: “Read did not necessarily argue that the viewer
must touch the sculpture in order to appreciate it, as Greenberg would have us believe.
Rather, it was the aggregate experience of tactility that provides us with an ability to assess
ponderability and the non-visual traits of any object. Our haptic sensibility and our sense of
the physical environment are both closely tied to our own ever-developing repertoire of tactile
and physical experiences”; D.J. Getsy, “Tactility or opticality, Henry Moore or David Smith:
Herbert Read and Clement Greenberg on The Art of Sculpture, 1956,” in R. Peabody, ed.,
Anglo-American Exchange in Postwar Sculpture, 1945–1975 (Los Angeles: Getty Publication,
2011): 111-112.
75 J. Baudrillard, Seduction (1979), trans. B. Singer (Montréal: New World Perspectives.
Culture Text Series, 1990): 62-63.
VALENTINA BARTALESI, ANNA CALISE 148 AN-ICON
to the illusory palpation of the work of art on a semantic
level, if not on a phenomenological one?
Haptic technologies and museums,
the imaginative frontiers of the
phenomenology of touch
In order to present a critical account of how
haptic technologies are being employed in museums, and
to investigate to what extent the projects designed within
these environments fully explore the illusory potential of vir-
tual haptic experiences, a preliminary discussion on analog
touch in museums is needed. The use of haptic technolo-
gies within museum settings,76 which has widely increased
in the last decades, is in fact not something new to cultural
experiential models,77 and more the reinstatement of prac-
tices which had been common policies in museums from
their foundation to the middle of the nineteenth century.
While today it is “generally taken for granted that museums
collections are not for touching”78 seventeenth- and eigh-
teenth-century museum visitors were customarily free to
pick up precious and delicate relics, enjoying their sense
of touch as a fundamental part of their overall experience.
More specifically, touch in early museums was used for
four different reasons:79 learning (as touching an object
provided relevant information that through sight could not
be obtained, like its weight), aesthetic appreciation (touch
was considered to allow an embodied understanding of the
76 For a comprehensive account on how the importance of touch has been re-evaluated in
the museum sector in the past three decades please cfr. G. Black, The Engaging Museum:
Developing Museums for Visitor Involvement (Oxford: Routledge, 2005); E. Pye, The Power
of Touch: Handling Objects in Museums and Heritage Contexts (Walnut Creek, CA: Left
Coast Press, 2007), H. Chatterjee, Touch in Museums: Policy and Practice in Object Handling
(Oxford: Berg, 2008); F. Candlin, Art, Museums and Touch (Manchester: University of
Manchester Press: 2010), and S. Dudley, ed., Museum Objects: Experiencing the Properties of
Things (London: Routledge, 2012).
77 C. Classen, The Deepest Sense. A Cultural History of Touch (Chicago: University of Illinois
Press, 2012): 136-146.
78 Ibid.: 137.
79 A synthetic account of the reasons why touch was a common practice in museums can be
found in Classen, The Deepest Sense: 139-142. For other discussions on the topic please cfr.
D. Howes, “Introduction to sensory museology,” The Senses and Society 9, no. 3 (2014): 259-
267 https://doi.org/10.2752/174589314X14023847039917 and R.F. Ovenell, The Ashmolean
Museum, 1683–1894 (Oxford: Clarendon Press, 1986).
VALENTINA BARTALESI, ANNA CALISE 149 AN-ICON
nature of the display), imaginary potential (by holding an ar-
tifact visitors could get emotionally in touch with its original
owner or maker) and healing powers (especially religious
relics, when touched or eaten,80 where deemed able to cure
illnesses and pains). As it appears evident already from this
first account, not all yet some of the functions of touch in
museums had to do with the potential to empower imagina-
tive accounts, associating the role of touching not only with
evidentiary information, yet also with intangible and elusive,
even powerful, qualities. From the mid of the nineteenth
century touch was banned from museums:81 conservation
matters became more and more relevant, while parallelly
touch in itself came to be classified as a secondary sense,
one “associated with irrationality and primitivism.”82 These
two reasons account for two extremely different discourses,
one linked to practical aspects and to the preservation of
cultural heritage, the second pertaining to a conceptual
sphere, having to do with epistemic premises and their
museological consequences.
Today, well into the third decade of the 21st
century, the situation in museums seems to be closer to that
of three centuries ago than to the end of the last Millenium.
Touch seems to have regained its epistemic status,83 and
modern haptic technologies allow its employment without
the need to endanger precious artifacts. The great differ-
ence, however, is that machines and proxies mediate the
haptic experience, defining its phenomenology. The ques-
tion which arises, at this point, seems to be to what extent
these technologies are and will be designed with the aim
80 For a historical account of the healing powers of ancient religious relics cfr. K. Arnold,
“Skulls, mummies and unicorns’ horns: medicinal chemistry in early english museums,” in
R.G.W. Anderson et al., Enlightening the British: Knowledge, Discovery and the Museum in the
Eighteenth Century (London: The British Museum Press, 2003), also E. Brown, An Account
of Several Travels through a Great Part of Germany (London: Benjamin Tooke, 1677), and
D. Murray, Museums: Their History and Use, vol. 1. (Glasgow: James MacLehose and Sons,
1904): 40, 50, 73.
81 For an account of the historical reasons which led to this change cfr. Classen, The Deepest
Sense: 143-146, and F. Candlin, Art, Museums and Touch.
82 C. Classen, The Deepest Sense. A Cultural History of Touch: XIV.
83 For a discussion on the epistemic value of touch please cfr. C. Classen, The Book of Touch
(Oxford: Berg Publishers, 2005), M. Peterson, The Senses of Touch (London: Routledge, 2007),
M.P. Gadoua, “Making sense through touch. Handling collections with Inuit Elders at the
McCord Museum,” The Senses and Society 9, no. 3 (2014): 323-341 https://doi.org/10.2752/1
74589314X14023847039719.
VALENTINA BARTALESI, ANNA CALISE 150 AN-ICON
to mirror the original analog functions of touch, or whether
they will be built and employed with the goal to expand the
potential of the haptic experience. With regards to this, it
will be important to understand on which of the qualities
of touch – amongst the seventeenth century list aforemen-
tioned – they will leverage on. Whilst, on the one hand, they
could aim at faithfully reproducing the phenomenological
qualities of touch, the paragraphs above have shown how
there is a wider illusory character that these technologies
could be aiming at capturing, one which could hopefully
open up new experiential frontiers.
Whilst there isn’t one single comprehensive ac-
count which maps the state of the arts of haptic technolog-
ical development in the museum system, literature in this
field has been growing recently. This thanks to researches
that discuss the regained relevance of touch in educational
settings, together with publications which analyze individ-
ual projects designed and carried through by museum re-
search centers.84 A vast number of these studies highlight
how haptic technologies allow visitors to “explore new par-
adigms of interaction”85 leveraging on the “quality and use-
fulness of computer-based exhibits.”86 This is granted as
the sense of touch “is an essential part of how we interact,
explore, perceive and understand our surroundings”87 and
therefore incorporating object based learning in museum
84 For other interesting case studies analyzing the role of haptic technologies in museums
please cfr. R. Comes, “Haptic devices and tactile experiences in museum exhibitions,”
Journal of Ancient History and Archeology 3, no. 4 (2016) https://doi.org/10.14795/j.v3i4.205;
F. Fischnaller “The last supper interactive project. The illusion of reality: perspective and
perception,” in G. Amoruso, ed., Putting Tradition into Practice: Heritage, Place and Design,
Lecture Notes in Civil Engineering 3, (Cham: Springer International Publishing, 2018) https://
doi.org/10.1007/978-3-319-57937-5_73; M.H. Jamil et al., “The role of haptics in digital
archaeology and heritage recording processes”, 2018 IEEE International Symposium on
Haptic, Audio and Visual Environments and Games (HAVE) (2018): 1-6 https://doi.org/10.1109/
HAVE.2018.8547505.
85 A. Frisoli et al., “Evaluation of the pure-form haptic displays used for exploration of works of
art at museums,” report on the project findings, 2005 retrieved at https://www.researchgate.
net/publication/228584199_Evaluation_of_the_pure-form_haptic_displays_used_for_
exploration_of_works_of_art_at_museums/ related on the 31/01/2022.
86 S. Brewster, “The impact of haptic ‘touching’ technology on cultural applications,” in J.
Hemsley, V. Cappellini, G. Stanke, eds., Digital Applications for Cultural Heritage Institutions,
(Aldershot: Ashgate, 2005): Chap. 30, 273-284, 282.
87 M. Novak et al., “There is more to touch than meets the eye: haptic exploration in a science
museum,” International Journal of Science Education 42, no. 18 (2020): 3026-3048 https://doi.
org/10.1080/09500693.2020.1849855.
VALENTINA BARTALESI, ANNA CALISE 151 AN-ICON
experiences increases autonomy and satisfaction.88 The
information that visitors can acquire through touch appears
today relevant as it did at the beginning of museum histo-
ry, and it has become obtainable without endangering the
artifacts. 3D replicas of material artifacts associated with a
range of wearable or desktop devices are the predominant
technologies used across museum experiments, engaging
users through mainly force feedback and kinetic stimuli.89
While providing an account of the state of the arts of the
literature and case studies in this sector is not one of the
goals of this essay, a series of examples have been cho-
sen as they have been deemed relevant to the research at
hand: assessing to what extent haptic museum experience
expand and explore their full – at times illusory – potential.
A widely discussed experiment in the field is the
Museum of Pure Form, “a collective project ran in the early
2000s by a series of European museums creating 3D digital
replicas of their artifacts and making available a technology
which allowed for the haptic experience of them.”90 This
pivotal program engaged a series of museums across Eu-
rope91 who collected a shared archive of digital replicas of
their statues, and then produced a touring exhibition which
installed wearable devices (exoskeleton wearable arm) and
or desktop devices (two robotic arms departing from sup-
port columns placed in front of the visualization screen) in
front of the original statues.92 Overall, findings on the exper-
iment registered both amusement (70% of attendees) and
instructiveness (39%) across visitors.93 The shared belief,
confirmed by the analysis conducted simultaneously as the
88 M. Novak et al., “There is more to touch that meets the eye:” 3044.
89 In the literature it is possible to find studies which evaluate both collaborative endeavors
and researches ran by single institutions. Overall, the collaboration between universities or
tech companies and cultural institutions seems a fundamental premise in order to allow for
trials and studies that evaluate the impact of these projects.
90 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums.”
91 The Galician Centre for Contemporary Arts in Santiago de Compostela, the Museo
dell’Opera del Duomo in Pisa, the National Museum of Fine Arts in Stockholm, the
Conservation Centre at National Museums Liverpool and the Petrie Museum of Egyptian
Archaeology in London.
92 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums:” 2.
93 Ibid.: 6.
VALENTINA BARTALESI, ANNA CALISE 152 AN-ICON
project, was that the opportunity to use a device to touch
the digital replica of a statue while looking at it enforced the
learning experience. Something which, as aforementioned,
was deemed constitutive of the relevance of touch in early
museum experiences. As this case study shows, together
with many that have followed, it seems that one of the main
concerns of museum professionals and researchers in de-
signing digital haptic experiences seems to be supplying
to the lost opportunity to touch the artworks, thus enabling
the visitor to enjoy a wider range of information regarding
the statue and, consequently, enriching the learning expe-
rience. This, however, faces a series of relevant limitations
on the phenomenological level, as discussed above with
reference to Wang’s analysis in Haptic Display. It appears,
from this first account, that the use of haptic technologies
is not necessarily seen as a strategy to experiment and
widen the cultural experience, yet instead as a way to re-
cuperate something that contemporary curatorial practices
do not allow – namely to touch originals. With reference
to this point, it is interesting to see that there are several
researches actually comparing the haptic experience that
visitors can have touching the replica of an artifact or its
3D version.94 It appears that “the comparison between the
haptic device and the replica showed that the multi-finger
tactile interaction with the replica produced considerably
richer information than the single-point contact of the hap-
tic device.”95 What the citation implies is that the technology
used provided a less phenomenologically rich experience
94 Interesting accounts on this debate can be found in M. Dima, L. Hurcombe, M. Wright,
“Touching the past: haptic augmented reality for museum artefacts,” in R. Shumaker, S. Lackey,
eds., Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality.
VAMR 2014. Lecture Notes in Computer Science, vol. 8526. (Cham: Springer, 2014) https://doi.
org/10.1007/978-3-319-07464-1_1. Also cfr. S. Ceccacci et al., “The role of haptic feedback
and gamification in virtual museum systems,” Journal on Computing and Cultural Heritage
14, no. 3 (2017) https://doi.org/10.1145/3453074, and F. Stanco et al., “Virtual anastylosis of
Greek sculpture as museum policy for public outreach and cognitive accessibility,” Journal of
Electronic Imaging 26, no. 1, 011025 (2017) https://doi.org/10.1117/1.JEI.26.1.011025.
95 M. Dima, L. Hurcombe, M. Wright, “Touching the past: haptic augmented reality for
museum artefacts:” 6.
VALENTINA BARTALESI, ANNA CALISE 153 AN-ICON
compared to the touching of the printed replica, which if
possible is deemed a better alternative.
As of today, the technical limitations that most
devices used in museums present contribute to a scenario
where physical touch, even if of replicas, seems to be fa-
vored. The reasons why haptic technology is preferred are
not experiential factors; they have to do with practical and
managerial concerns, such as the fact that digital replicas
do not occupy physical space and that they can be expe-
rienced also remotely. It appears that these technologies, if
competing on a purely phenomenological level and trying
to mirror haptic experiences that occur in reality, are des-
tined to have a limited contribution to cultural experiences,
being the only alternative yet not a solution which in itself
holds value.
Other case studies can however add further
layers to the use of haptic technologies in museum set-
tings, offering opportunities that neither physical statues nor
printed replicas could elicit. A research published by the
Journal of Electronic Imaging illustrates the case of the vir-
tual anastylosis of a Greek sculpture, operated by digitally
combining a head and a torso held in two different heritage
sites in Sicily.96 The two ancient pieces, one hosted in the
Museum of Castello Ursino in Catania and the other in the
Archeological Museum of Siracusa, were hypothesized by
archeologists to be parts of the same statue due to stylistic
features. This theory was, however, never proved as neither
of their hosting institutions was willing to dislocate one
of the pieces for the necessary analysis to be performed.
Through digital imaging and 3D rendering it was however
possible to demonstrate the perfect match of the two parts
of the statue, creating a new object that was then made
accessible through the use of haptic technology – in this
case the haptic device 3D Systems Touch – and thanks
to the collaboration with the Center for Virtualization and
Applied Spatial Technologies, University of South Florida. A
96 F. Stanco et al., “Virtual anastylosis of Greek sculpture as museum policy for public
outreach and cognitive accessibility.”
VALENTINA BARTALESI, ANNA CALISE 154 AN-ICON
dedicated effort was made to ensure that the new technol-
ogy would account for people with cognitive and physical
disabilities, another potentiality that haptic technologies
hold and on which research is being tailored.97 Whilst this
case highlights the strategic contribution that modern tech-
nologies can provide to both research and fruition, it could
be argued that the added value here is given by the fact
that this statue could have otherwise never been seen or
felt, yet not in a manner which depends, from a specifically
phenomenological perspective, on the haptic technology
itself. Hence reinforcing the understanding that the main
use of these technologies is directed towards reinstating
the original – and lost – hard value of touch, not necessarily
adding new levels of experience.
Another case, involving virtually touching the
torso of Michelangelo’s David at Monash University,98 can
prove useful to enrich the discussion on the use of haptic
technologies in museums. What emerges from this study,
which in terms of research methodology mirrors the vast
majority of cases in the literature in creating a 3D digital
replica and then experiencing it through the Phantom, is
that the images reproduced digitally “allow the user to focus
on particular details that they may overlook otherwise.”99
What appears here is that the virtual experiential setting
creates the opportunity for the user to actually grasp some
details of the statue that he would have not been able to
experience with either the original or with a 3D printed
97 There are a number of experiments within the field of haptic technologies which focus
specifically on accessibility for people with impared cognitive and physical abilities. An
interesting research center is the one of the University of Glasgow, which ran two trials in this
field, one called Senses in Touch II, and the other MultiVis project. A complete account of the
two researches can be found in Brewster, “The impact of haptic ‘touching’ technology on
cultural applications:” 279-282. Another interesting research which discusses the potential of
haptics for the visually impaired is G. Jansson, M. Bergamasco, A. Frisoli, “A new option for
the visually impaired to experience 3D art at museums: manual exploration of virtual copies,”
Visual Impairment Research 5, no. 1 (2003): 1-12 https://doi.org/10.1076/vimr.5.1.1.15973.
Also cfr. R. Vaz, D. Freitas, A. Coelho, “Blind and visually impaired visitors’ experiences in
museums: increasing accessibility through assistive technologies,” The International Journal of
the Inclusive Museum 13, no. 2 (June 2020): 57-80, https://doi.org/10.18848/1835-2014/CGP/
v13i02/57-80.
98 M. Butler, P. Neave, “Object appreciation through haptic interaction,” Proceedings of
the 25th Annual Conference of the Australian Society for Computers in Learning in Tertiary
Education (Melbourne: Ascilite, 2008), 133-141.
99 Ibid.: 140.
VALENTINA BARTALESI, ANNA CALISE 155 AN-ICON
replica. The flexibility of digital images, their potential to be
modulated, modified and enlarged, appears, in this case,
to actually add a further layer to the visitor experience.
The higher attention to detail deepens and expands the
experience in a manner that is specific of, and exclusive
to, digital haptic technologies.
Whilst this last example seems to slightly
brighten the scenario described, the cases discussed so
far account for an employment of haptic technologies which
struggles to emancipate itself from a traditional under-
standing of touch in cultural experiences. The three cases
analyzed, far from providing a comprehensive account of
the multitude of programmes that have been carried out
across the museum sector in the past years, have how-
ever been chosen as they are representative of the main
trends found in the literature. Overall, researchers seem
to have been focused mainly on trying to bring back an
aspect of experience which was lost, and less keen on the
advanced possibilities that haptic technologies might hold.
With reference to the technological and historical discus-
sion presented above, regarding haptic illusions, it does not
appear that these seem to be at the center of experimental
designs in the museum sector, where the understanding of
touch seems to recall more the “hard undeniable evidence”
school than the more subtle and rich understanding of the
haptic which encompasses its illusory character. This de-
pends on a number of reasons, related to both cultural,
professional and economic factors. A further fundamental
aspect to take into account, when discussing the use of
haptic technologies in museums, is in fact the high cost of
these devices. The more sophisticated they are, the higher
their prices, which makes it difficult for museums to afford
them, even harder to update them. Main advancements
with haptic technologies are in fact usually in other fields
of research with richer funding, such as medicine and engi-
neering. This leads to the second limitation, namely that to
innovatively experiment with these technologies, technical
and diverse professional skills are required. Even though
most programmes within museums are run in collaboration
VALENTINA BARTALESI, ANNA CALISE 156 AN-ICON
with universities and research centers, the degree of com-
plexity that pertains to these projects needs a pull of pro-
fessionals which is hard to put together and coordinate in
the current economic and professional climate.
There are, however, a few interesting cases that,
at times even without the use of high budgets and elevated
skills, seem to leverage on the wider range of possibilities
that these technologies offer. Interestingly enough, these
also relate to two of the original functions of touch valued
in early museums: the aesthetic enrichment of the expe-
rience and the emotional potential of haptics. It appears
that when haptic technologies are being employed with the
aim of enacting and recalling these elements – as opposed
to when they try to give back the evidentiary character of
touch – the result are more imaginative endeavors, allowing
for the creation of a further semantic level of experience.
One first interesting case is a very recent ex-
periment conducted at University College London, where
a student has designed a device which, through the use
of capacitive touch sensors, wants to “help us understand
what an artist felt at the time they created their work by
recreating their sensory experiences.”100 The project idea,
which rests on the theoretical background of embodied
knowledge as an extension of the mind and of embodied
practice as a means to feel the emotions of an artist,101 was
inspired by an artwork: The Face of Christ by Claude Mellan,
hosted in the UCL Art Museum. By looking closely at the
artwork, the author of the project realized that the whole
drawing had been made through the design of one single
spiraling line, a unique technique. His idea was therefore
to design a device which could enable the viewer to create
100 F. Taylor, “Recreating sensory experience: how haptic technology could help us
experience art in new ways,” UCL Culture Blog, (July 13, 2020) https://blogs.ucl.ac.uk/
museums/2020/07/13/recreating-sensory-experience-how-haptic-technology-could-help-us-
experience-art-in-new-ways/ on the 31/01/2022, accessed December 11, 2022.
101 When the author discusses embodied knowledge as an extension of the mind the
reference is I. Martínková, “Body ecology: avoiding body–mind dualism,” Loisir et Société /
Society and Leisure 40, no. 1 (2017): 101-112, https://doi.org/10.1080/07053436.2017.1281
528; whilst when discussing embodied practices as a means to feel emotions of artists the
specific reference in the literature is D. Freedberg, V. Gallese, “Motion, emotion and empathy
in esthetic experience,” Trends in Cognitive Sciences 11, no. 5 (2007): 197-203, https://doi.
org/10.1016/j.tics.2007.02.003.
VALENTINA BARTALESI, ANNA CALISE 157 AN-ICON
a contact with the motion that had originated the artwork,
building a direct emotional connection with the artist. As
the author describes it “through an audio feedback loop,
the device I designed takes in touch inputs from a view-
er of the artwork and returns a religious-sounding choral
soundtrack when the spiral gesture from the engraving is
drawn correctly with a finger. The spiral gesture,” he adds,
“was directly extracted from The Face of Christ with the help
of a custom python script which made use of various image
analysis libraries.”102 What can be highlighted in reading
about this project, which at this point consist of just a first
artisanal prototype, is the way in which haptic technologies
are used to explore unusual and often overlooked aspects
of artworks. Whilst the potential of these technologies in
broadening the field of aesthetic experience is well estab-
lished, there are some developments specific to this case
worth expanding on. Interestingly enough, the author re-
fers specifically to the idea of building a connection with
the painter who made The Face of Christ, recuperating
the same reasoning that mid eighteenth-century museum
goers had when holding a precious object.103 In comparing
the attempt to get in touch with the past before and after
haptic technologies, moreover, the added value brought by
the device seems clear. Whilst in the original case a visitor
had to actively exercise the power of imagination in order
to build a connection, in this instance the device guides
the user into the experience, leveraging on the emotional
potential of a multisensory environment which starts from
the drawn line, develops into an haptic apparatus and is
then sublimated through sound. What emerges with regards
to this example, and in contrast with the ones analyzed
before, is the way in which the designer of the project has
overcome the need to merely attempt to replicate the touch-
ing experience, and decided to exploit both the phenom-
enological and the imaginative potential of the technology
102 F. Taylor, Recreating sensory experience: How haptic technology could help us experience
art in new ways.
103 A detailed account of an emotional and imaginative encounter between a museum goer
and an artifact can be found in S.A. La Roche, Sophie in London, 1786: Being the Diary of
Sophie Von La Roche, trans. C. Williams (London: Jonathan Cape, 1933): 107-108.
VALENTINA BARTALESI, ANNA CALISE 158 AN-ICON
at his disposal. Further, this has been done in an artisanal
and experimental fashion, not through the use of excessive
resources and a big team of professionals.
Another experimental program worth consid-
ering, in this case definitely a more costly and collective
endeavor, is an exhibition held at Tate Britain in 2015, Tate
Sensorium (Fig. 2).104 The research background behind this
project refers to a scientific field which experiments with the
power of haptics to elicit emotions. More specifically, these
projects study how mid-air haptic technology – a specific
subset – is able to condition human emotions (e.g., happy,
sad, excited, afraid) through tactile stimulation.105 While
the literature in the field of mid haptics is still at a very early
experimental stage, and definitive conclusions are yet to be
drawn, progress has been made in mapping the correlation
between aspects of haptics and emotional states. What
was done at Tate was to organize an exhibition which built
a fully sensory environment around four paintings: Interior
II by Richard Hamilton, Full Stop by John Latham, In the
Hold by David Bomberg, and Figure in a Landscape by
Francis Bacon. In a detailed article106 presenting a study
on the exhibition, the specific experience of Full Stop is
analyzed. What the curators did was to position a mid-air
haptic device in front of the painting, and synchronize a
range of mid-air haptic patterns inside the device with a
self-developed software that could read Musical Instru-
ment Digital Interface (MIDI) inputs. The design was curated
by a sound designer who could control the mid-air haptic
patterns (frequency, intensity, and movement paths) to cre-
ate a desired experience synched with music. As detailed
through the article, this exhibition was the first time that
mid-air haptic technology was used in a museum context
VALENTINA BARTALESI, ANNA CALISE 159 AN-ICON
over a prolonged period of time and integrated with sound
to enhance the experience of visual art. This “work demon-
strates how novel mid-air technology can make art more
emotionally engaging and stimulating, especially abstract
art that is often open to interpretation,”107 as it was proved
by collecting positive feedback from over 2500 visitors. The
aim of the authors, as clearly stated across the research,
was to advance understanding of multisensory signals in
relation to art, experiences and design, based on novel
interactive technologies. Referencing back to the reasons
why touch was valued in early museums, this experiment
seems to fit in the category which uses haptics to enhance
the aesthetic experience of the visitors: anticipating that
haptics carry value not only on a purely informative sensory
level, but eliciting a wider level of complexity.
Conclusions
Overall, there seems to be a wide potential for
using haptic technologies in museum settings and leverag-
ing on the ways in which these devices can contribute to the
cultural experience of artifacts. The two final case studies
here examined clearly exemplify how haptic technologies
can help in generating a new experiential layer, one which
rests on a complex phenomenological understanding of
the haptics and establishes an active dialogue with the
entire sensorium of the experiencer. Both cases show a
designed synchronization between the tactile experience
and the sense of hearing, suggesting that one of the ways
to experiment with the haptic is by interrogating a more en-
vironmental and organic understanding of the relationship
between the senses. Interestingly, the more complex and
enhancing experiences are characterized by stimuli that
do not just mimic the act of touching, thus attempting to
reinstate the lost chance of touching the artwork, yet play
with the illusory potential of haptics and with the other
107 Ibid.: 1.
VALENTINA BARTALESI, ANNA CALISE 160 AN-ICON
qualities of touch valued in early museums: the evocative
and imaginistic potential of the haptic experience.
The analysis from the museum sector, when
linked to the technological and historical accounts regard-
ing the link between the haptic and the figure of illusion,
suggests the value of exploring the ways in which haptic
technologies can emancipate us from a reductive under-
standing of touch. Certainly, all museum endeavors and
experiments will have to take into account a variety of prac-
tical and concrete concerns, which also play an important
part in defining the destiny of cultural projects. It is not given
that exploring the illusory potential of haptic technologies
represents in itself the best choice for a museum research.
Yet, it can be concluded that when designed in an open
dialogue with our whole sensorium these technologies ap-
pear empowered in their visionary potential, making Derri-
da’s observation more actual than ever: the nexus between
touch and virtuality is as real as it gets.
Fig 2. Tate Sensorium exhibition at Tate Britain in 2015, installation
shot of Full Stop (1961) by John Latham © John Latham Estate.
Photo: Tate. Illustration of a participant experiencing the second
painting combining vision, auditory, and haptic.
VALENTINA BARTALESI, ANNA CALISE 161 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17297 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17297",
"Description": "Touch represents one of the latest and most complex frontiers of virtuality: a sense which historically seems to have carried the burden of proof on reality, by definition resistant to illusory environments. The paper begins from this assumption to trace a history of illusion across authors and theorists that have debated the statute of haptics, building a dialogue between philosophical dilemmas and technological developments. Moving both from an aesthetic and psychophysiological viewpoint, the article will root its analysis in an historical-artistic account, augmenting the discussion with a series of case studies from the museum sector. The introduction of haptic technologies within cultural institutions, which dates back to the last three decades, proves an interesting field to test the functions which touch plays in both educational and imaginative scenarios. The open question being whether modern technologies should aim at replicating haptic realism in miming phenomenological accuracy, or whether the most innovative applications need to aspire to a more environmental employment of touch.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17297",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Anna Calise",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Museums",
"Title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-02-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Anna Calise",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17297",
"firstpage": null,
"institution": "Università IULM",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Museums",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Weiss, T., “Phantom sensations,” in Grunwald M. ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008): 283-294.",
"spatial": null,
"temporal": null,
"title": "The haptics of illusion. An account of touch across theories, technologies and museums",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17297/17787",
"volume": "1"
}
] | The haptics of
illusion: an account
of touch across theories,
technologies and museums
by Valentina Bartalesi and Anna Calise
Haptic
Technology
Illusion
Virtuality
Museums
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The haptics of il usion.
An account of touch across
theories, technologies
and museums
VALENTINA BARTALESI, Università IULM – https://orcid.org/0000-0002-8596-4014
ANNA CALISE, Università IULM – https://orcid.org/0000-0002-2966-7613
https://doi.org/10.54103/ai/17297
Abstract Touch represents one of the latest and most
complex frontiers of virtuality: a sense which historical-
ly seems to have carried the burden of proof on reality,
by definition resistant to illusory environments. The paper
begins from this assumption to trace a history of illusion
across authors and theorists that have debated the stat-
ute of haptics, building a dialogue between philosophical
dilemmas and technological developments. Moving both
from an aesthetic and psychophysiological viewpoint, the
article will root its analysis in an historical-artistic account,
augmenting the discussion with a series of case studies
from the museum sector. The introduction of haptic tech-
nologies within cultural institutions, which dates back to
the last three decades, proves an interesting field to test
the functions which touch plays in both educational and
imaginative scenarios. The open question being whether
modern technologies should aim at replicating haptic re-
alism in miming phenomenological accuracy, or whether
the most innovative applications need to aspire to a more
environmental employment of touch.
Keywords Haptic Technology Illusion Virtuality Museums
To quote this essay: V. Bartalesi, A. Calise, “The haptics of illusion. An account of touch across theories,
technologies and museums,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022):
133-161, https://doi.org/10.54103/ai/17297
VALENTINA BARTALESI, ANNA CALISE 133 AN-ICON
Fig 1. Creation of a new style of media art using digital paints in a
harmonization of the senses of vision and touch.
It seems that we have so often been warned not to touch
that we are reluctant to probe the tactile world even with our minds.
Constance Classen
The Deepest Sense. A Cultural History of Touch, 2012
Introduction
In his Post-Scriptum addendum, alongside his
monumental survey on the polysemy of touch in Nancy
through the history of Western philosophy, Derrida de-
nounced a widespread prejudice whereby “one sponta-
neously has the tendency to believe that touching resists
virtualization.”1 Through this acute remark, the French phi-
losopher underlies a consolidated topos that attributes to
the sense of touch the ability to convey a direct and objec-
tive knowledge of the things of the world, captured in their
physical and even theoretical dimension.2 By questioning
the supposed identity relationship between touch and ob-
jectivity, the author opens a new perspective on the sub-
ject, widening the ways in which the world of haptics could
be conceptualized and practiced. For the purpose of the
1 J. Derrida, On Touching – Jean-Luc Nancy (Stanford: Stanford University Press, 2005): 300.
2 Cfr. J.-L. Nancy, Corpus (Paris: Metailie, 1992): 76; M. Paterson, The Sense of Touch:
Haptics, Affects and Technologies (Oxford: Berg, 2007): 2-3; C. Classen, D. Howes, Ways of
Sensing (New York: Routledge, 2014): 89; A. Gallace, C. Spence, In Touch with the Future:
The Sense of Touch from Cognitive Neuroscience to Virtual Reality, (Oxford: Oxford University
Press, 2014): 3.
VALENTINA BARTALESI, ANNA CALISE 134 AN-ICON
argument presented here, Derrida’s considerations prove
pivotal: the aim will be to try and deepen his assumption,
investigating the relationship between illusion, haptic per-
ception and works of art. Addressing the possibility that
both the theory and practice which anticipate and guide
haptic experiences and technologies account for an illusory
character, escaping the grounds of undeniable certainty
and adherence to reality which are at times linked to the
discourse on touch.
This study will in fact envisage the possibility
that illusion imposes itself as a constitutive figure of haptic
feeling both on a theoretical level and on a technical one.
The research will focus on how the experience of touching
plastic objects changes from the analogical dimension to
the digital one, first from a theoretical point of view and
then across a range of case studies within the museum
sector. In the peculiar phenomenon of touching sculpture
in a virtual environment employing haptic devices, the il-
lusion changes its function: before a theoretical figure, it
becomes an experiential strategy. Not necessarily aimed
at generating a phenomenological surplus, which as we
will see most technologies are not able to offer, but at of-
fering the possibility of a semantic shift on an emotional
and aesthetic level. The study will begin with an assess-
ment of Derrida’s theorizing on the haptic and on virtuality,
highlighting the inherent illusory character that seems to
be shared by both virtual haptic museological experiences
and the theorizing of “haptic” itself, a link captured by the
author already in his work On Touching. While borrowing
from Derrida the relevance of museum practices as case
studies for the discussion on the haptic, this article will
however assess evidentiary accounts in the second sec-
tion of the text. Before addressing the case studies, it was
deemed necessary to elaborate two relevant premises. On
the one hand, a thorough account of haptic technologies
and of the current theoretical issues that guide their design
will be presented, with reference to the challenges posed
by haptic illusions. On the other hand, a historiographic
account of the fundamental role that the concept of illusion
VALENTINA BARTALESI, ANNA CALISE 135 AN-ICON
has played in the theorizing of the haptic discourse will be
offered. Through this analysis, we aim to hopefully demon-
strate the structural role played by the figure of illusion in
both theoretical and technological designs, strengthening
the rationale which serves as the guiding principle of the
discussion at hand. The second section, following Derrida’s
intuition and using museological haptic technologies case
studies, will try to assess how these premises relate to the
cultural offer available to the public. Beginning from the
relationship between touching and cultural artifacts, and
more specifically sculptures, which has played a central
role in both philosophical and museological undertakings,
a history of touch in museums will be briefly traced, con-
necting contemporary endeavors to their historical pre-
decessors. Then a series of relevant case studies will be
presented, trying to understand, by looking closely at their
design and reception, what aspect of the haptic experience
they aimed to leverage on, and therefore which epistemic
and experiential qualities were privileged. It will emerge
that when museums are trying to reinstate the evidentiary
nature of the haptic experience, and focus on mimicking
a reductive understanding of the phenomenology of touch,
the results might be scientifically interesting yet not experi-
entially powerful. By contrast, when the more evocative and
illusory qualities of the haptic are investigated, exploiting a
more environmental and multifaceted account of the haptic
experience, a new and promising use of haptic technolo-
gies is possible.3
“Tact beyond the possible:”4 illusion
as a figure of the haptic between
historiography and psycho-aesthetics
The teleological value of the human hand as a
pro toto organ of the sense of touch is a recurring trope in
the history of philosophy, from Kant, through Herder, de
3 Although the paper is the result of a collective research and reflection work made by the two
authors, the first section was written by Valentina Bartalesi, the second one by Anna Calise.
4 J. Derrida, On Touching: 66.
VALENTINA BARTALESI, ANNA CALISE 136 AN-ICON
Miran, Husserl, until Katz, Focillon, Révész, and Gibson.5
In Derrida’s analysis the haptic, assumed as a not stric-
tu sensu6 sense that “virtually” involves the sensorium in
its obscure intricacy,7 is qualified by the peculiar “motor
activity”8 of the human hand. Yet, while recognizing the
constitutive motility of this sensory faculty, Derrida refus-
es such preliminary immediacy, claiming with Nancy its
“local, fractal, modal” nature.9 If these adjectives partially
complicate the meaning of touching on an ontological level,
they seem to encourage the reflection towards a technical
sphere, according to an address that Derrida tries to verify.
As a proof of the fragility of a way of thinking that a priori
denies the possibility of virtualizing touch, the philosopher
presents a significant case study for that time: the Haptic
Museum in California.10
In spite of the limited evidence still available
with regards to this institution, its mission appears clear. As
Margaret L. Mclaughlin of the Integrated Media Systems
Center (University of Southern California) states:
Our IMSC team has used haptics to allow museum visitors to ex-
plore three-dimensional works of art by “touching” them, some-
thing that is not possible in ordinary museums due to prevailing
“hands-off” policies. Haptics involves the modality of touch-the
sensation of shape and texture an observer feels when exploring
5 J. Derrida, On Touching: 41-42, 95, 122, 140. See in this respect: L.A. Jones, S.J. Lederman,
Human Hand Function (Oxford: Oxford University Press, 2006): 6; A. Benjamin, “Endless
touching: Herder and sculpture,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 4, no. 1,
(2011): 73-92, https://doi.org/10.13128/Aisthesis-10983; H. Focillon, “Éloge de la main” (1934),
in Vie des Formes (Paris: Presses Universitaires de France, 1981); G. Révész, The Human
Hand (London: Routledge & Kegan Paul, 1958); J.J. Gibson, “Observations on active touch,”
Psychological Review 69, no. 6 (November 1962): 477-491, https://doi.org/10.1037/h0046962.
6 J. Derrida, On Touching: 53, 149.
7 Ibid.: 42.
8 Ibid.: 142.
9 As noted by: “But there again-and this, too, has to be clear only upon the condition that tact
does not concentrate, does not lay claim as Descartes’s touching does to the privilege given
to immediacy, which would bring about the fusion of all the senses and of ‘sense.’ Touching,
too, touching, first, is local, modal, fractal”, J.L. Nancy, Corpus: 76.
10 J. Derrida, On Touching: 300-301; M.L. Mclaughlin et al., “The haptic museum,”
Conference: Proc. of the EVA 2000 Florence Conf. on Electronic Imaging and the Visual Arts
(March 2000), https://www.researchgate.net/publication/229433104_The_Haptic_Museum,
accessed December 11, 2022.
VALENTINA BARTALESI, ANNA CALISE 137 AN-ICON
a virtual object, such as a 3D model of a piece of pottery or art
glass.11
Although presumably the first example of a
haptic museum equipped with exosomatic technologies,12
Derrida’s case includes many factors that have become
constitutive in subsequent museological proposals. By in-
teracting with the PHANToM haptic device13 or wearing
the exoskeleton glove CyberGrasp,14 at those times fu-
turistic apparatuses, visitors could proceed to the manual
exploration of virtual artifacts, digitized by employing 3D
cameras such as ColorScan or Virtuoso.15 Technically, the
“haptic human-computer interaction (HCI)” requires a struc-
tural triad composed of “human user, interface device, and
virtual environment synthesized by computer.”16 Through
“haptic-rendering algorithms,”17 the device provides spe-
cific stimuli arising from the interaction between the “hap-
tic device representation” (the user’s avatar) and the
11 M.L. Mclaughlin et al., “The haptic museum:” w.p.
12 Among the twentieth-century experiences, one of the first tactile museum exhibitions
dedicated to blind people was organized by The American Museum of New York in 1909.
While in the 1970s, numerous worldwide museums realized tactile pathways dedicated to
the visually impaired, the first Haptic Gallery was opened by the National Portrait Gallery
in Washington D.C. on March 1st 1979, as the Smithsonian Archive documentation
testifies. See in this respect: H.F. Osborn, The American Museum of Natural History: its
origin, its history, the growth of its departments to December 31, 1909 (New York: The
American Museum of Natural History, 1909): 148; Chronology of Smithsonian History,
“NPH Haptic Gallery Opens” (March 1st 1979): https://siris-sihistory.si.edu/ipac20/ipac.
jsp?&profile=all&source=~!sichronology&uri=full=3100001~!1462~!0#focus accessed
December 11, 2022; Council on Museums and Education in the Visual Arts, The art museum
as educator: a collection of studies as guides to practice and policy (Berkeley: University of
California Press, 1978).
13 Designed by the MIT Artificial Intelligence Laboratory in 1994, “PHANToM is a convenient
desktop device which provides a force-reflecting interface between a human user and a
computer.” Inserting the index fingertip into a thimble or interacting with a stick, PHANToM
consists in “a system capable of presenting convincing sensations of contact, constrained
motion, surface compliance, surface friction, texture and other mechanical attributes of virtual
objects.” T.H. Massie, J.K. Salisbury, “The PHANToM haptic interface: a device for probing
virtual objects,” Dynamic Systems and Control 55, no. 1 (1994): w.p.
14 Commercialized in 2009, “the CyberGrasp device is a lightweight, force-reflecting
exoskeleton that fits over a CyberGlove data glove (wired version) and adds resistive
force feedback to each finger. With the CyberGrasp force feedback system, users are
able to feel the size and shape of computer-generated 3D objects in a simulated virtual
world.” Please see: CyberGrasp, CyberGlove System: https://static1.squarespace.com/
static/559c381ee4b0ff7423b6b6a4/t/5602fc01e4b07ebf58d480fb/1443036161782/
CyberGrasp_Brochure.pdf, accessed December 11, 2022.
15 M.L. Mclaughlin et al., “The haptic museum:” w.p.
16 D. Wang et al., “Haptic display for virtual reality: progress and challenges,” Virtual Reality
& Intelligent Hardware 1, no. 2 (April 2019): 137 https://doi.org/10.3724/SP.J.2096-
5796.2019.0008.
17 Ibid.: 141-143.
VALENTINA BARTALESI, ANNA CALISE 138 AN-ICON
photogrammetric restitution of the object in a virtual en-
vironment (the haptic image).18 Hence, according to the
object-relational data model, users receive tactile and kin-
esthetic feedback geared towards the stimulation of the
mechanoreceptors on the fingertip (for PHANToM) and on
the whole hand surface (if wearing CyberGrasp) during the
exploration of the virtual object.19 More specifically, the sub-
ject perceives vibrotactile feedback which should make him
or her feel those sensations that are connotative of touching
the physical object,20 absent in its ilemorphic habitus albeit
realistically tangible in its morphological properties of size,
weight, surface, and texture.21
Beyond the issues more strictly related to the
physiology of the experience, it is here relevant to examine
how these researchers have recorded the act of touching
a virtual object. Unexpectedly, the members of the Califor-
nian IMSC, as well as the French philosopher, feel the need
to put in inverted commas locutions such as “touching,”
“remote touching,” or “realistic sensations of touching.”22
The grammatical escamotage of the quotation marks clear-
ly betrays the necessity, be it more or less incidental, to
denounce the presence of expressions bent to a “special
or translated” use. In the technical gesture that the Haptic
Museum visitor makes exploring virtual artifacts, Derrida
glimpses the theoretical locus where “immediate contact”23
discloses its own illusory and ontologically fictitious dimen-
sion, opening a chasm within the very meaning of touch:
ultimately, what is the object of touch? Is this an illusion of
18 K. Salisbury, F. Conti, F. Barbagli, “Haptic rendering: introductory concepts,” IEEE
Computer Society 24, no. 2 (March/April 2004): 25-26, https://doi.org/10.1109/
MCG.2004.1274058.
19 P.P. Pott, “Haptic Interfaces,” in L. Manfredi, ed., Endorobotics. Design, R&D, Future Trends
(Academic Press, 2022).
20 Even if, according to Salisbury and Srinivasan “the resulting sensations prove startling, and
many first-time users are quite surprised at the compelling sense of physical presence they
encounter when touching virtual objects,” the improvement of haptic feedback constitutes one
of the main purposes of this kind of technology. J.K. Salisbury, M.A. Srinivasan, “Phantom-
based haptic interaction with virtual objects,” IEEE (September/October 1997): 6-10, https://
doi.org/10.1109/MCG.1997.1626171.
21 As Derrida notes, describing the above-mentioned experience, “we can thus feel
the weight, form, and structure of the surface of a Chinese vase while ‘holding’ a three-
dimensional digital model,” J. Derrida, On Touching: 301.
22 Ibid.
23 Ibid.
VALENTINA BARTALESI, ANNA CALISE 139 AN-ICON
touch or what Madalina Diacuno prefers to define in terms
of “illusionary touch”?24 If so, how to illustrate the phenom-
enology of such an illusion?
The noun “illusion,” from the Latin illudere (in,
“against,” ludere “to play”), describes an “act of deception;
deceptive appearance, apparition; delusion of the mind.”25
However, in the specialist lexicon on haptic perception
the expression “haptic illusion” more rigorously recounts
a “disruption of the physical coherence between real move-
ment and feedback forces, used to create the illusion of
a non-existent feature or to compensate with the illusion
the sensation of an undesired detail.”26 As convincingly
established by the critical literature since Révész, several
haptic illusions have been codified and are currently under
investigation.27 It should also be noted that a similar illusion,
even though different in terms of the neurological reaction
experienced with haptic prostheses in virtual environments,
is daily negotiated by the user in the interaction with touch
screens. The most recent media-archeological studies have
investigated this ambiguous nature of “touching,” recording
the hiatus which systematically occurs when the consum-
er digitally interacts with the contents that pass through
the “display.”28 In this regard, Simone Arcagni has recently
pointed out how touch screens solicit a kind of experience
“as if there were no longer a mediation between the idea
of doing and the action that takes place in our hands” by
24 M. Diaconu, “Illusionary touch, and touching illusions,” in A. Tymieniecka, ed., Analecta
Husserliana. The Yearbook of Phenomenological Research. Human Creation Between Reality
and Illusion, vol. 87 (Cham: Springer, 2005): 115-125.
25 “Illusion,” Online Etymology Dictionary: https://www.etymonline.com/word/illusion,
accessed December 11, 2022.
26 M. Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser,
2008): 649.
27 The main haptic illusions include “size-weight illusion,” a tangible version of the “Muller-
Lyer illusion,” the “horizontal-vertical illusion” and the “Ponzio illusion.” See in this regard:
M.A. Heller, E. Gentaz, “Illusions,” in M.A. Heller, E. Gentaz, eds., Psychology of Touch and
Blindness (New York-London: Psychology Press - Taylor & Francis Group, 2014): 61-78.
28 F. Casetti, “Primal screens,” in C. Buckley, R. Campe, F. Casetti, eds., Screen Genealogies.
From Optical Device to Environmental Medium (Amsterdam: Amsterdam University Press,
2019): 45; F. Casetti, “Che cos’è uno schermo, oggi?,” Rivista di Estetica 55 (2014): 28-
34 https://doi.org/10.4000/estetica.969. According to Francesco Casetti, touch screens
represent the most effective type of display (ibid.: 29), a device that the author links to an
instant, “passive” and disengaged communication. Consistently to the current hypertrophic
consumption of images, Casetti’s display “exhibits, not reveals. It offers, not engages” (ibid.)
and this happens because the touch screen “puts images in our hands” (ibid.).
VALENTINA BARTALESI, ANNA CALISE 140 AN-ICON
intensifying the sensation of proximity between user and
content.29 Raising attention to the dangers inherent in the
automation of touching, David Parisi has introduced the mil-
itary phrase “Fingerbombing,” highlighting the “distanced,
detached and destructive” nature of interaction with the
touchscreen of a Nintendo DS.30 Furthermore, citing Thom-
as Hirschhorn’s brutal video clip Touching Reality (2012),
Wanda Strauven has denounced the moral and technical
break between screen and display, whereby the object of
touch results in the screen and not the images passing
through it.31 Once more, what do the subjects touch and
what do they perceive by touching and consuming?32
In light of this ontological uncertainty, the abil-
ity to confer and simulate the highest degree of realism
to the haptic experience of virtual content through a het-
erogeneous range of devices – among the most futuristic
devices should be mentioned AirPiano,33 VibroWeight,34
WeHAPTIC35 – is generally considered one of the overriding
29 S. Arcagni, Visioni Digitali: Video, Web e Nuove tecnologie (Torino: Einaudi, 2016): 301.
30 D. Parisi, “Fingerbombing, or ‘Touching is Good’: The Cultural Construction of
Technologized Touch,” in M. Elo, M. Luoto, eds., Figure of Touch: Sense, Technics,
Body (Helsinki: The Academy of Fine Arts at the University of the Arts Helsinki, Tallinna
Raamatutrükikoja OÜ, 2018): 83.
31 W. Strauven, Touchscreen Archeology (Lüneberg: Meson Press, 2021): 112-116. Cfr. W.
Strauven, “Marinetti’s tattilismo revisited hand travels, tactile screens, and touch cinema in the
21st Century,” in R. Catanese, ed., Futurist Cinema (Amsterdam: Amsterdam University Press,
2018): 70.
32 See in this respect: M. Racat, S. Capelli, “Touching without touching: the paradox of the
digital age,” in M. Racat, S. Capelli, eds., Haptic Sensation and Consumer Behavior. The
Influence of Tactile Stimulation in Physical and Online Environments (Nature Switzerland:
Springer, 2020).
33 AirPiano constitutes “an enhanced music playing system to provide touchable experiences
in HMD-based virtual reality with mid-air haptic feedback”. For more information see: I. Hwang
et. al., “AirPiano: enhancing music playing experience in virtual reality with mid-air haptic
feedback,” 2017 IEEE World Haptics Conference (WHC): 213-218 https://doi.org/10.1109/
WHC.2017.7989903.
34 VibroWeight represents “low-cost hardware prototype with liquid metal” employing
“bimodal feedback cues in VR, driven by adaptive absolute mass (weights) and gravity shift:” X.
Wang et. al., “VibroWeight: simulating weight and center of gravity changes of objects in virtual
reality for enhanced realism,” Human Computer Interaction (2022): https://doi.org/10.48550/
arXiv.2201.07078.
35 WeHAPTIC (Wearable Haptic interface for Accurate Position Tracking and Interactive force
Control) “shows improved performances in terms of finger motion measurement and force
feedback compared with existing systems such as finger joint angle calculation and precise
force control:” Y. Park et. al., “WeHAPTIC: a Wearable Haptic interface for Accurate Position
Tracking and Interactive force Control,” Mechanism and Machine Theory 153, (November
2020): https://doi.org/10.1016/j.mechmachtheory.2020.104005.
VALENTINA BARTALESI, ANNA CALISE 141 AN-ICON
objectives for improving these technologies.36 Furthermore,
even though since the invention of the first haptic device in
194837 continuous improvements have been made, contem-
porary interfaces present both a qualitative and quantitative
deficit compared to the human haptic sensitivity, calling for
“urgent requirement to improve the realism of haptic feed-
back for VR systems, and thus to achieve equivalent sen-
sation comparable to the interaction in a physical world.”38
While the expression “haptic realism,” coined
by the philosopher of science Mazviita Chirimuuta in 2016,
opens the hypothesis of a scientific perspectivism based
on interaction with the world,39 the same expression when
related to haptic interfaces assumes a more technical con-
notation. As Sushma Subramanian points out in a conversa-
tion during the 2020 World Haptics Conference with Ed Col-
gate, Professor of Mechanical Engineering at Northwestern
University, although haptic technologies still go through
a “primitive” state, the short-term goal in their design is
to “develop a new tactile language that mimics the kinds
of maneuvers we make with three-dimensional objects” in
which “the challenging part is to make us feel them.”40 A
leading producer such as the Berlin-based Lofelt attempts
to make interaction with the touch screen more realistic by
combining sounds with the corresponding haptic vibrations
36 A. Brogni, D.G. Caldwell, M. Slater, “Touching sharp virtual objects produces a haptic
illusion,” in R. Shumaker, ed., Virtual and Mixed Reality (Berlin Heidelberg: Springer, 2011):
234-242; A. Gallace, M. Girondini, “Social touch in virtual reality,” Current Opinion in Behavioral
Sciences 43 (February 2022): 249-254, https://doi.org/10.1016/j.cobeha.2021.11.006. It
should be noted how the design of “pseudo-haptic feedback” is also nodal to the experience
of touching in virtual environments. See in this regard A. Maehigashi et. al., “Virtual weight
illusion: weight perception of virtual objects using weight illusion,” CHI ’21 Extended Abstracts
(May 2021), https://doi.org/10.1145/3411763.3451842. Furthermore, the design of an effective
haptic illusion in a virtual environment is related to scale and precisely to the so-called “Body-
scaling effect”: P. Abtahi, “From illusions to beyond-real interactions in virtual reality,” UIST ‘21:
The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and
Technology (October 2021): 153-157, https://doi.org/10.1145/3474349.3477586.
37 As David Parisi reports, the invention of the first mechanical force feedback master-
slave manipulator in nuclear field is due to the engineer Raymond Goertz of the Atomic
Energy Commission for the Argonne National Laboratory. D. Parisi, Archaeologies of Touch.
Interfacing with Haptics from Electricity to Computing (Minneapolis, London: University of
Minnesota Press, 2018): 220-221.
38 D. Wang, “Haptic display:” 137.
39 M. Chirimuuta, “Vision, perspectivism, and haptic realism,” Philosophy of Science 83, no. 5
(December 2016), 746-756 https://doi.org/10.1086/687860.
40 S. Subramanian, How to Feel. The Science and Meaning of Touch (New York: Columbia
University Press, 2021): 250-251.
VALENTINA BARTALESI, ANNA CALISE 142 AN-ICON
so that the user participates in an immersive experience.
As Lofelt founder Daniel Büttner asserts: “it is all an illu-
sion, but it seems incredibly real.”41 In a similar direction,
the most advanced research conducted by the Intelligent
Haptic program of the Max Planck Institute for Intelligence
System aims to implement the sensitivity of electrovibra-
tions.42 Evidence that haptic perception is one of the most
promising experimental fields for the virtual world is reflect-
ed in the great number of HORIZON programs supported
by the European Union in the last five years,43 mainly dedi-
cated to Mid-Air and Mixed Haptic Feedback technologies.
Ultrahaptics, launched in 2013, consists in a haptic device
system in which the force feedback is positioned
above interactive surfaces and requires no contact with either
tool, attaching to the surface itself. Instead, haptic sensations are
projected through a screen and directly onto the user’s hands. It
employs the principle of acoustic radiation force whereby a phased
array of ultrasonic transducers is used to exert forces on a target
in mid-air.44
H-Reality devices, on the other hand, employing
mixed haptic feedback technology “aim at combining the
contactless haptic technology with the contact haptic tech-
nology and then apply it into virtual and augmented reality
41 R. Banham, “Haptic happenings: how touch technologies are taking on new meaning,”
Dell Technologies (October 21, 2019): https://www.delltechnologies.com/en-us/perspectives/
haptic-happenings-how-touch-technologies-are-taking-on-new-meaning/, accessed
December 11, 2022.
42 Y. Vardar, K.J. Kuchenbeker, L. Behringer, “Challenging the design of electrovibrations to
generate a more realistic feel,” Haptic Intelligence Max Planck Institute for Intelligent Systems
(April 6, 2021): https://hi.is.mpg.de/news/challenging-the-design-of-electrovibrations-to-
generate-a-more-realistic-feel, accessed December 11, 2022.
43 Among them we point out: Horizon 2020 (CORDIS), TACTIle Feedback Enriched Virtual
Interaction through Virtual RealITY and beyond, (July 1, 2019-September 30, 2022): https://
cordis.europa.eu/project/id/856718/it, accessed December 11, 2022; Horizon 2020 (CORDIS),
Multimodal Haptic with Touch Devices (March 1, 2020-February 29, 2024): https://cordis.
europa.eu/project/id/860114/it, accessed December 11.
44 T. Carter et. al., “Ultrahaptics: multi-point mid-air haptic feedback for touch surfaces,”
UIST ‘13: Proceedings of the 26th Annual ACM Symposium on User Interface Software and
Technology (St. Andrews, UK: October 8-11, 2013): 505-506.
VALENTINA BARTALESI, ANNA CALISE 143 AN-ICON
technologies.”45 These projects encourage “to achieve
high-fidelity sensations through technology that is easy
and comfortable to use, for both interactive augmented
reality (AR) and immersive virtual reality (VR) experiences”;46
rendering potentially less unreachable that horizon of touch
virtualisation from which Derrida took his cue.
In assessing the role that illusion plays for the
effective functioning of haptic technologies, it can be ques-
tioned whether this prevalent position is distinctive of the
digital era or if it represents a consolidated trope in haptic
historiography, often centered on the theoretical and prac-
tical opportunity to touch – or not! – sculpture, at times
accused of being the least illusory of the arts.47 In under-
taking the investigation from “haptics”48 to “haptic,”49 we
will proceed in a parallel line to the essentially optical one
45 “H-Reality,” FET FX. Our future today (2020): http://www.fetfx.eu/project/h-reality/; see
also: X. de Tinguy, C. Pacchierotti, A. Lécuyer, “Capacitive sensing for improving contact
rendering with tangible objects in VR,” IEEE Trans Vis Comput Graph – IEEE Transactions
on Visualization and Computer Graphics 27, no. 4 (December 2020): 2481-2487, https://doi.
org/10.1109/TVCG.2020.3047689.
46 Horizon 2020 (CORDIS), Mixed Haptic Feedback for Mid-Air Interactions in Virtual and
Augmented Realities (October 1, 2018- March 31, 2022): https://cordis.europa.eu/project/
id/801413/it, accessed December 11, 2022.
47 Is given below the renowned passage in Benedetto Varchi’s Paragone (1547) in which
painters vituperate sculpture by stating: “They argue again from the difficulty of art, where,
distinguishing the difficulty into two parts: in fatigue of body, and this as ignoble they leave to
sculptors: and in fatigue of wit, and this as noble they reserve for them, saying that, besides
the different manners and ways of working and coloring, in fresco, oil, tempera, glue and
gouache, painting makes a figure foreshorten, [it] makes it seem round and raised in a flat
field, making it break through and seem far away with all the appearances and vagueness
that can be desired, giving to all their works lumens and shadows well observed according to
the lumens and reverberations, which they hold to be a most difficult thing; and in conclusion
they say that they make appear what is not: in which thing they seek effort and infinite artifice”,
B. Varchi, Lezzione. Nella quale si disputa della maggioranza delle arti e qual sia più nobile, la
scultura o la pittura (Firenze: Fondazione Memofonte, 1547): 38.
48 The plural noun haptics, deriving from the Greek feminine haptikós and the Neo-Latin
hapticē, a term coined in 1685 by Isaac Barrow in Lectiones Mathematicae XXIII, is literally
translated as “science of touch”. Haptics refers to the science of touch in a techno-media
perspective, denoting the tactile feedback generated by those devices which, by sending
artificial stimuli at proprioceptive, limbic and muscular levels, simulate the sensation of actual
contact: “Haptics,” Merriam-Webster Dictionary (online): https://www.merriam-webster.com/
dictionary/haptics, accessed December 11, 2022.
49 The Greek etymon haptō, from which derive the word haptos (tangible, sensitive), the
predicate háptein and the adjective haptikós, from which derive the French haptique, the
German haptisch/Haptik and the English haptic, means variously “able to come into contact
with” (haptikós) and “to clasp, grasp, lace” (háptein).
VALENTINA BARTALESI, ANNA CALISE 144 AN-ICON
stabilized by Riegl,50 bearer of a critical fortune culminating
with the later reworkings elaborated by Deleuze,51 Mald-
iney,52 Dufrenne53, Marks54 and Barker.55 Concerning the
covertly panoptic conception of the haptic that had been
spreading in German Kunstwissenschaft since Hildebrand’s
studies,56 it is necessary to turn our attention to the de-
velopments taking place in the psychophysiological area
around the same years. In the wake of Heinrich Weber’s
pioneering studies on the sense of touch, in which sensory
illusions after limbs amputation57 (the so-called Phantom
Sensations)58 were classified as not accidentally probed;
the first use of the term haptic in 1892 by another eclectic
Berliner, Max Dessoir, was systematized almost simulta-
neously by Edward Titchener.59 The rehabilitation of this
50 As Andrea Pinotti notes via Révész, “It is significant that, the year after the publication of
Kunstindustrie, in an article in which he argues with Strzygowski, Riegl admits that the term
taktisch (tastbar, from the Latin tangere) can lead to misunderstandings, and declares himself
willing to adopt instead the term haptisch (from the Greek hapto), which the physiological
literature had since long employed in its research on sensoriality. Perhaps a way, that of
moving from Latin to Greek, to avoid any possible reference to the actual manual palpation
and reaffirm the fundamental strength of the haptisch,” A. Pinotti, “Guardare o toccare?
Un’incertezza herderiana,” Aisthesis. Pratiche, linguaggi e saperi dell’estetico 2, no. 1 (2009):
186, https://doi.org/10.13128/Aisthesis-10953, trans. mine. For a first bibliographical framing
of Riegl’s haptic construction see: M.R. Olin, Forms of Representation in Alois Riegl’s Theory
of Art (University Park: Pennsylvania State University Press, 1992); M. Iversen, Alois Riegl:
Art History and Theory (Cambridge, MA: MIT Press, 1993); S. Melville, “The temptation of
new perspectives” (1990), in D. Preziosi, ed., The Art Of Art History. A Critic (Oxford: Oxford
University Press, 2009): 274-283; G. Vasold, “‘Das Erlebnis des Sehens’. Zum Begriff der
Haptik im Wiener fin de siècle,” Maske und Kothurn 62 (2016): 46-70.
51 G. Deleuze, Francis Bacon. Logic of Sensation (1981), trans. D.W. Smith (London-New
York: Continuum, 2003): 122, 189.
52 See in this regard: A. Pinotti, “Style, rythme, souffle: Maldiney and kunstwissenschaft,”
in J.-P. Charcosset, ed., Parole Tenue: Colloque du Centenaire du Maldiney á Lyon (Milan:
Mimesis Edizioni, 2014): 49-59.
53 See in this respect: A. Pinotti, ed., Alois Riegl. Grammatica storica delle arti figurative
(Macerata: Quodlibet, 2018), XLVI.
54 We refer specifically to the postcolonial construct of haptic visuality that Laura Marks
derives and resemantizes from the lesson of Regl’s heritage: L.U. Marks, Touch: Sensuous
Theory and Multisensory Media (Minneapolis-London: University of Minnesota Press, 2002):
4-7; L.U. Marks, The Skin of the Film. Intercultural Cinema, Embodiment, and the Senses
(Durham-London: Duke University Press, 2000): 162-171.
55 J.M. Barker, The Tactile Eye. Touch and the Cinematic Experience (Berkeley-Los Angeles-
London: University of California Press, 2009): 37-38.
56 See in this regard: A. Pinotti, Il corpo dello stile. Storia dell’arte come storia dell’estetica
a partire da Semper, Riegl, Wölfflin (Milano: Mimesis, 2001). See specifically the third section
entitled “Occhio e mano:” 179-221.
57 M. Grunwald, M. John, “German pioneers of research into human haptic perception,” in M.
Grunwald, ed., Human Haptic Perception. Basics and Applications (Basel: Birkhäuser, 2008):
19.
58 T. Weiss, “Phantom sensations,” in M. Grunwald, ed., Human Haptic Perception. Basics
and Applications (Basel: Birkhäuser, 2008): 283-294.
59 D. Parisi, Archaeologies of Touch: 105.
VALENTINA BARTALESI, ANNA CALISE 145 AN-ICON
obsolete Greek term, already Homeric and Aristotelian,60
reflects Dessoir’s will to deepen the investigation on touch
by distinguishing the sensations of contact from the active
exploration (Pselaphesie).61 This distinction, destined to
become normative, emerged in the context of a network of
experimental psychology laboratories scattered through-
out the United States and orbiting around the Harvard
Psychological Laboratory, inaugurated in 1875 by William
James, although active only since 1892.62 While in 1890,
James was able to discuss the “fallacy of the senses,” tak-
ing his cue from the prominent Aristotelic finger illusion,63
consulting Harvard Laboratory appendix for the two years
1892-1893 shows how scientific trials on touch proceeded
simultaneously to the study of optical illusions.64 A similar
experimental path would culminate in 1893 with the pre-
sentation of the Apparatus for Simultaneous Touches by
William Krohn at Clark University.65
On the plexus mentioned above, the aestheti-
cal and historiographical discourses are inserted and inter-
twined, sanctioning the passage from the properly physio-
logical illusion of touching to a metaphorical one, embodied
by the rhetorical figure of “as if,” direct relative of Derrida’s
inverted commas. That such a rhetorical stratagem con-
stitutes a much older matter is recalled by the well-known
querelle of Herderian uncertainty. As already pointed out by
Andrea Pinotti, in his aesthetic treatise Plastik, Herder seems
to allude to the possibility of a virtual touch, reproaching
the sculptor who has never touched, not even in a dream,
60 M. Perniola, Il Sex Appeal dell’Inorganico (Torino: Einaudi, 1994): 95.
61 M. Dessoir, Über den Hautsinn (Separat-Abzug aus Archiv für Anatomie und Physiologie:
Physiologische Abtheilung. 1892): 242.
62 G. Bruno, “Film, aesthetics, science: Hugo Münsterberg’s laboratory of moving images,”
Grey Room 36 (Summer 2009): 88-113, https://doi.org/10.1162/grey.2009.1.36.88.
63 W. James, The Principles of Psychology (Ontario: York University, 1890): 87.
64 H. Munsterberg, Psychological Laboratory of Harvard University (Harvard: Harvard
University Press, 1893). Munsterberg recorded notes include: “Instrument for studying the
fusion of touch sensations. After Krohn; made in Cambridge”; “Instrument for touch reaction,
etc;” “Touch-reaction instrument, with twenty different stimuli. By Elbs, Freiburg. $20”. See
also: Bruno, “Film”: 101-102.
65 W.O. Krohn, “Facilities in experimental psychology in the colleges of the United States”
(1894), in C.D. Green, ed., Classics in the History of Psychology (Toronto: Tork University):
https://www.sapili.org/subir-depois/en/ps000128.pdf; D. Parisi, Archaeologies: 144-147.
VALENTINA BARTALESI, ANNA CALISE 146 AN-ICON
his creation.66 “The illusion has worked,”67 the philosopher
will add, when the eye takes on the movements of the hand
and then of a very thin ray, an emissary of the soul, which
kinaesthetically embraces the sculpture as it becomes a
body. In the wake of Konrad Lange’s Illusionsästhetik68 and
J.H. Kirchmann and E. Von Hartmann’s doctrine of illusional
feelings, the already mentioned Dessoir would achieve an
even more drastic conclusion. Declaring that every work of
art mainly satisfies a single sensory channel, this sensorial
limitation “guarantees its illusory character,” generating the
paradoxical situation of “a conscious self-deception, of a
continued and deliberate confusion of reality and illusion.”69
However, it was not until the art-historical de-
bate of the early 1950s – while the earliest haptic devices
were designed – that an open polarization was reached
regarding whether or not sculptures should be touched. On
the one hand Herbert Read, moving from the psychological
studies of Arnheim, Wundt, Lowenfeld, and Révész, could
argue that “for the sculptor, tactile values are not an illusion
to be created on a two-dimensional plane: they constitute a
reality of being conveyed directly, as existent mass. Sculp-
ture is an art of palpation.”70 On the other hand, a fervent
detractor such as the modernist Greenberg would have
drastically overturned this assumption.71 Both consistent
readers of Berenson, whose normative and ambivalent
66 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Sculpture. Some Observations on Shape
and Form from Pygmalion’s Creative Dream (1778), ed. J. Gaiger (Chicago-London: The
University of Chicago Press, 2002): 41.
67 A. Pinotti, Guardare o toccare: 189; J.G. Herder, Some Observations: 41.
68 For an introduction to the subject see: D. Romand, “Konrad Lange on ‘the Illusion of
Materials’ in painting and visual arts: revisiting a psychoaesthetic theory of the perception
of material properties,” in J. Stumpel, M. Wijntjes, eds., Art and Perception. An International
Journal of Art and Perception Science, Special Issue: The Skin of Things: On the Perception
and Depiction of Materials 7, no. 3-4 (2021): 283-289.
69 M. Dessoir, Aesthetics and Theory of Art. Ästhetik und Allgemeine Kunstwissenschaft
(1906), trans. S.A. Emery, (Detroit, Wayne State University Press, 1970): 53.
70 H. Read, The Art of Sculpture (London: Faber & Faber, 1954): 49.
71 We are referring specifically to Greenberg’s harsh and inflexible review of Read’s
monograph: C. Greenberg, “Roundness isn’t all,” (November 25, 1956), in J. O’ Brian, ed.,
Clement Greenberg: Collected Essays and Criticism 3 (Chicago: The University of Chicago
Press, 1995): 272.
VALENTINA BARTALESI, ANNA CALISE 147 AN-ICON
“tactile values”72 find a more truthful attestation in the cor-
ollary categories of “ideated sensations,” “ideated satisfac-
tions” and “ideal sensation of contact,”73 Read and Green-
berg finally reached an unexpected consonance. Whilst
Read claimed the experience of sculpture as distinctive of
haptic perception and, specifically, for the prehensility of
the hand; Greenberg denied the appropriateness of such
fruition, attributing tactile stimuli to the visual sphere. Mean-
while, Herder’s uncertainty remains. Indeed, as David J.
Getsy noted, it is ultimately unclear whether Read wished
for a knowledge of the plastic work through its palpation
or maintained such contact on a substantially preliminary
and physiological condition.74
In order to enrich the corpus of sources of such
a querelle numerous other examples could be made; none-
theless, one of the most promising scenarios for its analysis,
as prophetically announced by Derrida, is offered by the
exploration through haptic interfaces of digitized artifacts in
museums. When the veto of touching the work of art lapses
and the distinction between actual and fictional flattens out,
which horizons are opened by the possibility of touching?
Will it be a “tactile vertigo” in the sense of Baudrillard, in
which the virtual object expired at the status of a trompe-
l’œil image soliciting a “tactile hyper presence of things, as
though one could hold them,” despite its phantasmagorical
essence?75 Can these finally touchable bodies add much
72 A. Brown, “Bernard Berenson and ‘tactile values’ in Florence,” in J. Connors, ed., Bernard
Berenson: Formation and Heritage (Cambridge, Massachusetts: Villa I Tatti, The Harvard
University Center for Italian Renaissance Studies, 2014). For an analysis highlighting the subtle
pantheism underlying Berenson’s work, see: A. Pinotti, “The touchable and the untouchable.
Merleau-Ponty and Bernard Berenson,” Phenomenology 2005 3, no. 2, (2007): 479-498.
73 B. Berenson, Aesthetics and History (New York: Doubleday & Company, 1948): 24-25, 74.
74 As David J. Getsy pointedly notes: “Read did not necessarily argue that the viewer
must touch the sculpture in order to appreciate it, as Greenberg would have us believe.
Rather, it was the aggregate experience of tactility that provides us with an ability to assess
ponderability and the non-visual traits of any object. Our haptic sensibility and our sense of
the physical environment are both closely tied to our own ever-developing repertoire of tactile
and physical experiences”; D.J. Getsy, “Tactility or opticality, Henry Moore or David Smith:
Herbert Read and Clement Greenberg on The Art of Sculpture, 1956,” in R. Peabody, ed.,
Anglo-American Exchange in Postwar Sculpture, 1945–1975 (Los Angeles: Getty Publication,
2011): 111-112.
75 J. Baudrillard, Seduction (1979), trans. B. Singer (Montréal: New World Perspectives.
Culture Text Series, 1990): 62-63.
VALENTINA BARTALESI, ANNA CALISE 148 AN-ICON
to the illusory palpation of the work of art on a semantic
level, if not on a phenomenological one?
Haptic technologies and museums,
the imaginative frontiers of the
phenomenology of touch
In order to present a critical account of how
haptic technologies are being employed in museums, and
to investigate to what extent the projects designed within
these environments fully explore the illusory potential of vir-
tual haptic experiences, a preliminary discussion on analog
touch in museums is needed. The use of haptic technolo-
gies within museum settings,76 which has widely increased
in the last decades, is in fact not something new to cultural
experiential models,77 and more the reinstatement of prac-
tices which had been common policies in museums from
their foundation to the middle of the nineteenth century.
While today it is “generally taken for granted that museums
collections are not for touching”78 seventeenth- and eigh-
teenth-century museum visitors were customarily free to
pick up precious and delicate relics, enjoying their sense
of touch as a fundamental part of their overall experience.
More specifically, touch in early museums was used for
four different reasons:79 learning (as touching an object
provided relevant information that through sight could not
be obtained, like its weight), aesthetic appreciation (touch
was considered to allow an embodied understanding of the
76 For a comprehensive account on how the importance of touch has been re-evaluated in
the museum sector in the past three decades please cfr. G. Black, The Engaging Museum:
Developing Museums for Visitor Involvement (Oxford: Routledge, 2005); E. Pye, The Power
of Touch: Handling Objects in Museums and Heritage Contexts (Walnut Creek, CA: Left
Coast Press, 2007), H. Chatterjee, Touch in Museums: Policy and Practice in Object Handling
(Oxford: Berg, 2008); F. Candlin, Art, Museums and Touch (Manchester: University of
Manchester Press: 2010), and S. Dudley, ed., Museum Objects: Experiencing the Properties of
Things (London: Routledge, 2012).
77 C. Classen, The Deepest Sense. A Cultural History of Touch (Chicago: University of Illinois
Press, 2012): 136-146.
78 Ibid.: 137.
79 A synthetic account of the reasons why touch was a common practice in museums can be
found in Classen, The Deepest Sense: 139-142. For other discussions on the topic please cfr.
D. Howes, “Introduction to sensory museology,” The Senses and Society 9, no. 3 (2014): 259-
267 https://doi.org/10.2752/174589314X14023847039917 and R.F. Ovenell, The Ashmolean
Museum, 1683–1894 (Oxford: Clarendon Press, 1986).
VALENTINA BARTALESI, ANNA CALISE 149 AN-ICON
nature of the display), imaginary potential (by holding an ar-
tifact visitors could get emotionally in touch with its original
owner or maker) and healing powers (especially religious
relics, when touched or eaten,80 where deemed able to cure
illnesses and pains). As it appears evident already from this
first account, not all yet some of the functions of touch in
museums had to do with the potential to empower imagina-
tive accounts, associating the role of touching not only with
evidentiary information, yet also with intangible and elusive,
even powerful, qualities. From the mid of the nineteenth
century touch was banned from museums:81 conservation
matters became more and more relevant, while parallelly
touch in itself came to be classified as a secondary sense,
one “associated with irrationality and primitivism.”82 These
two reasons account for two extremely different discourses,
one linked to practical aspects and to the preservation of
cultural heritage, the second pertaining to a conceptual
sphere, having to do with epistemic premises and their
museological consequences.
Today, well into the third decade of the 21st
century, the situation in museums seems to be closer to that
of three centuries ago than to the end of the last Millenium.
Touch seems to have regained its epistemic status,83 and
modern haptic technologies allow its employment without
the need to endanger precious artifacts. The great differ-
ence, however, is that machines and proxies mediate the
haptic experience, defining its phenomenology. The ques-
tion which arises, at this point, seems to be to what extent
these technologies are and will be designed with the aim
80 For a historical account of the healing powers of ancient religious relics cfr. K. Arnold,
“Skulls, mummies and unicorns’ horns: medicinal chemistry in early english museums,” in
R.G.W. Anderson et al., Enlightening the British: Knowledge, Discovery and the Museum in the
Eighteenth Century (London: The British Museum Press, 2003), also E. Brown, An Account
of Several Travels through a Great Part of Germany (London: Benjamin Tooke, 1677), and
D. Murray, Museums: Their History and Use, vol. 1. (Glasgow: James MacLehose and Sons,
1904): 40, 50, 73.
81 For an account of the historical reasons which led to this change cfr. Classen, The Deepest
Sense: 143-146, and F. Candlin, Art, Museums and Touch.
82 C. Classen, The Deepest Sense. A Cultural History of Touch: XIV.
83 For a discussion on the epistemic value of touch please cfr. C. Classen, The Book of Touch
(Oxford: Berg Publishers, 2005), M. Peterson, The Senses of Touch (London: Routledge, 2007),
M.P. Gadoua, “Making sense through touch. Handling collections with Inuit Elders at the
McCord Museum,” The Senses and Society 9, no. 3 (2014): 323-341 https://doi.org/10.2752/1
74589314X14023847039719.
VALENTINA BARTALESI, ANNA CALISE 150 AN-ICON
to mirror the original analog functions of touch, or whether
they will be built and employed with the goal to expand the
potential of the haptic experience. With regards to this, it
will be important to understand on which of the qualities
of touch – amongst the seventeenth century list aforemen-
tioned – they will leverage on. Whilst, on the one hand, they
could aim at faithfully reproducing the phenomenological
qualities of touch, the paragraphs above have shown how
there is a wider illusory character that these technologies
could be aiming at capturing, one which could hopefully
open up new experiential frontiers.
Whilst there isn’t one single comprehensive ac-
count which maps the state of the arts of haptic technolog-
ical development in the museum system, literature in this
field has been growing recently. This thanks to researches
that discuss the regained relevance of touch in educational
settings, together with publications which analyze individ-
ual projects designed and carried through by museum re-
search centers.84 A vast number of these studies highlight
how haptic technologies allow visitors to “explore new par-
adigms of interaction”85 leveraging on the “quality and use-
fulness of computer-based exhibits.”86 This is granted as
the sense of touch “is an essential part of how we interact,
explore, perceive and understand our surroundings”87 and
therefore incorporating object based learning in museum
84 For other interesting case studies analyzing the role of haptic technologies in museums
please cfr. R. Comes, “Haptic devices and tactile experiences in museum exhibitions,”
Journal of Ancient History and Archeology 3, no. 4 (2016) https://doi.org/10.14795/j.v3i4.205;
F. Fischnaller “The last supper interactive project. The illusion of reality: perspective and
perception,” in G. Amoruso, ed., Putting Tradition into Practice: Heritage, Place and Design,
Lecture Notes in Civil Engineering 3, (Cham: Springer International Publishing, 2018) https://
doi.org/10.1007/978-3-319-57937-5_73; M.H. Jamil et al., “The role of haptics in digital
archaeology and heritage recording processes”, 2018 IEEE International Symposium on
Haptic, Audio and Visual Environments and Games (HAVE) (2018): 1-6 https://doi.org/10.1109/
HAVE.2018.8547505.
85 A. Frisoli et al., “Evaluation of the pure-form haptic displays used for exploration of works of
art at museums,” report on the project findings, 2005 retrieved at https://www.researchgate.
net/publication/228584199_Evaluation_of_the_pure-form_haptic_displays_used_for_
exploration_of_works_of_art_at_museums/ related on the 31/01/2022.
86 S. Brewster, “The impact of haptic ‘touching’ technology on cultural applications,” in J.
Hemsley, V. Cappellini, G. Stanke, eds., Digital Applications for Cultural Heritage Institutions,
(Aldershot: Ashgate, 2005): Chap. 30, 273-284, 282.
87 M. Novak et al., “There is more to touch than meets the eye: haptic exploration in a science
museum,” International Journal of Science Education 42, no. 18 (2020): 3026-3048 https://doi.
org/10.1080/09500693.2020.1849855.
VALENTINA BARTALESI, ANNA CALISE 151 AN-ICON
experiences increases autonomy and satisfaction.88 The
information that visitors can acquire through touch appears
today relevant as it did at the beginning of museum histo-
ry, and it has become obtainable without endangering the
artifacts. 3D replicas of material artifacts associated with a
range of wearable or desktop devices are the predominant
technologies used across museum experiments, engaging
users through mainly force feedback and kinetic stimuli.89
While providing an account of the state of the arts of the
literature and case studies in this sector is not one of the
goals of this essay, a series of examples have been cho-
sen as they have been deemed relevant to the research at
hand: assessing to what extent haptic museum experience
expand and explore their full – at times illusory – potential.
A widely discussed experiment in the field is the
Museum of Pure Form, “a collective project ran in the early
2000s by a series of European museums creating 3D digital
replicas of their artifacts and making available a technology
which allowed for the haptic experience of them.”90 This
pivotal program engaged a series of museums across Eu-
rope91 who collected a shared archive of digital replicas of
their statues, and then produced a touring exhibition which
installed wearable devices (exoskeleton wearable arm) and
or desktop devices (two robotic arms departing from sup-
port columns placed in front of the visualization screen) in
front of the original statues.92 Overall, findings on the exper-
iment registered both amusement (70% of attendees) and
instructiveness (39%) across visitors.93 The shared belief,
confirmed by the analysis conducted simultaneously as the
88 M. Novak et al., “There is more to touch that meets the eye:” 3044.
89 In the literature it is possible to find studies which evaluate both collaborative endeavors
and researches ran by single institutions. Overall, the collaboration between universities or
tech companies and cultural institutions seems a fundamental premise in order to allow for
trials and studies that evaluate the impact of these projects.
90 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums.”
91 The Galician Centre for Contemporary Arts in Santiago de Compostela, the Museo
dell’Opera del Duomo in Pisa, the National Museum of Fine Arts in Stockholm, the
Conservation Centre at National Museums Liverpool and the Petrie Museum of Egyptian
Archaeology in London.
92 A. Frisoli, “Evaluation of the pure-form haptic displays used for exploration of works of art
at museums:” 2.
93 Ibid.: 6.
VALENTINA BARTALESI, ANNA CALISE 152 AN-ICON
project, was that the opportunity to use a device to touch
the digital replica of a statue while looking at it enforced the
learning experience. Something which, as aforementioned,
was deemed constitutive of the relevance of touch in early
museum experiences. As this case study shows, together
with many that have followed, it seems that one of the main
concerns of museum professionals and researchers in de-
signing digital haptic experiences seems to be supplying
to the lost opportunity to touch the artworks, thus enabling
the visitor to enjoy a wider range of information regarding
the statue and, consequently, enriching the learning expe-
rience. This, however, faces a series of relevant limitations
on the phenomenological level, as discussed above with
reference to Wang’s analysis in Haptic Display. It appears,
from this first account, that the use of haptic technologies
is not necessarily seen as a strategy to experiment and
widen the cultural experience, yet instead as a way to re-
cuperate something that contemporary curatorial practices
do not allow – namely to touch originals. With reference
to this point, it is interesting to see that there are several
researches actually comparing the haptic experience that
visitors can have touching the replica of an artifact or its
3D version.94 It appears that “the comparison between the
haptic device and the replica showed that the multi-finger
tactile interaction with the replica produced considerably
richer information than the single-point contact of the hap-
tic device.”95 What the citation implies is that the technology
used provided a less phenomenologically rich experience
94 Interesting accounts on this debate can be found in M. Dima, L. Hurcombe, M. Wright,
“Touching the past: haptic augmented reality for museum artefacts,” in R. Shumaker, S. Lackey,
eds., Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality.
VAMR 2014. Lecture Notes in Computer Science, vol. 8526. (Cham: Springer, 2014) https://doi.
org/10.1007/978-3-319-07464-1_1. Also cfr. S. Ceccacci et al., “The role of haptic feedback
and gamification in virtual museum systems,” Journal on Computing and Cultural Heritage
14, no. 3 (2017) https://doi.org/10.1145/3453074, and F. Stanco et al., “Virtual anastylosis of
Greek sculpture as museum policy for public outreach and cognitive accessibility,” Journal of
Electronic Imaging 26, no. 1, 011025 (2017) https://doi.org/10.1117/1.JEI.26.1.011025.
95 M. Dima, L. Hurcombe, M. Wright, “Touching the past: haptic augmented reality for
museum artefacts:” 6.
VALENTINA BARTALESI, ANNA CALISE 153 AN-ICON
compared to the touching of the printed replica, which if
possible is deemed a better alternative.
As of today, the technical limitations that most
devices used in museums present contribute to a scenario
where physical touch, even if of replicas, seems to be fa-
vored. The reasons why haptic technology is preferred are
not experiential factors; they have to do with practical and
managerial concerns, such as the fact that digital replicas
do not occupy physical space and that they can be expe-
rienced also remotely. It appears that these technologies, if
competing on a purely phenomenological level and trying
to mirror haptic experiences that occur in reality, are des-
tined to have a limited contribution to cultural experiences,
being the only alternative yet not a solution which in itself
holds value.
Other case studies can however add further
layers to the use of haptic technologies in museum set-
tings, offering opportunities that neither physical statues nor
printed replicas could elicit. A research published by the
Journal of Electronic Imaging illustrates the case of the vir-
tual anastylosis of a Greek sculpture, operated by digitally
combining a head and a torso held in two different heritage
sites in Sicily.96 The two ancient pieces, one hosted in the
Museum of Castello Ursino in Catania and the other in the
Archeological Museum of Siracusa, were hypothesized by
archeologists to be parts of the same statue due to stylistic
features. This theory was, however, never proved as neither
of their hosting institutions was willing to dislocate one
of the pieces for the necessary analysis to be performed.
Through digital imaging and 3D rendering it was however
possible to demonstrate the perfect match of the two parts
of the statue, creating a new object that was then made
accessible through the use of haptic technology – in this
case the haptic device 3D Systems Touch – and thanks
to the collaboration with the Center for Virtualization and
Applied Spatial Technologies, University of South Florida. A
96 F. Stanco et al., “Virtual anastylosis of Greek sculpture as museum policy for public
outreach and cognitive accessibility.”
VALENTINA BARTALESI, ANNA CALISE 154 AN-ICON
dedicated effort was made to ensure that the new technol-
ogy would account for people with cognitive and physical
disabilities, another potentiality that haptic technologies
hold and on which research is being tailored.97 Whilst this
case highlights the strategic contribution that modern tech-
nologies can provide to both research and fruition, it could
be argued that the added value here is given by the fact
that this statue could have otherwise never been seen or
felt, yet not in a manner which depends, from a specifically
phenomenological perspective, on the haptic technology
itself. Hence reinforcing the understanding that the main
use of these technologies is directed towards reinstating
the original – and lost – hard value of touch, not necessarily
adding new levels of experience.
Another case, involving virtually touching the
torso of Michelangelo’s David at Monash University,98 can
prove useful to enrich the discussion on the use of haptic
technologies in museums. What emerges from this study,
which in terms of research methodology mirrors the vast
majority of cases in the literature in creating a 3D digital
replica and then experiencing it through the Phantom, is
that the images reproduced digitally “allow the user to focus
on particular details that they may overlook otherwise.”99
What appears here is that the virtual experiential setting
creates the opportunity for the user to actually grasp some
details of the statue that he would have not been able to
experience with either the original or with a 3D printed
97 There are a number of experiments within the field of haptic technologies which focus
specifically on accessibility for people with impared cognitive and physical abilities. An
interesting research center is the one of the University of Glasgow, which ran two trials in this
field, one called Senses in Touch II, and the other MultiVis project. A complete account of the
two researches can be found in Brewster, “The impact of haptic ‘touching’ technology on
cultural applications:” 279-282. Another interesting research which discusses the potential of
haptics for the visually impaired is G. Jansson, M. Bergamasco, A. Frisoli, “A new option for
the visually impaired to experience 3D art at museums: manual exploration of virtual copies,”
Visual Impairment Research 5, no. 1 (2003): 1-12 https://doi.org/10.1076/vimr.5.1.1.15973.
Also cfr. R. Vaz, D. Freitas, A. Coelho, “Blind and visually impaired visitors’ experiences in
museums: increasing accessibility through assistive technologies,” The International Journal of
the Inclusive Museum 13, no. 2 (June 2020): 57-80, https://doi.org/10.18848/1835-2014/CGP/
v13i02/57-80.
98 M. Butler, P. Neave, “Object appreciation through haptic interaction,” Proceedings of
the 25th Annual Conference of the Australian Society for Computers in Learning in Tertiary
Education (Melbourne: Ascilite, 2008), 133-141.
99 Ibid.: 140.
VALENTINA BARTALESI, ANNA CALISE 155 AN-ICON
replica. The flexibility of digital images, their potential to be
modulated, modified and enlarged, appears, in this case,
to actually add a further layer to the visitor experience.
The higher attention to detail deepens and expands the
experience in a manner that is specific of, and exclusive
to, digital haptic technologies.
Whilst this last example seems to slightly
brighten the scenario described, the cases discussed so
far account for an employment of haptic technologies which
struggles to emancipate itself from a traditional under-
standing of touch in cultural experiences. The three cases
analyzed, far from providing a comprehensive account of
the multitude of programmes that have been carried out
across the museum sector in the past years, have how-
ever been chosen as they are representative of the main
trends found in the literature. Overall, researchers seem
to have been focused mainly on trying to bring back an
aspect of experience which was lost, and less keen on the
advanced possibilities that haptic technologies might hold.
With reference to the technological and historical discus-
sion presented above, regarding haptic illusions, it does not
appear that these seem to be at the center of experimental
designs in the museum sector, where the understanding of
touch seems to recall more the “hard undeniable evidence”
school than the more subtle and rich understanding of the
haptic which encompasses its illusory character. This de-
pends on a number of reasons, related to both cultural,
professional and economic factors. A further fundamental
aspect to take into account, when discussing the use of
haptic technologies in museums, is in fact the high cost of
these devices. The more sophisticated they are, the higher
their prices, which makes it difficult for museums to afford
them, even harder to update them. Main advancements
with haptic technologies are in fact usually in other fields
of research with richer funding, such as medicine and engi-
neering. This leads to the second limitation, namely that to
innovatively experiment with these technologies, technical
and diverse professional skills are required. Even though
most programmes within museums are run in collaboration
VALENTINA BARTALESI, ANNA CALISE 156 AN-ICON
with universities and research centers, the degree of com-
plexity that pertains to these projects needs a pull of pro-
fessionals which is hard to put together and coordinate in
the current economic and professional climate.
There are, however, a few interesting cases that,
at times even without the use of high budgets and elevated
skills, seem to leverage on the wider range of possibilities
that these technologies offer. Interestingly enough, these
also relate to two of the original functions of touch valued
in early museums: the aesthetic enrichment of the expe-
rience and the emotional potential of haptics. It appears
that when haptic technologies are being employed with the
aim of enacting and recalling these elements – as opposed
to when they try to give back the evidentiary character of
touch – the result are more imaginative endeavors, allowing
for the creation of a further semantic level of experience.
One first interesting case is a very recent ex-
periment conducted at University College London, where
a student has designed a device which, through the use
of capacitive touch sensors, wants to “help us understand
what an artist felt at the time they created their work by
recreating their sensory experiences.”100 The project idea,
which rests on the theoretical background of embodied
knowledge as an extension of the mind and of embodied
practice as a means to feel the emotions of an artist,101 was
inspired by an artwork: The Face of Christ by Claude Mellan,
hosted in the UCL Art Museum. By looking closely at the
artwork, the author of the project realized that the whole
drawing had been made through the design of one single
spiraling line, a unique technique. His idea was therefore
to design a device which could enable the viewer to create
100 F. Taylor, “Recreating sensory experience: how haptic technology could help us
experience art in new ways,” UCL Culture Blog, (July 13, 2020) https://blogs.ucl.ac.uk/
museums/2020/07/13/recreating-sensory-experience-how-haptic-technology-could-help-us-
experience-art-in-new-ways/ on the 31/01/2022, accessed December 11, 2022.
101 When the author discusses embodied knowledge as an extension of the mind the
reference is I. Martínková, “Body ecology: avoiding body–mind dualism,” Loisir et Société /
Society and Leisure 40, no. 1 (2017): 101-112, https://doi.org/10.1080/07053436.2017.1281
528; whilst when discussing embodied practices as a means to feel emotions of artists the
specific reference in the literature is D. Freedberg, V. Gallese, “Motion, emotion and empathy
in esthetic experience,” Trends in Cognitive Sciences 11, no. 5 (2007): 197-203, https://doi.
org/10.1016/j.tics.2007.02.003.
VALENTINA BARTALESI, ANNA CALISE 157 AN-ICON
a contact with the motion that had originated the artwork,
building a direct emotional connection with the artist. As
the author describes it “through an audio feedback loop,
the device I designed takes in touch inputs from a view-
er of the artwork and returns a religious-sounding choral
soundtrack when the spiral gesture from the engraving is
drawn correctly with a finger. The spiral gesture,” he adds,
“was directly extracted from The Face of Christ with the help
of a custom python script which made use of various image
analysis libraries.”102 What can be highlighted in reading
about this project, which at this point consist of just a first
artisanal prototype, is the way in which haptic technologies
are used to explore unusual and often overlooked aspects
of artworks. Whilst the potential of these technologies in
broadening the field of aesthetic experience is well estab-
lished, there are some developments specific to this case
worth expanding on. Interestingly enough, the author re-
fers specifically to the idea of building a connection with
the painter who made The Face of Christ, recuperating
the same reasoning that mid eighteenth-century museum
goers had when holding a precious object.103 In comparing
the attempt to get in touch with the past before and after
haptic technologies, moreover, the added value brought by
the device seems clear. Whilst in the original case a visitor
had to actively exercise the power of imagination in order
to build a connection, in this instance the device guides
the user into the experience, leveraging on the emotional
potential of a multisensory environment which starts from
the drawn line, develops into an haptic apparatus and is
then sublimated through sound. What emerges with regards
to this example, and in contrast with the ones analyzed
before, is the way in which the designer of the project has
overcome the need to merely attempt to replicate the touch-
ing experience, and decided to exploit both the phenom-
enological and the imaginative potential of the technology
102 F. Taylor, Recreating sensory experience: How haptic technology could help us experience
art in new ways.
103 A detailed account of an emotional and imaginative encounter between a museum goer
and an artifact can be found in S.A. La Roche, Sophie in London, 1786: Being the Diary of
Sophie Von La Roche, trans. C. Williams (London: Jonathan Cape, 1933): 107-108.
VALENTINA BARTALESI, ANNA CALISE 158 AN-ICON
at his disposal. Further, this has been done in an artisanal
and experimental fashion, not through the use of excessive
resources and a big team of professionals.
Another experimental program worth consid-
ering, in this case definitely a more costly and collective
endeavor, is an exhibition held at Tate Britain in 2015, Tate
Sensorium (Fig. 2).104 The research background behind this
project refers to a scientific field which experiments with the
power of haptics to elicit emotions. More specifically, these
projects study how mid-air haptic technology – a specific
subset – is able to condition human emotions (e.g., happy,
sad, excited, afraid) through tactile stimulation.105 While
the literature in the field of mid haptics is still at a very early
experimental stage, and definitive conclusions are yet to be
drawn, progress has been made in mapping the correlation
between aspects of haptics and emotional states. What
was done at Tate was to organize an exhibition which built
a fully sensory environment around four paintings: Interior
II by Richard Hamilton, Full Stop by John Latham, In the
Hold by David Bomberg, and Figure in a Landscape by
Francis Bacon. In a detailed article106 presenting a study
on the exhibition, the specific experience of Full Stop is
analyzed. What the curators did was to position a mid-air
haptic device in front of the painting, and synchronize a
range of mid-air haptic patterns inside the device with a
self-developed software that could read Musical Instru-
ment Digital Interface (MIDI) inputs. The design was curated
by a sound designer who could control the mid-air haptic
patterns (frequency, intensity, and movement paths) to cre-
ate a desired experience synched with music. As detailed
through the article, this exhibition was the first time that
mid-air haptic technology was used in a museum context
VALENTINA BARTALESI, ANNA CALISE 159 AN-ICON
over a prolonged period of time and integrated with sound
to enhance the experience of visual art. This “work demon-
strates how novel mid-air technology can make art more
emotionally engaging and stimulating, especially abstract
art that is often open to interpretation,”107 as it was proved
by collecting positive feedback from over 2500 visitors. The
aim of the authors, as clearly stated across the research,
was to advance understanding of multisensory signals in
relation to art, experiences and design, based on novel
interactive technologies. Referencing back to the reasons
why touch was valued in early museums, this experiment
seems to fit in the category which uses haptics to enhance
the aesthetic experience of the visitors: anticipating that
haptics carry value not only on a purely informative sensory
level, but eliciting a wider level of complexity.
Conclusions
Overall, there seems to be a wide potential for
using haptic technologies in museum settings and leverag-
ing on the ways in which these devices can contribute to the
cultural experience of artifacts. The two final case studies
here examined clearly exemplify how haptic technologies
can help in generating a new experiential layer, one which
rests on a complex phenomenological understanding of
the haptics and establishes an active dialogue with the
entire sensorium of the experiencer. Both cases show a
designed synchronization between the tactile experience
and the sense of hearing, suggesting that one of the ways
to experiment with the haptic is by interrogating a more en-
vironmental and organic understanding of the relationship
between the senses. Interestingly, the more complex and
enhancing experiences are characterized by stimuli that
do not just mimic the act of touching, thus attempting to
reinstate the lost chance of touching the artwork, yet play
with the illusory potential of haptics and with the other
107 Ibid.: 1.
VALENTINA BARTALESI, ANNA CALISE 160 AN-ICON
qualities of touch valued in early museums: the evocative
and imaginistic potential of the haptic experience.
The analysis from the museum sector, when
linked to the technological and historical accounts regard-
ing the link between the haptic and the figure of illusion,
suggests the value of exploring the ways in which haptic
technologies can emancipate us from a reductive under-
standing of touch. Certainly, all museum endeavors and
experiments will have to take into account a variety of prac-
tical and concrete concerns, which also play an important
part in defining the destiny of cultural projects. It is not given
that exploring the illusory potential of haptic technologies
represents in itself the best choice for a museum research.
Yet, it can be concluded that when designed in an open
dialogue with our whole sensorium these technologies ap-
pear empowered in their visionary potential, making Derri-
da’s observation more actual than ever: the nexus between
touch and virtuality is as real as it gets.
Fig 2. Tate Sensorium exhibition at Tate Britain in 2015, installation
shot of Full Stop (1961) by John Latham © John Latham Estate.
Photo: Tate. Illustration of a participant experiencing the second
painting combining vision, auditory, and haptic.
VALENTINA BARTALESI, ANNA CALISE 161 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17124 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17124",
"Description": "Digital garments are tailored computationally and dressed virtually. Intended to be displayed rather than worn, digital fashion exemplifies the function of aesthetic commodities as defined by Gernot Böhme: the production of atmospheres – intangible qualities arising from a material encounter – towards the staging of life. Yet, made from pixels instead of fabric, virtual garments beckon a new conceptual framework for the role of materiality in atmospheric productions. Drawing from new media and affect scholars, this essay traces the display of digital garments across three sites: the e-commerce website, social media, and the runway show. By analyzing the visual and literary production surrounding digital fashion, this essay proposes“elemental surface” as a representational technique and rhetorical strategy through which digital garments produce and intensify the body’s affective presence. Situating Böhme’s formulation of atmosphere in dialogue with the notion of“aura” put forth by Walter Benjamin, the study of digital fashion foregrounds the role of environmental perception in the history of haptic technology.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17124",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Yizeng Zhang",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Aesthetic economy",
"Title": "Clothes with no emperors: the materiality of digital fashion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-01-23",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Yizeng Zhang",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17124",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Aesthetic economy",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wegenstein, B., Hansen, M.B.N., “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010).",
"spatial": null,
"temporal": null,
"title": "Clothes with no emperors: the materiality of digital fashion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17124/17778",
"volume": "1"
}
] | Clothes with
no emperors:
the materiality of
digital fashion
by Jane Y. Zhang
Digital fashion
Materiality
Atmosphere
Hapticity
Aesthetic economy
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Clothes with no
emperors: the materiality
of digital fashion
JANE Y. ZHANG, Harvard University – https://orcid.org/0000-0001-7956-2599
https://doi.org/10.54103/ai/17124
Abstract Digital garments are tailored computationally
and dressed virtually. Intended to be displayed rather than
worn, digital fashion exemplifies the function of aesthetic
commodities as defined by Gernot Böhme: the production
of atmospheres – intangible qualities arising from a mate-
rial encounter – towards the staging of life. Yet, made from
pixels instead of fabric, virtual garments beckon a new
conceptual framework for the role of materiality in atmo-
spheric productions. Drawing from new media and affect
scholars, this essay traces the display of digital garments
across three sites: the e-commerce website, social media,
and the runway show. By analyzing the visual and literary
production surrounding digital fashion, this essay proposes
“elemental surface” as a representational technique and rhe-
torical strategy through which digital garments produce and
intensify the body’s affective presence. Situating Böhme’s
formulation of atmosphere in dialogue with the notion of
“aura” put forth by Walter Benjamin, the study of digital
fashion foregrounds the role of environmental perception
in the history of haptic technology.
Keywords Digital fashion Materiality Atmosphere
Hapticity Aesthetic economy
To quote this essay: Y. Zhang, “Clothes with no emperors: the materiality of digital fashion,” AN-
ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 162-181, https://doi.org/10.54103/
ai/17124
JANE Y. ZHANG 162 AN-ICON
Introduction
Scrolling through an online fashion catalog, you
come across a piece of clothing that reminds you of your
favorite song: it is bold but not too bold, casual with just
the right amount of edge. You add the item to your shop-
ping cart. At checkout, you are asked to upload a photo of
yourself. So you pose in front of the camera, dressed mini-
mally under good lighting. One business day later, instead
of arriving in a package in the mail, the garment appears
as an email attachment in your inbox, carefully composited
onto the photo you have uploaded.
Since its inception in 2008,1 digital clothing has
quickly gained traction in the fashion industry, giving rise to
independent digital fashion houses as well as partnerships
with well-established clothing brands. Daria Shapovalo-
va, the cofounder of DRESSX, summarizes digital fashion
as being “all about how we can replicate the experience
of physical clothes in digital.”2 The statement is counter-
intuitive at first sight. Made from pixels instead of fabric,
digital garments cannot shield our bodies from the bracing
winds of winter or the unwanted gaze of another. But if we
refrain from taking Shapovalova’s statement at face value,
it emerges as a profound commentary on the phenome-
nology of clothing and, by extension, the contemporary
socioeconomic system upon which the fashion industry
operates. For Shapovalova, digital garments are not here to
represent but to replicate. But to replicate what? Interesting
is the absence of a verb: do digital garments replicate the
1 “Carlings: The First-Ever Digital Clothing Collection,” H.R. Watkins III, https://www.
haywoodwatkinsiii.com/digital-clothing-collection, accessed December 7, 2021. In 2018, the
Scandinavian retailer Carlings introduced the first digital fashion collection.
2 “Digital Clothing Is the Future of Fashion | Dell Talks with Daria Shapovalova,” Dell,
YouTube video, 8:12, 2021, https://www.youtube.com/watch?v=iKBePuTOB6U, accessed
January 10, 2023.
JANE Y. ZHANG 163 AN-ICON
experience of wearing “physical” clothes or that of seeing
physical clothes?
Made to be shown rather than worn, digital
fashion displays the functional liberty characteristic of an
aesthetic commodity. The philosopher Gernot Böhme pro-
poses that capitalism has entered a new phase: under the
“aesthetic economy,”3 the value of commodities extends
beyond their physical utility or monetary worth. Aesthetic
economics restructures the dichotomy of the “use value”
and “exchange value,” triangulating them in service of an
independent utility metric: the “stage value.”4 Under this
metric, the aesthetic properties of a product no longer exist
in addition to its ability to satisfy primary needs, but func-
tion towards “the staging, the dressing up and enhance-
ment of life.”5 Observing that the outward presentation of
commodities is emancipated from their material function,6
Böhme refers to the study of atmospheres as engaging in
“poetic phenomenology” – the study of how appearances
come to be.7 Böhme’s phenomenological investment in
the operation of aesthetic commodities aligns convincingly
with Shapovalova’s experiential framing of digital fashion.
For Böhme, the stage value of an aesthetic
commodity arises from its atmosphere. Understood as the
“something more” arising from aesthetic encounters, atmo-
spheres are by definition “intangible” and “indeterminant.”8
As elusive as atmospheres are, they can nevertheless be
theorized at the sites of their production: aesthetic laborers
have long engaged in the skillful manipulation of materiality
– the outward appearance of matter – to create and inten-
sify the atmospheric presence of aesthetic commodities.
3 G. Böhme, Critique of Aesthetic Capitalism, trans. E. Jephcott (Milan: Mimesis International,
2017): 20.
4 Ibid.
5 Ibid.
6 G. Böhme, The Aesthetics of Atmospheres, ed. J.P. Thibaud (Oxon: Routledge, 2017): 144.
7 Ibid.: 33.
8 Ibid.: 29; 30.
JANE Y. ZHANG 164 AN-ICON
While “pure aesthetic materials assume we won’t handle
or touch them,”9 they nevertheless touch and move us
emotionally.10 Bohme’s formulation of atmosphere compli-
cates the reading of digital fashion as a testament to the
dematerializing effect of the capitalist economy on material
relations and social life.11 When all that is solid melts into
air, the air becomes charged with affective presence and
sensory impressions – it becomes an atmosphere.
Given the nonphysical nature of virtual garments,
how exactly does digital fashion engage in the production
of atmospheres? Scholarships in new media studies and
affect theory converge on their emphasis on embodiment
as central to the study of aesthetic mediums. Informed by
theories of embodied perception stemming from philos-
ophers such as Bergson and Merleau-Ponty, new media
scholars have challenged the “immaterial” ontology of vir-
tual technologies.12 Similarly, affect theorists foreground the
porous boundaries between sensory modalities and ges-
tures toward the primacy of hapticity in visual encounters.13
Together, these studies provide additional methodological
tools to investigate the materiality of virtual garments.
This essay traces digital fashion’s atmospheric
production across three sites of its exhibition: the e-com-
merce website, social media, and the runway show. In the
first section, I examine the proliferation of elements – spe-
cific forms of materiality such as water – in digital garment
designs. Drawing from Giuliana Bruno’s work, I introduce
the concept of “elemental surface” as a representation-
al technique utilized by virtual garments to enhance their
9 Ibid.: 146.
10 Ibid.: 97.
11 G. Simmel, The Philosophy of Money, ed. D. Frisby (London - New York: Routledge,
2004): 150.
12 B. Brown, “Materiality,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media
Studies (Chicago - London: The University of Chicago Press, 2010): 49-63; W. Bao, Fiery
Cinema: The Emergence of an Affective Medium in China, 1915-1945 (Minneapolis: University
of Minnesota Press 2015).
13 E. Kosofsky Sedgwick, Touching Feeling: Affect, Pedagogy, Performativity (Durham: Duke
University Press, 2006).
JANE Y. ZHANG 165 AN-ICON
environmental presence. In the second section, I explore
how the digital imposition of virtual garments alters the
background-foreground relationship of existing photo-
graphs, from which the elemental surface emerges as an
index for the sensation of vitality and liveliness. The opera-
tion of hapticity and vitality collides in the third section. By
analyzing digital garments as they appear in an animated
advertisement, I contend that elemental surface mobilizes
contemporary anxieties surrounding the “natural” environ-
ment in service of its construction of an affective milieu.
In the seminal essay, “The work of art in the age
of mechanical reproduction,” Walter Benjamin attributes the
demise of aura to the rise of technologies of reproduction,
such as photography and film.14 Made available for mass
distribution and consumption, the artwork is cut off from
the ritualistic contexts of its exhibition and dispossessed of
its unique presence. Benjamin’s prophetic insight into the
elevated importance of an artwork’s public presentability
directly anticipates the domination of “staging value” man-
dated by aesthetic capitalism. Yet, for Böhme, the mass
circulation of aesthetic productions is accompanied by the
manipulation and intensification of their presence rather
than their depreciation and demise. How might we ap-
proach this generative tension? Digital fashion, by demon-
strating the logic and operation of stage value to its extreme,
is a good place to begin.
The web interface: atmosphere and
hapticity
Digital fashion design is not contingent upon
the market availability of raw materials, nor is it constrained
by the physical attributes of specific fabrics. With the recent
14 W. Benjamin, “The work of art in the age of mechanical reproduction,” trans. H. Zohn, in H.
Arendt, ed., Illuminations: Essays and Reflections (New York: Schocken Books, 1969): 217-251.
JANE Y. ZHANG 166 AN-ICON
integration of Adobe Substance to CLO Virtual Fashion,15
designers can manipulate the material properties of existing
virtual fabric available in online databases, or create a virtual
surface entirely from scratch. Roei Derhi, a Berlin-based
digital fashion designer, describes the fabric selection for
digital garments as “limitless.”16
Despite the wide range of fabric selections
made possible by digital simulation software, digital fash-
ion designers have demonstrated a particular affinity to the
elemental. The classical Greek elements – earth, water, fire,
air – have been cited as the inspiration for a great number
of digital fashion collections, such as that of James Mack
and 2WB.17 Simply entering the keyword “water” yields
over 200 searches among the 2000 articles of clothing in
the DRESSX database, with results ranging from digital
tops, dresses, and earrings.18 Elements, according to the
media scholar Nicole Starosielski, are “defined by their roles
in composition.”19 Understanding elements as constitut-
ing parts extends their scope to encompass other specific
forms of materiality, such as electricity, botanics, and metal –
images similarly popular for digital fashion designers. Given
that the elemental orientation of digital garments does not
correspond to trends in the physical fashion industry, its
medium specificity serves as a generative avenue to begin
our inquiry into the materiality of digital fashion.
“Neon Pillow” (Fig. 1) is a garment designed
by May Ka. Consisting of a padded jacket worn over a
15 “CLO Virtual Fashion Welcomes Substance by Adobe, Jeanologia, and ColorDigital
Integrations to CLO 6.0,” Businesswire (November 11, 2020), https://www.businesswire.com/
news/home/20201111005772/en/CLO-Virtual-Fashion-Welcomes-Substance-by-Adobe-
Jeanologia-and-ColorDigital-Integrations-to-CLO-6.0, accessed January 10, 2023.
16 R. Derhi. Interviewed by the author. November 2021.
17 “James Mack: TERRA MOTUS,” DRESSX, https://dressx.com/products/james-mack-
terra-motus?_pos=1&_sid=2fb6573d9&_ss=r, accessed December 10, 2022; “2WB Artemis,”
DRESSX, https://dressx.com/products/2wb-003?_pos=6&_sid=ca632080c&_ss=r, accessed
December 10, 2022.
18 “DRESSX search for ‘water’,” DRESSX, https://dressx.com/search?q=water, accessed
January 15, 2022.
19 N. Starosielski, “The elements of media studies,” Media+Environment 1, no. 1 (2019)
https://doi.org/10.1525/001c.10780.
JANE Y. ZHANG 167 AN-ICON
knee-length dress, the garment is rendered in a single hue
of sea glass blue. Its pliable, creased underlayer contrasts
texturally with the smooth voluminous shoulder panels. Yet,
the airy silhouette is softened by the drapery’s crinkled tips
and deflated hemlines. A thin sheet of puffer insulator folds
into a skirt with a simple side slit. The fabric combines the
plasticity of polyester with the reflective glare of satin. Not
only does the digital textile resemble existing fabric, the
specific details of its seams and patchwork are also me-
ticulously rendered.
Fig. 1. The Neon Pillow, May Ka,
https://dressx.com/collections/may-ka/products/
total-neon-pillow, accessed January 15, 2022.
Prior to the popularization of digital garments,
the fashion industry has already become increasingly de-
pendent on haptic technologies – “computational systems
and applications aiming to artificially reproduce the sense
of touch.”20 With the rise of online fashion retailing, clothes
were made available for purchase on e-commerce websites
20 L. Cantoni, M. Ornati, “Fashiontouch in e-commerce: an exploratory study of surface
haptic interaction experiences,” in F.H. Nah, K. Siau, eds., HCI in Business, Government and
Organizations, vol. 12204 (Cham: Springer, 2020): 493-503, 494 https://doi.org/10.1007/978-3-
030-50341-3_37.
JANE Y. ZHANG 168 AN-ICON
and social media; the physical constraints placed by the
COVID-19 epidemic lockdowns further encouraged fashion
stores to migrate to online platforms.21 While devices such
as the touch screen and the mouse enabled the simula-
tion of physical touch, the two-dimensional affordances of
mobile and laptop screens generated the need to simulate
tactility through visualization technologies. “You can wear
fire, you can wear lightning, those things are done with the
same sense of fashion – what kind of fire? Wings or glitter?”
asks Derhi,22 gesturing to the importance of textural details
in the rendering of digital garments. The “limitless” potential
of fabric selection does not translate to their freedom from
perceptual constraints.
In addition to the employment of visualization
technologies, digital fashion designers have turned to repre-
sentational and narrative techniques to enhance the haptic-
ity of digital garments. Freed from the need to resemble ex-
isting fabric yet striving to visually simulate tactile surfaces,
digital garments self-knowingly plunge into the elemental.
On the website of DRESSX, the first and biggest retailer of
digital fashion clothing, each garment is accompanied by
a designer’s statement. May Ka’s description of her design
reads as follows:
This bubble put May Ka to sleep. She felt her feet were going to-
wards something new, but her footsteps were inaudible. Falling
into the deep water. Will she be able to breathe? The water is not
transparent, but she have never seen so clear until now [sic].23
Ka describes the inspiration behind her piece as
the pillow that accompanies her to sleep, whereupon the act
of dreaming resembles “falling into deep water.” When viewed
21 Ibid.
22 R. Derhi, Interviewed by the author. November 2021.
23 “Ma Ka: Abstract Rose,” DRESSX, https://dressx.com/products/abstract-rose?_pos=57&_
sid=ac38fecdf&_ss=r, accessed January 10, 2021.
JANE Y. ZHANG 169 AN-ICON
with the imagery of water in mind, the materiality of the digital
garment takes on a new dimension. The reflective fabric evokes
the placid surface of a lake on a sunny day. The softness of
the underlayer now takes on the fluidity characteristic of liquid
as a state of matter. The sagging form of the drapery gestures
towards the downward haul of gravity as one sinks into the
water, just as the airy silhouette connotes a state of buoyan-
cy–an opposing movement that casts the body in a state of
suspension. As an existing substance, water brings to mind a
particular combination of physical attributes. When Ka evokes
the element of water to describe the experience of wearing the
dress, specific visual details of the garment converse with each
other, take on additional meaning, and cohere into a tangible
surface. After all, what can evoke material presence better than
the constituting units of matter itself?
The technology of clothes simulation has centered
around the visualization of “surfaces,” a word that permeates
the field of textile engineering.24 Rather than describing the ma-
teriality of digital fashion as made up of elemental images, it is
more suitable to understand its composition as an “elemental
surface.” The phrase might appear oxymoronic at first sight.
Whereas elements are by nature fundamental and deep-seated,
“surface” are merely skin-deep. The media scholar Giuliana Bru-
no challenges dismissive readings of surface as ornamental and
superficial, turning instead to surface as a generative conceptu-
al framework to engage with the materiality of images: “Surface
matters in the fabrics of the visual, for it is on the surface that
textures come alive and the ‘feel’ of an aesthetic encounter can
develop.”25 The phrase “‘feel’ of aesthetic encounter” dovetails
with Böhme’s formulation of atmosphere as the defining charac-
teristic of aesthetic production. It is at the interface of surfaces
that the atmosphere becomes sensible. Viewed in this light,
24 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: Theory and Practice (Cham: Springer,
2000).
25 G. Bruno, “Surface encounters: materiality and empathy,” in D. Martin, ed., Mirror-Touch
Synesthesia (Oxford: Oxford University Press, 2017): 107-125, 118.
JANE Y. ZHANG 170 AN-ICON
the invocation of elements emerges as a representational – or,
in Böhme’s words, “presentational” technique through which
virtual garments mobilize our prior conceptions of matter to
generate a greater sense of environmental presence.
To attend to surfaces is to engage with media as
environments. In her study of early Chinese cinema, the me-
dia scholar Bao Weihong describes affect as the “platform/
interface of experience produced by media technology and
media aesthetic in interaction with the perceptual subjects.”26
In this sense, affect does not designate any singular medium
or sensory modality, but instead constitute a condition of me-
diation that envelops individuals and machines and redraws
their intimate boundaries. In Ka’s description, water envelops
the dreamer just as the digital garment encloses the wearer.
Water becomes an intermediary substance through which
the dreamer confronts her “fears and anxieties” and sees the
world with heightened lucidity. Surfaces “hold affect in its fabric”
and enable “the passage of empathy,” writes Bruno.27 When
beckoned to interact with the body and its surroundings, the
environmentalizing tendency of the elemental surface is further
dramatized. In the next section, I situate Ka’s garment in the
context of its intended function: to be worn and displayed by
the human body.
The DF image: atmosphere and vitality
Digital garments are sold digitally and dressed
digitally. To wear a digital garment is to superimpose its form
onto an existing photograph with the help of graphic engineer-
ing technologies. This procedure is accomplished through the
use of “collision detection,”28 a computation technique that
simulates the points of contact between the virtual fabric and
26 W. Bao, Fiery Cinema: The Emergence of an Affective Medium in China, 1915-1945: 12.
27 G. Bruno, “Surface tension, screen space,” in S. Saether, S. Bull, eds., Screen Space
Reconfigured, (Amsterdam: Amsterdam University Press, 2020): 35-55, 28.
28 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: 6.
JANE Y. ZHANG 171 AN-ICON
the surrounding objects. Despite having little effect on the ap-
pearance of the virtual garment as an independent entity, the
importance of collision detection becomes readily apparent
when we examine the entirety of the digital fashion image (here-
on referred to as the DF image).
In Fig. 2, shadows enable a dialogue between the
wearer’s body and the virtual garment. The bottom rim of the
dress projects its silhouette on the thighs of its wearer, assert-
ing itself as a material surface that receives the light in place of
the wearer’s skin. Shadows project an entity’s image upon a
foreign surface. By insisting on its ability to rechannel the light,
the dress appears under the same sunlight as the body. In the
lower right corner of the image, the shape of the body’s shad-
ow takes on the silhouette of the garment. Not only does the
garment envelope the wearer, it environmentalizes the body to
converse with the soft, chilly grass on a winter morning.
Fig. 2. The Neon Pillow purchased from
DRESSX, Cambridge, December 2022
(photographed by the author).
January 15, 2022.
JANE Y. ZHANG 172 AN-ICON
The digital reflects light just as it displaces light.
Under the piercing sun, the dress’ monochromatic surface
takes on a new life. No longer enveloped by solid hues of gen-
tle blue, the garment now radiates in a purple glow marked
by overexposed highlights. Hints of green make their way
to the outer edges of the garment, gradually intensifying as
they approach the lawn and foliage in the background.
Through the skillful manipulation of shadows
and reflection, the DF image is no longer a replica of the
original photograph with the addition of the digital garment.
Rather, it strives toward the overarching reality of the index-
ical and causally affirms the existence of the constellation
it depicts.
Given that the staging of the digital garment
implicates the entire photographic image, digital fashion’s
concern with visual congruency manifests prior to the cre-
ation of the DF image. Clicking into the tab “How to Wear”
on the DRESSX website, an alternative title immediately
appears: “Choose the right picture: recommendation for
receiving the best photo looks.” The requirements for the
photo fall under four groups: natural light, fitted clothes,
high quality (photograph), and uncovered parts. While the
expectation for compact clothing pertains to the appear-
ance of the body, the demand for natural lighting concerns
the environmental setup.29 In an earlier version of the web-
page, the list also asked the buyer to locate themselves
relatively close to the camera to ensure “less background.”30
Digital fashion demands from the wearer not only a body
but a context, where the physical environment becomes
an integral part of the process of “wearing” the clothes.
Clothing is external to the body yet an exten-
sion of the body. It is at once the interface upon which the
body and the external world come into contact, but also
29 “How to wear DRESSX and digital fashion,” DRESSX, https://dressx.com/pages/help,
accessed January 15, 2021.
30 Ibid.
JANE Y. ZHANG 173 AN-ICON
the veil that separates the body from its immediate sur-
rounding. This dynamic is perfectly captured by Emanuele
Coccia, “[The dress] does not act directly upon our own
anatomical body or the media that surround it, but rather
it incorporates extraneous fragments of the world, foreign
bodies through which our self is made to appear.”31 Al-
exander Knight, a London-based digital fashion designer,
affirms this statement through his description of pockets:
It brings me joy to see something crazy and then see the details.
Like when you see a Versace evening gown with a pocket, and
the model walking down the runway with their hands in the pocket.
I guess it gives it life. Digital garments can have a cold, static, and
unlivable quality to them. Giving it these details gives it life.32
Knight does not employ the rhetoric of realism,
describing the ideal of digital garments instead as a state
of aliveness. Serving as a container for not only the body
but also parts of an external world, the pocket signifies a
garment’s potential to enter into relationships with others.
Having a pocket allows digital garments to make a promise
of everyday companionship: the wearer’s hand, keys and
wallet, a bus ticket, a crumpled piece of candy wrapper. In
doing so, pockets endow the garment with “life.” To sim-
ulate the experience of wearing physical clothes entails
more than appearing unedited; it demands no less than to
situate garments alongside the living so that they in turn
take on a life of their own.
Read this way, the DF image reaches beyond
the synthetic towards the additive. The color of the gar-
ment is more vibrant than the skin of the wearer, and its
form more dynamic than the posture of the body it adorns.
The difference in luminosity and animacy is not only one of
31 E. Coccia, Sensible Life: A Micro-Ontology of the Image, trans. S.A. Stuart (New York:
Fordham University Press, 2016): 28.
32 A. Knight. Interviewed by the author. November 2021.
JANE Y. ZHANG 174 AN-ICON
quantity but quality: the resolution of the dress is decidedly
higher than that of the original photo. The virtual garment
creates a unique region of clarity, ushering forth a sense
of saliency impossible to be captured by a digital camera
from the same distance away. The elemental surface steps
forward in an outward radiance, endowing an otherworldly
vitality to the concrete and ordinary. The seamless photo-
graphic overlay creates an image of pictorial rupture – not
from a sense of visual incongruity but, quite to the contrary,
the hypersensitivity between the figure and ground. Similar
to the pocket, the digital garment’s ability to respond to
the body and the environment not only serves to conjure
a realistic image, but one that feels convincingly and dra-
matically alive.
The language of life and liveliness permeates
Böhme’s theorization surrounding aesthetic commodities.
Describing the perceptual effect of atmospheres, Böhme
writes, “the establishment of a world of images on the sur-
face of reality, or even independently of it, may well serve
the intensification of life.”33 The function of aesthetic com-
modities is “made of their attractiveness, their glow, their
atmosphere: they themselves contribute to the staging, the
dressing up, and the enhancement of life.”34 The perceptual
pattern and affective construction of digital garments relo-
cate Böhme’s invocation of “life” from the general condition
of living to the immediate sensation of vitality. The elemen-
tal surface of digital fashion is not only elemental because
it evokes hapticity through the portrayal of specific forms
of materiality, but also because it endows a fundamental
feeling of liveliness to the body it claims to envelop.
The reciprocity between hapticity and vitality
has been evoked by Bruno when she describes the sur-
face as the site in which “textures come alive.”35 In the
33 G. Böhme, The Aesthetics of Atmospheres: 199.
34 G. Böhme, Critique of Aesthetic Capitalism: 21.
35 G. Bruno, “Surface encounters: materiality and empathy:” 118.
JANE Y. ZHANG 175 AN-ICON
next section, I examine digital garments as they appear in
a virtual runway animation in order to further excavate the
mode of embodiment enacted by the elemental surface of
digital fashion.
The virtual runway: atmosphere and
embodiment
A silver parka comes to life within the first three
seconds. An orange thread slithers into the right-hand
sleeve, followed by the contraction of the backside pad-
ding. As the full parka comes into view, additional strands
fly into the frame, endowing form to an otherwise slackened
figure. With its arms outstretched, the parka inhales for the
first time with the simultaneous compression of its seam
lines – rapidly yet unfalteringly assembled almost as if by its
own will. A single decisive zip renders the garment upright,
and a hood pops into place. The resurrection is complete.
Such was the opening sequence to a commer-
cial on digital fashion.36 The creative team, not so subtly
named “ITSALIVE,” offers us a glimpse into the worldbuild-
ing of industry. As the virtual garment appears increasingly
alive, the body and its surroundings take on an inert and
lifeless quality. This perceptual pattern, already evident in
the DF image, is further dramatized by the advertisements
and runway shows released by the digital fashion industry.
As the animation progresses, flame emanates
from the parka just as the music picks up, unleashing dy-
namic dashes of green and silver light that illuminates the
dark background. Just as the parka begins to dance, a
satin jumpsuit walks up to the parka and unveils its head
mask. A moment of revelation follows: there was nothing
36 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE,
YouTube video, 0:58, 2022, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed
January 10, 2023.
JANE Y. ZHANG 176 AN-ICON
underneath. What we had assumed to be a mannequin has
been a hollow void all along.
In a sense, physical runway shows have be-
come “digital” decades before the rise of digital fashion.
With the rise of Instagram and other forms of digital media
platforms, the clothing commodity is staged with its after-
life as a photograph or short video in mind.37 One of the
most notable impacts on fashion photography, as noted by
Silvano Mendes, was the elevated importance of runway
scenography. A runway show constitutes an intermedial
event, and its success depends on the close collaboration
between fashion designers, stage designers, architects,
and photographers.38 On the other hand, just as digital
garments are made from pixels rather than textiles, digital
fashion shows prefer computer animation over live-action
footage. Rather than employing specific staging technol-
ogies such as fog machines or lighting equipment, digital
fashion commercials employ 3D animation to portray the
product, its wearer, and the surrounding. In doing so, the
aforementioned revelation becomes especially jolting and
unsettling, as the body’s absence renders it virtually indis-
tinguishable from the background.
For the philosopher Hans Jonas, the human
embodiment is characterized by the simultaneous expe-
rience of the body as a subject for self-invention and an
object for self-scrutiny.39 While the dynamic interplay be-
tween this dual perspective has enacted highly divergent
modes of embodiment across temporal and cultural ge-
ographies, inherent to the human experience is this gen-
erative tension between the first- and third-person per-
spective. Joanne Entwistle, drawing from Merleau-Ponty’s
37 S. Mendes, “The instagrammability of the runway: architecture, scenography, and the
spatial turn in fashion communications,” Fashion Theory 25, no. 3 (2019): 311-338, https://doi.
org/10.1080/1362704X.2019.1629758.
38 Ibid.
39 H. Jonas, The Phenomenon of Life: Toward a Philosophical Biology (New York: A Delta
Book, 1966): 186-187.
JANE Y. ZHANG 177 AN-ICON
phenomenological approach to embodiment, explores how
this dual perspective of the body is evidenced and enacted
by the act of dressing: “the experience of dress is a sub-
jective act of attending to one’s body and making the body
an object of consciousness and is also an act of attention
with the body.”40 The existence of clothing, especially in its
ornamental context, is not only a product of but the active
site upon which the body functions, according to Berna-
dette Wegenstein, as the “medium for experience itself.”41
Digital garments relocate the site of our dual
perception from the body to its representation by the digital
image –already when the body has become an object of
its own perception, whether in a mental image of ourselves
posing in front of the camera, or in the photomontage pre-
pared for social media. “Contemporary technoscience is
in a unique position to exploit this phenomenological con-
vergence of first- and third-person perspectives,” writes
Wegenstein.42 The word “exploit”– connoting the intentional
instrumentalization and manipulation of fashion – precise-
ly gets at the power of digital fashion: the digital garment
separates and redistributes the dual perspectives along
a temporal axis – our attention with our body is fated to
precede our attunement to our body.
And so, we watch the two headless figures
dance to their own rhythm. When the jacket slips off from
the satin jumpsuit, light directly passes through the regions
uncovered by the garment, leaving a disembodied arm that
nevertheless propels the dancer into the air. As the body
fades into the dark space of projection, what remains is
the outward radiance of the elemental surface. Our frisson
of unease is reframed as an experience of wonder and
40 J. Entwistle, The Fashioned Body (Cambridge: Polity Press, 2015): 118.
41 B. Wegenstein, M.B.N. Hansen, “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical
Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010): 21.
42 Ibid.
JANE Y. ZHANG 178 AN-ICON
enchantment by the closing message: “We are the future.
Wear the future.”43
Characterized by seasonal change and stylistic
variation, the fashion industry actively mobilizes future-ori-
ented rhetoric. Yet, digital fashion offers a specific image
of the future. In the final acts of the animation, the satin
jumpsuit leaps and twirls amidst the fleeting background:
the sunrise over a desert, snow-capped mountains, a blos-
soming flower, great waves of the ocean, thunder, clouds,
the atmosphere of the earth seen from space. Marketing
products made of code instead of cotton, the digital fash-
ion industry brands itself as a sustainable solution to the
perils of climate catastrophe. Rather than interrogating the
patterns of consumption that underlie over-extraction and
waste, the digital fashion industry consistently evokes im-
ages of nature in celebration of the triumph of life.
“The eternity of art becomes a metaphor for the
eternity of the soul, the vitality of trees and flowers become
a metonymy of the vitality of the body…”44 Umberto Eco’s
description of sculptural replicas in California graveyards
possesses strange resonances with the internal logic of
digital fashion. Referring back to Starosielski’s definition,
elements are specific materialities that constitute our eco-
logical conditions. In the animation, it was precisely a flame
emanating from the parka that transformed the background
from an empty cosmos to a colorful creation myth. The
sense of vitality afforded by the hapticity of the elemental
surface is tasked to mediate the premonition of future ca-
tastrophe and to offer a promise of humanity’s continuous
livelihood.
Asserting that the aura of “historical objects”
may be illustrated “with reference to the aura of natural
43 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE, 2022,
YouTube video, 0:58, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed January
10, 2023.
44 U. Eco, Travels in Hyperreality, trans. W. Weaver (San Diego: Harcourt, 1986): 96.
JANE Y. ZHANG 179 AN-ICON
ones,”45 Benjamin depicts a meditative encounter with na-
ture:
If, while resting on a summer afternoon, you follow with your eyes
a mountain range on the horizon or a branch which casts its
shadow over you, you experience the aura of those mountains, of
that branch.46
Comparing the view of the distant mountain
offered by Benjamin with the virtual projection of the land-
scape in the digital fashion concept video, digital garments
indeed appear to testify to the demise of aura in our age
of digital reproduction. And yet, digital fashion is similarly
invested in the interplay between the natural and affective
environment. To situate the phenomenal structure of “at-
mosphere” in dialogue with that of “aura” is to foreground
the primacy of environmental perception in the history of
technological mediation. By expanding the constitution of
media from communicative forms to ecological conditions,
elemental surfaces provide an analytic framework for eco-
critique beyond the study of “nature,” focusing instead on
the perceptual patterns and representational techniques
through which physical and affective environments are felt,
performed, and lived.
Coda
We are familiar with the fairy tale of an emperor
without clothes; now it seems as though our clothes have
lost their emperors. “What we need is the digital body to be
for people to wear our clothing,”47 says Kerry Murphy, the
45 W. Benjamin, “The work of art in the age of mechanical reproduction:” 5.
46 Ibid.
47 “FASHION MADE: The Future of Digital Fashion with Kerry Murphy, The
Fabricant,” Product Innovation, YouTube video, 38:2, 2019, https://www.youtube.com/
watch?v=Up8B9WUoKg4, accessed January 10, 2023.
JANE Y. ZHANG 180 AN-ICON
founder of the pioneering digital fashion brand Fabricant.
For Murphy, as for many others in the industry, the current
coupling of digital garments and physical bodies is only a
transitory phase in the field’s progression toward complete
virtuality. Before that day comes, holding our love and fear
in its fabric, preserving the contours of our hollow form, the
digital garment dances in a world without us.
As new materialisms have argued for the inher-
ent vitality vested in all matter, Mel Y. Chen reminds us that
animacy is political–the assignment of liveliness to bodies
is viscerally bound to the technologies and discourse of
biopower.48 In the same way, as media scholars have in-
creasingly expanded the notion of hapticity beyond phys-
ical tactility, our experience of materiality is nevertheless
structured by nonneutral social relations. What is endowed
with the vitality to “touch us emotionally,”49 and whose life
gets to be touched, staged, and enhanced? The elemental
surface of digital garments reminds us that the questions
of vitality and hapticity are tightly intertwined and invites us
to interrogate their intersecting histories. More concretely,
elemental surfaces beckon us to approach the history of
elements—from its classical inception to its post-classical
legacy—with an eye towards the sensationalization and
environmentalization of life. It is from this vantage point that
digital fashion’s danger emerges alongside its allure, and
our critical intervention emerges alongside constructive
possibilities.
48 M.Y. Chen, Animacies: Biopolitics, Racial Mattering, and Queer Affect (Durham: Duke
University Press, 2012).
49 Böhme, The Aesthetics of Atmospheres: 97.
JANE Y. ZHANG 181 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17124 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17124",
"Description": "Digital garments are tailored computationally and dressed virtually. Intended to be displayed rather than worn, digital fashion exemplifies the function of aesthetic commodities as defined by Gernot Böhme: the production of atmospheres – intangible qualities arising from a material encounter – towards the staging of life. Yet, made from pixels instead of fabric, virtual garments beckon a new conceptual framework for the role of materiality in atmospheric productions. Drawing from new media and affect scholars, this essay traces the display of digital garments across three sites: the e-commerce website, social media, and the runway show. By analyzing the visual and literary production surrounding digital fashion, this essay proposes“elemental surface” as a representational technique and rhetorical strategy through which digital garments produce and intensify the body’s affective presence. Situating Böhme’s formulation of atmosphere in dialogue with the notion of“aura” put forth by Walter Benjamin, the study of digital fashion foregrounds the role of environmental perception in the history of haptic technology.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17124",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Yizeng Zhang",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Aesthetic economy",
"Title": "Clothes with no emperors: the materiality of digital fashion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-01-23",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Yizeng Zhang",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17124",
"firstpage": null,
"institution": "Harvard University",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Aesthetic economy",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wegenstein, B., Hansen, M.B.N., “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010).",
"spatial": null,
"temporal": null,
"title": "Clothes with no emperors: the materiality of digital fashion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17124/17778",
"volume": "1"
}
] | Clothes with
no emperors:
the materiality of
digital fashion
by Jane Y. Zhang
Digital fashion
Materiality
Atmosphere
Hapticity
Aesthetic economy
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Clothes with no
emperors: the materiality
of digital fashion
JANE Y. ZHANG, Harvard University – https://orcid.org/0000-0001-7956-2599
https://doi.org/10.54103/ai/17124
Abstract Digital garments are tailored computationally
and dressed virtually. Intended to be displayed rather than
worn, digital fashion exemplifies the function of aesthetic
commodities as defined by Gernot Böhme: the production
of atmospheres – intangible qualities arising from a mate-
rial encounter – towards the staging of life. Yet, made from
pixels instead of fabric, virtual garments beckon a new
conceptual framework for the role of materiality in atmo-
spheric productions. Drawing from new media and affect
scholars, this essay traces the display of digital garments
across three sites: the e-commerce website, social media,
and the runway show. By analyzing the visual and literary
production surrounding digital fashion, this essay proposes
“elemental surface” as a representational technique and rhe-
torical strategy through which digital garments produce and
intensify the body’s affective presence. Situating Böhme’s
formulation of atmosphere in dialogue with the notion of
“aura” put forth by Walter Benjamin, the study of digital
fashion foregrounds the role of environmental perception
in the history of haptic technology.
Keywords Digital fashion Materiality Atmosphere
Hapticity Aesthetic economy
To quote this essay: Y. Zhang, “Clothes with no emperors: the materiality of digital fashion,” AN-
ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 162-181, https://doi.org/10.54103/
ai/17124
JANE Y. ZHANG 162 AN-ICON
Introduction
Scrolling through an online fashion catalog, you
come across a piece of clothing that reminds you of your
favorite song: it is bold but not too bold, casual with just
the right amount of edge. You add the item to your shop-
ping cart. At checkout, you are asked to upload a photo of
yourself. So you pose in front of the camera, dressed mini-
mally under good lighting. One business day later, instead
of arriving in a package in the mail, the garment appears
as an email attachment in your inbox, carefully composited
onto the photo you have uploaded.
Since its inception in 2008,1 digital clothing has
quickly gained traction in the fashion industry, giving rise to
independent digital fashion houses as well as partnerships
with well-established clothing brands. Daria Shapovalo-
va, the cofounder of DRESSX, summarizes digital fashion
as being “all about how we can replicate the experience
of physical clothes in digital.”2 The statement is counter-
intuitive at first sight. Made from pixels instead of fabric,
digital garments cannot shield our bodies from the bracing
winds of winter or the unwanted gaze of another. But if we
refrain from taking Shapovalova’s statement at face value,
it emerges as a profound commentary on the phenome-
nology of clothing and, by extension, the contemporary
socioeconomic system upon which the fashion industry
operates. For Shapovalova, digital garments are not here to
represent but to replicate. But to replicate what? Interesting
is the absence of a verb: do digital garments replicate the
1 “Carlings: The First-Ever Digital Clothing Collection,” H.R. Watkins III, https://www.
haywoodwatkinsiii.com/digital-clothing-collection, accessed December 7, 2021. In 2018, the
Scandinavian retailer Carlings introduced the first digital fashion collection.
2 “Digital Clothing Is the Future of Fashion | Dell Talks with Daria Shapovalova,” Dell,
YouTube video, 8:12, 2021, https://www.youtube.com/watch?v=iKBePuTOB6U, accessed
January 10, 2023.
JANE Y. ZHANG 163 AN-ICON
experience of wearing “physical” clothes or that of seeing
physical clothes?
Made to be shown rather than worn, digital
fashion displays the functional liberty characteristic of an
aesthetic commodity. The philosopher Gernot Böhme pro-
poses that capitalism has entered a new phase: under the
“aesthetic economy,”3 the value of commodities extends
beyond their physical utility or monetary worth. Aesthetic
economics restructures the dichotomy of the “use value”
and “exchange value,” triangulating them in service of an
independent utility metric: the “stage value.”4 Under this
metric, the aesthetic properties of a product no longer exist
in addition to its ability to satisfy primary needs, but func-
tion towards “the staging, the dressing up and enhance-
ment of life.”5 Observing that the outward presentation of
commodities is emancipated from their material function,6
Böhme refers to the study of atmospheres as engaging in
“poetic phenomenology” – the study of how appearances
come to be.7 Böhme’s phenomenological investment in
the operation of aesthetic commodities aligns convincingly
with Shapovalova’s experiential framing of digital fashion.
For Böhme, the stage value of an aesthetic
commodity arises from its atmosphere. Understood as the
“something more” arising from aesthetic encounters, atmo-
spheres are by definition “intangible” and “indeterminant.”8
As elusive as atmospheres are, they can nevertheless be
theorized at the sites of their production: aesthetic laborers
have long engaged in the skillful manipulation of materiality
– the outward appearance of matter – to create and inten-
sify the atmospheric presence of aesthetic commodities.
3 G. Böhme, Critique of Aesthetic Capitalism, trans. E. Jephcott (Milan: Mimesis International,
2017): 20.
4 Ibid.
5 Ibid.
6 G. Böhme, The Aesthetics of Atmospheres, ed. J.P. Thibaud (Oxon: Routledge, 2017): 144.
7 Ibid.: 33.
8 Ibid.: 29; 30.
JANE Y. ZHANG 164 AN-ICON
While “pure aesthetic materials assume we won’t handle
or touch them,”9 they nevertheless touch and move us
emotionally.10 Bohme’s formulation of atmosphere compli-
cates the reading of digital fashion as a testament to the
dematerializing effect of the capitalist economy on material
relations and social life.11 When all that is solid melts into
air, the air becomes charged with affective presence and
sensory impressions – it becomes an atmosphere.
Given the nonphysical nature of virtual garments,
how exactly does digital fashion engage in the production
of atmospheres? Scholarships in new media studies and
affect theory converge on their emphasis on embodiment
as central to the study of aesthetic mediums. Informed by
theories of embodied perception stemming from philos-
ophers such as Bergson and Merleau-Ponty, new media
scholars have challenged the “immaterial” ontology of vir-
tual technologies.12 Similarly, affect theorists foreground the
porous boundaries between sensory modalities and ges-
tures toward the primacy of hapticity in visual encounters.13
Together, these studies provide additional methodological
tools to investigate the materiality of virtual garments.
This essay traces digital fashion’s atmospheric
production across three sites of its exhibition: the e-com-
merce website, social media, and the runway show. In the
first section, I examine the proliferation of elements – spe-
cific forms of materiality such as water – in digital garment
designs. Drawing from Giuliana Bruno’s work, I introduce
the concept of “elemental surface” as a representation-
al technique utilized by virtual garments to enhance their
9 Ibid.: 146.
10 Ibid.: 97.
11 G. Simmel, The Philosophy of Money, ed. D. Frisby (London - New York: Routledge,
2004): 150.
12 B. Brown, “Materiality,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical Terms for Media
Studies (Chicago - London: The University of Chicago Press, 2010): 49-63; W. Bao, Fiery
Cinema: The Emergence of an Affective Medium in China, 1915-1945 (Minneapolis: University
of Minnesota Press 2015).
13 E. Kosofsky Sedgwick, Touching Feeling: Affect, Pedagogy, Performativity (Durham: Duke
University Press, 2006).
JANE Y. ZHANG 165 AN-ICON
environmental presence. In the second section, I explore
how the digital imposition of virtual garments alters the
background-foreground relationship of existing photo-
graphs, from which the elemental surface emerges as an
index for the sensation of vitality and liveliness. The opera-
tion of hapticity and vitality collides in the third section. By
analyzing digital garments as they appear in an animated
advertisement, I contend that elemental surface mobilizes
contemporary anxieties surrounding the “natural” environ-
ment in service of its construction of an affective milieu.
In the seminal essay, “The work of art in the age
of mechanical reproduction,” Walter Benjamin attributes the
demise of aura to the rise of technologies of reproduction,
such as photography and film.14 Made available for mass
distribution and consumption, the artwork is cut off from
the ritualistic contexts of its exhibition and dispossessed of
its unique presence. Benjamin’s prophetic insight into the
elevated importance of an artwork’s public presentability
directly anticipates the domination of “staging value” man-
dated by aesthetic capitalism. Yet, for Böhme, the mass
circulation of aesthetic productions is accompanied by the
manipulation and intensification of their presence rather
than their depreciation and demise. How might we ap-
proach this generative tension? Digital fashion, by demon-
strating the logic and operation of stage value to its extreme,
is a good place to begin.
The web interface: atmosphere and
hapticity
Digital fashion design is not contingent upon
the market availability of raw materials, nor is it constrained
by the physical attributes of specific fabrics. With the recent
14 W. Benjamin, “The work of art in the age of mechanical reproduction,” trans. H. Zohn, in H.
Arendt, ed., Illuminations: Essays and Reflections (New York: Schocken Books, 1969): 217-251.
JANE Y. ZHANG 166 AN-ICON
integration of Adobe Substance to CLO Virtual Fashion,15
designers can manipulate the material properties of existing
virtual fabric available in online databases, or create a virtual
surface entirely from scratch. Roei Derhi, a Berlin-based
digital fashion designer, describes the fabric selection for
digital garments as “limitless.”16
Despite the wide range of fabric selections
made possible by digital simulation software, digital fash-
ion designers have demonstrated a particular affinity to the
elemental. The classical Greek elements – earth, water, fire,
air – have been cited as the inspiration for a great number
of digital fashion collections, such as that of James Mack
and 2WB.17 Simply entering the keyword “water” yields
over 200 searches among the 2000 articles of clothing in
the DRESSX database, with results ranging from digital
tops, dresses, and earrings.18 Elements, according to the
media scholar Nicole Starosielski, are “defined by their roles
in composition.”19 Understanding elements as constitut-
ing parts extends their scope to encompass other specific
forms of materiality, such as electricity, botanics, and metal –
images similarly popular for digital fashion designers. Given
that the elemental orientation of digital garments does not
correspond to trends in the physical fashion industry, its
medium specificity serves as a generative avenue to begin
our inquiry into the materiality of digital fashion.
“Neon Pillow” (Fig. 1) is a garment designed
by May Ka. Consisting of a padded jacket worn over a
15 “CLO Virtual Fashion Welcomes Substance by Adobe, Jeanologia, and ColorDigital
Integrations to CLO 6.0,” Businesswire (November 11, 2020), https://www.businesswire.com/
news/home/20201111005772/en/CLO-Virtual-Fashion-Welcomes-Substance-by-Adobe-
Jeanologia-and-ColorDigital-Integrations-to-CLO-6.0, accessed January 10, 2023.
16 R. Derhi. Interviewed by the author. November 2021.
17 “James Mack: TERRA MOTUS,” DRESSX, https://dressx.com/products/james-mack-
terra-motus?_pos=1&_sid=2fb6573d9&_ss=r, accessed December 10, 2022; “2WB Artemis,”
DRESSX, https://dressx.com/products/2wb-003?_pos=6&_sid=ca632080c&_ss=r, accessed
December 10, 2022.
18 “DRESSX search for ‘water’,” DRESSX, https://dressx.com/search?q=water, accessed
January 15, 2022.
19 N. Starosielski, “The elements of media studies,” Media+Environment 1, no. 1 (2019)
https://doi.org/10.1525/001c.10780.
JANE Y. ZHANG 167 AN-ICON
knee-length dress, the garment is rendered in a single hue
of sea glass blue. Its pliable, creased underlayer contrasts
texturally with the smooth voluminous shoulder panels. Yet,
the airy silhouette is softened by the drapery’s crinkled tips
and deflated hemlines. A thin sheet of puffer insulator folds
into a skirt with a simple side slit. The fabric combines the
plasticity of polyester with the reflective glare of satin. Not
only does the digital textile resemble existing fabric, the
specific details of its seams and patchwork are also me-
ticulously rendered.
Fig. 1. The Neon Pillow, May Ka,
https://dressx.com/collections/may-ka/products/
total-neon-pillow, accessed January 15, 2022.
Prior to the popularization of digital garments,
the fashion industry has already become increasingly de-
pendent on haptic technologies – “computational systems
and applications aiming to artificially reproduce the sense
of touch.”20 With the rise of online fashion retailing, clothes
were made available for purchase on e-commerce websites
20 L. Cantoni, M. Ornati, “Fashiontouch in e-commerce: an exploratory study of surface
haptic interaction experiences,” in F.H. Nah, K. Siau, eds., HCI in Business, Government and
Organizations, vol. 12204 (Cham: Springer, 2020): 493-503, 494 https://doi.org/10.1007/978-3-
030-50341-3_37.
JANE Y. ZHANG 168 AN-ICON
and social media; the physical constraints placed by the
COVID-19 epidemic lockdowns further encouraged fashion
stores to migrate to online platforms.21 While devices such
as the touch screen and the mouse enabled the simula-
tion of physical touch, the two-dimensional affordances of
mobile and laptop screens generated the need to simulate
tactility through visualization technologies. “You can wear
fire, you can wear lightning, those things are done with the
same sense of fashion – what kind of fire? Wings or glitter?”
asks Derhi,22 gesturing to the importance of textural details
in the rendering of digital garments. The “limitless” potential
of fabric selection does not translate to their freedom from
perceptual constraints.
In addition to the employment of visualization
technologies, digital fashion designers have turned to repre-
sentational and narrative techniques to enhance the haptic-
ity of digital garments. Freed from the need to resemble ex-
isting fabric yet striving to visually simulate tactile surfaces,
digital garments self-knowingly plunge into the elemental.
On the website of DRESSX, the first and biggest retailer of
digital fashion clothing, each garment is accompanied by
a designer’s statement. May Ka’s description of her design
reads as follows:
This bubble put May Ka to sleep. She felt her feet were going to-
wards something new, but her footsteps were inaudible. Falling
into the deep water. Will she be able to breathe? The water is not
transparent, but she have never seen so clear until now [sic].23
Ka describes the inspiration behind her piece as
the pillow that accompanies her to sleep, whereupon the act
of dreaming resembles “falling into deep water.” When viewed
21 Ibid.
22 R. Derhi, Interviewed by the author. November 2021.
23 “Ma Ka: Abstract Rose,” DRESSX, https://dressx.com/products/abstract-rose?_pos=57&_
sid=ac38fecdf&_ss=r, accessed January 10, 2021.
JANE Y. ZHANG 169 AN-ICON
with the imagery of water in mind, the materiality of the digital
garment takes on a new dimension. The reflective fabric evokes
the placid surface of a lake on a sunny day. The softness of
the underlayer now takes on the fluidity characteristic of liquid
as a state of matter. The sagging form of the drapery gestures
towards the downward haul of gravity as one sinks into the
water, just as the airy silhouette connotes a state of buoyan-
cy–an opposing movement that casts the body in a state of
suspension. As an existing substance, water brings to mind a
particular combination of physical attributes. When Ka evokes
the element of water to describe the experience of wearing the
dress, specific visual details of the garment converse with each
other, take on additional meaning, and cohere into a tangible
surface. After all, what can evoke material presence better than
the constituting units of matter itself?
The technology of clothes simulation has centered
around the visualization of “surfaces,” a word that permeates
the field of textile engineering.24 Rather than describing the ma-
teriality of digital fashion as made up of elemental images, it is
more suitable to understand its composition as an “elemental
surface.” The phrase might appear oxymoronic at first sight.
Whereas elements are by nature fundamental and deep-seated,
“surface” are merely skin-deep. The media scholar Giuliana Bru-
no challenges dismissive readings of surface as ornamental and
superficial, turning instead to surface as a generative conceptu-
al framework to engage with the materiality of images: “Surface
matters in the fabrics of the visual, for it is on the surface that
textures come alive and the ‘feel’ of an aesthetic encounter can
develop.”25 The phrase “‘feel’ of aesthetic encounter” dovetails
with Böhme’s formulation of atmosphere as the defining charac-
teristic of aesthetic production. It is at the interface of surfaces
that the atmosphere becomes sensible. Viewed in this light,
24 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: Theory and Practice (Cham: Springer,
2000).
25 G. Bruno, “Surface encounters: materiality and empathy,” in D. Martin, ed., Mirror-Touch
Synesthesia (Oxford: Oxford University Press, 2017): 107-125, 118.
JANE Y. ZHANG 170 AN-ICON
the invocation of elements emerges as a representational – or,
in Böhme’s words, “presentational” technique through which
virtual garments mobilize our prior conceptions of matter to
generate a greater sense of environmental presence.
To attend to surfaces is to engage with media as
environments. In her study of early Chinese cinema, the me-
dia scholar Bao Weihong describes affect as the “platform/
interface of experience produced by media technology and
media aesthetic in interaction with the perceptual subjects.”26
In this sense, affect does not designate any singular medium
or sensory modality, but instead constitute a condition of me-
diation that envelops individuals and machines and redraws
their intimate boundaries. In Ka’s description, water envelops
the dreamer just as the digital garment encloses the wearer.
Water becomes an intermediary substance through which
the dreamer confronts her “fears and anxieties” and sees the
world with heightened lucidity. Surfaces “hold affect in its fabric”
and enable “the passage of empathy,” writes Bruno.27 When
beckoned to interact with the body and its surroundings, the
environmentalizing tendency of the elemental surface is further
dramatized. In the next section, I situate Ka’s garment in the
context of its intended function: to be worn and displayed by
the human body.
The DF image: atmosphere and vitality
Digital garments are sold digitally and dressed
digitally. To wear a digital garment is to superimpose its form
onto an existing photograph with the help of graphic engineer-
ing technologies. This procedure is accomplished through the
use of “collision detection,”28 a computation technique that
simulates the points of contact between the virtual fabric and
26 W. Bao, Fiery Cinema: The Emergence of an Affective Medium in China, 1915-1945: 12.
27 G. Bruno, “Surface tension, screen space,” in S. Saether, S. Bull, eds., Screen Space
Reconfigured, (Amsterdam: Amsterdam University Press, 2020): 35-55, 28.
28 P. Volino, N. Magnenat-Thalmann, Virtual Clothing: 6.
JANE Y. ZHANG 171 AN-ICON
the surrounding objects. Despite having little effect on the ap-
pearance of the virtual garment as an independent entity, the
importance of collision detection becomes readily apparent
when we examine the entirety of the digital fashion image (here-
on referred to as the DF image).
In Fig. 2, shadows enable a dialogue between the
wearer’s body and the virtual garment. The bottom rim of the
dress projects its silhouette on the thighs of its wearer, assert-
ing itself as a material surface that receives the light in place of
the wearer’s skin. Shadows project an entity’s image upon a
foreign surface. By insisting on its ability to rechannel the light,
the dress appears under the same sunlight as the body. In the
lower right corner of the image, the shape of the body’s shad-
ow takes on the silhouette of the garment. Not only does the
garment envelope the wearer, it environmentalizes the body to
converse with the soft, chilly grass on a winter morning.
Fig. 2. The Neon Pillow purchased from
DRESSX, Cambridge, December 2022
(photographed by the author).
January 15, 2022.
JANE Y. ZHANG 172 AN-ICON
The digital reflects light just as it displaces light.
Under the piercing sun, the dress’ monochromatic surface
takes on a new life. No longer enveloped by solid hues of gen-
tle blue, the garment now radiates in a purple glow marked
by overexposed highlights. Hints of green make their way
to the outer edges of the garment, gradually intensifying as
they approach the lawn and foliage in the background.
Through the skillful manipulation of shadows
and reflection, the DF image is no longer a replica of the
original photograph with the addition of the digital garment.
Rather, it strives toward the overarching reality of the index-
ical and causally affirms the existence of the constellation
it depicts.
Given that the staging of the digital garment
implicates the entire photographic image, digital fashion’s
concern with visual congruency manifests prior to the cre-
ation of the DF image. Clicking into the tab “How to Wear”
on the DRESSX website, an alternative title immediately
appears: “Choose the right picture: recommendation for
receiving the best photo looks.” The requirements for the
photo fall under four groups: natural light, fitted clothes,
high quality (photograph), and uncovered parts. While the
expectation for compact clothing pertains to the appear-
ance of the body, the demand for natural lighting concerns
the environmental setup.29 In an earlier version of the web-
page, the list also asked the buyer to locate themselves
relatively close to the camera to ensure “less background.”30
Digital fashion demands from the wearer not only a body
but a context, where the physical environment becomes
an integral part of the process of “wearing” the clothes.
Clothing is external to the body yet an exten-
sion of the body. It is at once the interface upon which the
body and the external world come into contact, but also
29 “How to wear DRESSX and digital fashion,” DRESSX, https://dressx.com/pages/help,
accessed January 15, 2021.
30 Ibid.
JANE Y. ZHANG 173 AN-ICON
the veil that separates the body from its immediate sur-
rounding. This dynamic is perfectly captured by Emanuele
Coccia, “[The dress] does not act directly upon our own
anatomical body or the media that surround it, but rather
it incorporates extraneous fragments of the world, foreign
bodies through which our self is made to appear.”31 Al-
exander Knight, a London-based digital fashion designer,
affirms this statement through his description of pockets:
It brings me joy to see something crazy and then see the details.
Like when you see a Versace evening gown with a pocket, and
the model walking down the runway with their hands in the pocket.
I guess it gives it life. Digital garments can have a cold, static, and
unlivable quality to them. Giving it these details gives it life.32
Knight does not employ the rhetoric of realism,
describing the ideal of digital garments instead as a state
of aliveness. Serving as a container for not only the body
but also parts of an external world, the pocket signifies a
garment’s potential to enter into relationships with others.
Having a pocket allows digital garments to make a promise
of everyday companionship: the wearer’s hand, keys and
wallet, a bus ticket, a crumpled piece of candy wrapper. In
doing so, pockets endow the garment with “life.” To sim-
ulate the experience of wearing physical clothes entails
more than appearing unedited; it demands no less than to
situate garments alongside the living so that they in turn
take on a life of their own.
Read this way, the DF image reaches beyond
the synthetic towards the additive. The color of the gar-
ment is more vibrant than the skin of the wearer, and its
form more dynamic than the posture of the body it adorns.
The difference in luminosity and animacy is not only one of
31 E. Coccia, Sensible Life: A Micro-Ontology of the Image, trans. S.A. Stuart (New York:
Fordham University Press, 2016): 28.
32 A. Knight. Interviewed by the author. November 2021.
JANE Y. ZHANG 174 AN-ICON
quantity but quality: the resolution of the dress is decidedly
higher than that of the original photo. The virtual garment
creates a unique region of clarity, ushering forth a sense
of saliency impossible to be captured by a digital camera
from the same distance away. The elemental surface steps
forward in an outward radiance, endowing an otherworldly
vitality to the concrete and ordinary. The seamless photo-
graphic overlay creates an image of pictorial rupture – not
from a sense of visual incongruity but, quite to the contrary,
the hypersensitivity between the figure and ground. Similar
to the pocket, the digital garment’s ability to respond to
the body and the environment not only serves to conjure
a realistic image, but one that feels convincingly and dra-
matically alive.
The language of life and liveliness permeates
Böhme’s theorization surrounding aesthetic commodities.
Describing the perceptual effect of atmospheres, Böhme
writes, “the establishment of a world of images on the sur-
face of reality, or even independently of it, may well serve
the intensification of life.”33 The function of aesthetic com-
modities is “made of their attractiveness, their glow, their
atmosphere: they themselves contribute to the staging, the
dressing up, and the enhancement of life.”34 The perceptual
pattern and affective construction of digital garments relo-
cate Böhme’s invocation of “life” from the general condition
of living to the immediate sensation of vitality. The elemen-
tal surface of digital fashion is not only elemental because
it evokes hapticity through the portrayal of specific forms
of materiality, but also because it endows a fundamental
feeling of liveliness to the body it claims to envelop.
The reciprocity between hapticity and vitality
has been evoked by Bruno when she describes the sur-
face as the site in which “textures come alive.”35 In the
33 G. Böhme, The Aesthetics of Atmospheres: 199.
34 G. Böhme, Critique of Aesthetic Capitalism: 21.
35 G. Bruno, “Surface encounters: materiality and empathy:” 118.
JANE Y. ZHANG 175 AN-ICON
next section, I examine digital garments as they appear in
a virtual runway animation in order to further excavate the
mode of embodiment enacted by the elemental surface of
digital fashion.
The virtual runway: atmosphere and
embodiment
A silver parka comes to life within the first three
seconds. An orange thread slithers into the right-hand
sleeve, followed by the contraction of the backside pad-
ding. As the full parka comes into view, additional strands
fly into the frame, endowing form to an otherwise slackened
figure. With its arms outstretched, the parka inhales for the
first time with the simultaneous compression of its seam
lines – rapidly yet unfalteringly assembled almost as if by its
own will. A single decisive zip renders the garment upright,
and a hood pops into place. The resurrection is complete.
Such was the opening sequence to a commer-
cial on digital fashion.36 The creative team, not so subtly
named “ITSALIVE,” offers us a glimpse into the worldbuild-
ing of industry. As the virtual garment appears increasingly
alive, the body and its surroundings take on an inert and
lifeless quality. This perceptual pattern, already evident in
the DF image, is further dramatized by the advertisements
and runway shows released by the digital fashion industry.
As the animation progresses, flame emanates
from the parka just as the music picks up, unleashing dy-
namic dashes of green and silver light that illuminates the
dark background. Just as the parka begins to dance, a
satin jumpsuit walks up to the parka and unveils its head
mask. A moment of revelation follows: there was nothing
36 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE,
YouTube video, 0:58, 2022, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed
January 10, 2023.
JANE Y. ZHANG 176 AN-ICON
underneath. What we had assumed to be a mannequin has
been a hollow void all along.
In a sense, physical runway shows have be-
come “digital” decades before the rise of digital fashion.
With the rise of Instagram and other forms of digital media
platforms, the clothing commodity is staged with its after-
life as a photograph or short video in mind.37 One of the
most notable impacts on fashion photography, as noted by
Silvano Mendes, was the elevated importance of runway
scenography. A runway show constitutes an intermedial
event, and its success depends on the close collaboration
between fashion designers, stage designers, architects,
and photographers.38 On the other hand, just as digital
garments are made from pixels rather than textiles, digital
fashion shows prefer computer animation over live-action
footage. Rather than employing specific staging technol-
ogies such as fog machines or lighting equipment, digital
fashion commercials employ 3D animation to portray the
product, its wearer, and the surrounding. In doing so, the
aforementioned revelation becomes especially jolting and
unsettling, as the body’s absence renders it virtually indis-
tinguishable from the background.
For the philosopher Hans Jonas, the human
embodiment is characterized by the simultaneous expe-
rience of the body as a subject for self-invention and an
object for self-scrutiny.39 While the dynamic interplay be-
tween this dual perspective has enacted highly divergent
modes of embodiment across temporal and cultural ge-
ographies, inherent to the human experience is this gen-
erative tension between the first- and third-person per-
spective. Joanne Entwistle, drawing from Merleau-Ponty’s
37 S. Mendes, “The instagrammability of the runway: architecture, scenography, and the
spatial turn in fashion communications,” Fashion Theory 25, no. 3 (2019): 311-338, https://doi.
org/10.1080/1362704X.2019.1629758.
38 Ibid.
39 H. Jonas, The Phenomenon of Life: Toward a Philosophical Biology (New York: A Delta
Book, 1966): 186-187.
JANE Y. ZHANG 177 AN-ICON
phenomenological approach to embodiment, explores how
this dual perspective of the body is evidenced and enacted
by the act of dressing: “the experience of dress is a sub-
jective act of attending to one’s body and making the body
an object of consciousness and is also an act of attention
with the body.”40 The existence of clothing, especially in its
ornamental context, is not only a product of but the active
site upon which the body functions, according to Berna-
dette Wegenstein, as the “medium for experience itself.”41
Digital garments relocate the site of our dual
perception from the body to its representation by the digital
image –already when the body has become an object of
its own perception, whether in a mental image of ourselves
posing in front of the camera, or in the photomontage pre-
pared for social media. “Contemporary technoscience is
in a unique position to exploit this phenomenological con-
vergence of first- and third-person perspectives,” writes
Wegenstein.42 The word “exploit”– connoting the intentional
instrumentalization and manipulation of fashion – precise-
ly gets at the power of digital fashion: the digital garment
separates and redistributes the dual perspectives along
a temporal axis – our attention with our body is fated to
precede our attunement to our body.
And so, we watch the two headless figures
dance to their own rhythm. When the jacket slips off from
the satin jumpsuit, light directly passes through the regions
uncovered by the garment, leaving a disembodied arm that
nevertheless propels the dancer into the air. As the body
fades into the dark space of projection, what remains is
the outward radiance of the elemental surface. Our frisson
of unease is reframed as an experience of wonder and
40 J. Entwistle, The Fashioned Body (Cambridge: Polity Press, 2015): 118.
41 B. Wegenstein, M.B.N. Hansen, “Body,” in W.J.T. Mitchell, M.B.N. Hansen, eds., Critical
Terms for Media Studies (Chicago-London: The University of Chicago Press, 2010): 21.
42 Ibid.
JANE Y. ZHANG 178 AN-ICON
enchantment by the closing message: “We are the future.
Wear the future.”43
Characterized by seasonal change and stylistic
variation, the fashion industry actively mobilizes future-ori-
ented rhetoric. Yet, digital fashion offers a specific image
of the future. In the final acts of the animation, the satin
jumpsuit leaps and twirls amidst the fleeting background:
the sunrise over a desert, snow-capped mountains, a blos-
soming flower, great waves of the ocean, thunder, clouds,
the atmosphere of the earth seen from space. Marketing
products made of code instead of cotton, the digital fash-
ion industry brands itself as a sustainable solution to the
perils of climate catastrophe. Rather than interrogating the
patterns of consumption that underlie over-extraction and
waste, the digital fashion industry consistently evokes im-
ages of nature in celebration of the triumph of life.
“The eternity of art becomes a metaphor for the
eternity of the soul, the vitality of trees and flowers become
a metonymy of the vitality of the body…”44 Umberto Eco’s
description of sculptural replicas in California graveyards
possesses strange resonances with the internal logic of
digital fashion. Referring back to Starosielski’s definition,
elements are specific materialities that constitute our eco-
logical conditions. In the animation, it was precisely a flame
emanating from the parka that transformed the background
from an empty cosmos to a colorful creation myth. The
sense of vitality afforded by the hapticity of the elemental
surface is tasked to mediate the premonition of future ca-
tastrophe and to offer a promise of humanity’s continuous
livelihood.
Asserting that the aura of “historical objects”
may be illustrated “with reference to the aura of natural
43 “Digital Clothes Production | Virtual Wear Development | Digital Fashion,” ITSALIVE, 2022,
YouTube video, 0:58, https://www.youtube.com/watch?v=zDAsRGOqx0o, accessed January
10, 2023.
44 U. Eco, Travels in Hyperreality, trans. W. Weaver (San Diego: Harcourt, 1986): 96.
JANE Y. ZHANG 179 AN-ICON
ones,”45 Benjamin depicts a meditative encounter with na-
ture:
If, while resting on a summer afternoon, you follow with your eyes
a mountain range on the horizon or a branch which casts its
shadow over you, you experience the aura of those mountains, of
that branch.46
Comparing the view of the distant mountain
offered by Benjamin with the virtual projection of the land-
scape in the digital fashion concept video, digital garments
indeed appear to testify to the demise of aura in our age
of digital reproduction. And yet, digital fashion is similarly
invested in the interplay between the natural and affective
environment. To situate the phenomenal structure of “at-
mosphere” in dialogue with that of “aura” is to foreground
the primacy of environmental perception in the history of
technological mediation. By expanding the constitution of
media from communicative forms to ecological conditions,
elemental surfaces provide an analytic framework for eco-
critique beyond the study of “nature,” focusing instead on
the perceptual patterns and representational techniques
through which physical and affective environments are felt,
performed, and lived.
Coda
We are familiar with the fairy tale of an emperor
without clothes; now it seems as though our clothes have
lost their emperors. “What we need is the digital body to be
for people to wear our clothing,”47 says Kerry Murphy, the
45 W. Benjamin, “The work of art in the age of mechanical reproduction:” 5.
46 Ibid.
47 “FASHION MADE: The Future of Digital Fashion with Kerry Murphy, The
Fabricant,” Product Innovation, YouTube video, 38:2, 2019, https://www.youtube.com/
watch?v=Up8B9WUoKg4, accessed January 10, 2023.
JANE Y. ZHANG 180 AN-ICON
founder of the pioneering digital fashion brand Fabricant.
For Murphy, as for many others in the industry, the current
coupling of digital garments and physical bodies is only a
transitory phase in the field’s progression toward complete
virtuality. Before that day comes, holding our love and fear
in its fabric, preserving the contours of our hollow form, the
digital garment dances in a world without us.
As new materialisms have argued for the inher-
ent vitality vested in all matter, Mel Y. Chen reminds us that
animacy is political–the assignment of liveliness to bodies
is viscerally bound to the technologies and discourse of
biopower.48 In the same way, as media scholars have in-
creasingly expanded the notion of hapticity beyond phys-
ical tactility, our experience of materiality is nevertheless
structured by nonneutral social relations. What is endowed
with the vitality to “touch us emotionally,”49 and whose life
gets to be touched, staged, and enhanced? The elemental
surface of digital garments reminds us that the questions
of vitality and hapticity are tightly intertwined and invites us
to interrogate their intersecting histories. More concretely,
elemental surfaces beckon us to approach the history of
elements—from its classical inception to its post-classical
legacy—with an eye towards the sensationalization and
environmentalization of life. It is from this vantage point that
digital fashion’s danger emerges alongside its allure, and
our critical intervention emerges alongside constructive
possibilities.
48 M.Y. Chen, Animacies: Biopolitics, Racial Mattering, and Queer Affect (Durham: Duke
University Press, 2012).
49 Böhme, The Aesthetics of Atmospheres: 97.
JANE Y. ZHANG 181 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18166 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18166",
"Description": "The paper presents the theoretical assumptions and the way of conducting an experimental course on the Phenomenology of Space designed for architects and interior designers.\nThe course made use of virtual reality to allow students to directly experience the perceptive and cognitive effects induced by the forms of space, colour, the texture of materials, and light. Virtual reality was also the medium that made it possible to translate certain philosophical concepts related to the phenomenology of space into an experiential and applicative field close to the sensitivity and spatial culture of the designers.\nThe themes addressed gave rise to a progressive development that allowed students to develop an increasingly complex project and experiment with increasingly complex issues. The course began with the phenomenology of thresholds, and continued with the analysis of field and synesthesia, the phenomenology of atmospheres, and the analysis of orientation and mind maps. In each of these areas of research and experimentation, the common thread remained the relationship between the body and space. The article also presents the exercises proposed to the students and an overall assessment of the teaching experience.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18166",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Matteo Vegetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Education",
"Title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Operational An-Icons",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-03",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Matteo Vegetti",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18166",
"firstpage": null,
"institution": "Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera Italiana",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Education",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Verlag, 2006).",
"spatial": null,
"temporal": null,
"title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18166/17780",
"volume": "1"
}
] | Phenomenology
of space and virtual
reality. An experimental course
for students
by Matteo Vegetti
in architecture
Phenomenology
Virtual reality
Achitecture
Philosophy
Education
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Phenomenology of space and
virtual reality. An experimental
course for students in
architecture
MATTEO VEGETTI, Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera
Italiana – https://orcid.org/0000-0002-5149-8609
https://doi.org/10.54103/ai/18166
Abstract The paper presents the theoretical assumptions and
the way of conducting an experimental course on the Phenom-
enology of Space designed for architects and interior designers.
The course made use of virtual reality to allow stu-
dents to directly experience the perceptive and cognitive effects
induced by the forms of space, colour, the texture of materials,
and light. Virtual reality was also the medium that made it pos-
sible to translate certain philosophical concepts related to the
phenomenology of space into an experiential and applicative
field close to the sensitivity and spatial culture of the designers.
The themes addressed gave rise to a progressive
development that allowed students to develop an increasingly
complex project and experiment with increasingly complex is-
sues. The course began with the phenomenology of thresholds,
and continued with the analysis of field and synesthesia, the
phenomenology of atmospheres, and the analysis of orienta-
tion and mind maps. In each of these areas of research and
experimentation, the common thread remained the relationship
between the body and space. The article also presents the ex-
ercises proposed to the students and an overall assessment of
the teaching experience.
Keywords Phenomenology Virtual reality Achitecture
Philosophy Education
To quote this essay: M. Vegetti, “Phenomenology of space and virtual reality. An experimental course for
students in architecture,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 184-
229, https://doi.org/10.54103/ai/18166
MATTEO VEGETTI 184 AN-ICON
Presentation of the course
Virtual reality (VR) holds educational potential
of great interest for all disciplines that deal with spatiali-
ty, and even more for those, like architecture, that have a
privileged relationship with lived space, that is to say with
the interaction between the body and its environment. I at-
tempted to demonstrate this thesis through the conception
and development of a course on Phenomenology of space
that makes use of virtual reality to study the perceptual
effects of architectural design.
The course began as a research project funded
by an internal call for proposals in the Department of en-
vironments, construction, and design of the University of
Applied Sciences and Arts of Southern Switzerland (SUP-
SI-DACD, Mendrisio, Switzerland) dedicated to digitization.
From the outset, its implementation required the formation of
a small interdisciplinary research team. It included, alongside
myself, philosopher and professor of spatial theory Pietro
Vitali (architect and professor of the degree course in inte-
rior architecture), Matteo Moriani (architect and assistant
for the course developed by this project), and Marco Lurati
(interaction designer and lecturer). In contrast to what often
occurs, the collaboration between different areas of exper-
tise in our case had a material character. The task of taking
care of the content and educational aims of the course fell
to me, as philosopher, while that of dealing with questions
related to more strictly architectural aspects fell to the de-
signers, who then guided the students in their design work.
The interaction designer, finally, had the task not only of
making the course possible through the development of
the technology and the necessary programming, but also
of teaching students how to carry out design in VR and the
relevant programs (Twinmotion in particular). As is clear, no
member of the working group could have proceeded without
the aid of the others. The final goal was to create a course
in phenomenology applied to architecture with the help of
Oculus Quest 2 headsets. In other words, rather than just
learning theories, the students would need to sharpen their
MATTEO VEGETTI 185 AN-ICON
spatial sensibility by experimenting with these theories in
a virtual environment. The challenge was thus double: on
one hand to offer a course on applied philosophy, and on
the other to introduce virtual reality into a theoretical course,
making it the tool for the application of theory.
In addition to this, in an almost unconscious,
seemingly instrumental way, the students would need to
learn sophisticated programming languages, a skill that is
also useful from a professional standpoint.
Background
Virtual Reality has recently emerged in archi-
tecture and the arts as novel means for visualizing different
design solutions and for building up the design model and
its virtual environment.
Similar to these applications, VR is commonly
used in architectural education in the design process, as it
provides the designer with an image to create the spatial
and topological relationships of a project. Although the use
of VR for teaching purposes is not yet widespread in archi-
tecture faculties (in Europe at least), its pedagogical effec-
tiveness has been clearly documented.1 Several studies on
the pedagogical function of VR in architectural studies have
shown that the use of VR increases the awareness of de-
signer during designing in terms of the structural properties
and component assembly of a structural system,2 helps stu-
dents’ way of thinking, critical thinking, and problem-solv-
ing activities,3 creates the possibility to “feel like being in
the place,”4 strengthens the memory and awareness of the
1 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process,” Automation in Construction 141 (2022): 1-19, https://doi.org/10.1016/j.
autcon.2022.104393.
2 W.A. Abdelhameed, “Virtual reality in architectural design studios: a case of studying
structure and construction,” Procedia Computer Science 25 (2013): 220-230, https://doi.
org/10.1016/j.procs.2013.11.027.
3 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
4 T. Chandrasekera, K. Fernando, L. Puig, “Effect of degrees of freedom on the sense of
presence generated by virtual reality (VR) head-mounted display systems: a case study on the
use of VR in early design studios,” Journal of Educational Technology Systems 47, no.4 (2019):
513-522.
MATTEO VEGETTI 186 AN-ICON
spatial configuration,5 augments “spatial abilities” in stu-
dents,6 trains the capacity to switch naturally from a planar
representation of space to a 3D representation of the same
space.7 To cite a concrete experience, Johan Bettum, pro-
fessor of architecture at the Städelschule, has used virtual
reality in the master degree studio Architecture and Aes-
thetic Practice at Städelschule Architecture Class (Frank-
furt) as a laboratory for spatial inquiries in relation to sub-
jective experience, the construction of reality and the role
of images in regimes of representation. These experiments
consisted in designing immersive environments where ar-
chitecture has been explored through the computerized
representation of forms and spaces. According to the inten-
tions of the course, this digitally produced realm of images
supplemented and often supplanted the traditional role of
drawing in the contemporary design process.8 A second
research experiment on the integration of VR in the cur-
riculum at architecture schools, took place at the College
of Architecture and Planning (CAP) of Ball State University.
For three years in a row, the CAP created a design virtual
environment for 2nd year students, making use of an HMD
(Head Mounted Display). The CAP VR Environment aimed
to support the actual architectural design process, therefore
aiding the process of learning how to design, rather than
limiting its use as a visualization tool. In the practical terms,
the immersive simulation of an actual design project (the
lobby of a small hotel) was intended to enable students to
recreate the architectural characteristics of the space, elic-
iting an appraisal of their architectural spatial experience.
According to the author, the ability to navigate through
5 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience,” Ambiences. Environment Sensible, Architecture et
Espace Urbain 1 (2015): 1-23, https://doi.org/10.4000/ambiances.594.
6 T. Chandrasekera, S.Y. Yoon, “Adopting augmented reality in design communication:
focusing on improving spatial abilities,” The International Journal of Architectonics, Spatial
and Environmental Design 9, no.1 (2015): 1-14, http://dx.doi.org/10.18848/2325-1662/CGP/
v09i01/38384; M. Schnabel, T. Kvan, E. Kruijff, D. Donath, “The first virtual environment design
studio,” 19th eCAADe Conference Proceedings. Helsinki (2001): 394-400.
7 J. Milovanovic, G. Moreau, D. Siret, F. Miguet, “Virtual and augmented reality in architectural
design and education. An immersive multimodal platform to support architectural pedagogy,”
17th International Conference, CAAD Futures 2017, Istanbul, Turkey.
8 J. Bettum, Architecture, Futurability and the Untimely (Bielefeld: transcript Verlag, 2022).
MATTEO VEGETTI 187 AN-ICON
the simulated lobbies turned out to be key to capture the
architectural spatial experience and perceive the aesthetic
emotion and/or symbolic meaning embedded in the proj-
ects.9
A further type of studies attempted to demon-
strate, through an experimental design that also involved
students from a design class at the Milan Polytechnic, the
possibility of recreating complex spatial qualities through
VR, for example investigating how multisensoriality (scent
in particular) affects the realism of the experience contrib-
uting to increase the users’ sense of presence in the virtual
environment.10
Although in some ways apparently akin to the
case studies cited, it must be borne in mind that the course
we experimented with differs first and foremost from them
for the basic reason that it does not fall within the scope
of architecture, but of philosophy applied to space (a phi-
losophy with a phenomenological orientation). The aim of
the pedagogical experiments conducted is therefore not
related to design, but to the understanding of the body-
space relationship, with a specific focus on the modalities
of sensory perception. In other words, thanks to virtual re-
ality, the students were able to experiment in various ways,
according to a number of controlled possibilities, how the
manipulation of certain variables (positions of openings,
colors, scales, relationships between objects in space, arti-
ficial lights, sequences of spaces) impact the spatial expe-
rience on a perceptive and cognitive level. The aim was not
to obtain a realistic representation of space, nor was it to
learn about and visualize certain spaces and construction
processes through VR. The aim was rather to verify with
one’s own (virtual) body the perceptual effects induced by
9 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience.”
10 M. Carulli, M. Bordegoni, U. Cugini, “Integrating scents simulation in virtual reality
multisensory environment for industrial products evaluation,” Computer-Aided Design &
Applications 13, no. 3 (2016): 320-328, https://doi.org/10.1080/16864360.2015.1114390.
MATTEO VEGETTI 188 AN-ICON
certain design choices, and to develop a method to derive
generalizable knowledge from experience.
Although the aforementioned studies have
provided the course with useful information and a set of
important examples regarding the didactic use of VR in
architecture, there is - to the best of my knowledge - no
previous use of VR in phenomenology of space.
Theoretical framework
Phenomenology is undoubtedly the theoret-
ical orientation most closely related to the intelligence of
architects, who are accustomed to thinking about space
“live,” so to speak. Among the characteristic abilities of
the architect are the capacity to consider the relationship
between spaces and bodies, to imagine the atmosphere
of environments and the way in which shape, color, and
spatial scale influence our experience of them, and to or-
ganize solids and voids, exteriors and interiors, the visible
and the invisible, light and shadow, volumes and matter, as
though they were elements of an aesthetically expressed
spatial language. It is precisely this sort of sensibility that
the course sought to thematically develop, strengthening
students’ awareness of and ability to design perceptual (i.e.,
not only spatial) environments imbued with cognitive and
emotional meanings. To best realize the desired encounter
between philosophy and architecture in this pre-categor-
ical level of spatial experience, I found it useful to refer to
phenomenology broadly defined, broadly enough to include
Gestalt psychology and some elements of behaviorist psy-
chology. Before giving a synopsis of the thematic contents
of the course, it will be necessary to evaluate the contribu-
tion that virtual reality can offer to the encounter between
phenomenology and architecture, mediating between their
languages. VR’s potential consists in its particular quali-
ties as an immersive medium, or more specifically in its
MATTEO VEGETTI 189 AN-ICON
capacity to insert perception into an immaterial, interactive,
and programmable Umwelt.
The first aspect is perhaps the most important.
If there is a single quality that the spatial intelligence of the
architect must necessarily develop during the course of
study, it lies in the capacity to move from an understand-
ing of space based on plans—made up of lines, symbols,
numbers, and so on—to a subjective understanding, ideally
placed in the space that those signs represent abstractly.
The passage from an objective and external gaze (the one
that reads the plan) to an internal, embodied one, capable
of bringing the signs to life in a volumetric space and cor-
porealizing them, is normally entrusted to the imagination.
But given the complexity of this mental operation, it is al-
ways necessary to turn to a plurality of media: sketches,
models, photographs of the models taken from the inside,
rendering, etc.
None of these tools, however, is capable of
physically including the subject, who thus continues to
have a distanced and disembodied understanding of space.
Given the importance of the role that the body plays in
spatial experience, it is clear that the value of virtual reality
lies in the possibility of transferring the subject inside of the
space of representation, in such a way that allows them to
have a direct, aesthetic, and even synesthetic experience.
Thanks to VR, the architect can jump in and out of the rep-
resentation: he or she can “enter the plan,” making it into an
immersive experience, and then exit, modify the design on
the basis of this experience, and finally return to the virtual
space to check the outcome of the operation. This move-
ment in and out of the space of representation provides
the intelligence of the architect with a new medium; this is
not, however, virtual reality, but rather his or her own body
as an “analogical” tool, one that provides an analog to em-
bodied sensory experience. On the one hand, virtual space
replicates the intentional structure that the world presents
to us: space moves with me, shows itself and hides itself
in relation to my gaze, and declares its secondary qualities
(for example, showing itself to be narrow and oppressive,
MATTEO VEGETTI 190 AN-ICON
or disorienting —all qualities that are related to a certain
kind of subjective experience.). On the other hand, even if
they are “embedded” in a virtual environment, the subjects
still maintain an interior distance, a remainder of objectiv-
ity; they know that they are in a representation, just like at
every moment they know that their own body is only an
analogon of the sentient one, which allows them to have
a mediated, self-observed experience, and to register its
effects. If virtual space is a distant relative of the sketchpad,
the body that explores virtual space is a distant relative of
the pencil that draws in the sketchpad, or more precisely
of the manual intelligence involved in that experience.
The risk of virtual reality causing the architect
to lose an authentic relationship to space, or to “authentic
space,” is, when taken from this point of view, less serious
than one might fear—and all the more so due to the fact
that VR does not by any means claim to substitute itself for
the traditional forms of mediation, translation, and repre-
sentation of space, but rather to integrate them into its own
capabilities. Furthermore, VR remediates within itself many
media to which we have long been accustomed, from the
drawing pad to the cinema; from this perspective, rather
than eliminating all mediation, it entails a deep and layered
media culture. This is also confirmed by the educational
usage of VR, given that in order to adequately use it, the
students will necessarily continue to move through the rep-
resentational languages of different media (from manual
design to CAD, as well as the photos and films that can be
made within virtual reality). They can also share their visual
experience externally, since what they see within the virtual
environment can be simultaneously projected on a screen
connected to a projector. This, if we consider it closely, is
no small thing. Two separate and autonomous (although
co-present) environments—two different parallel Umwel-
ten—can be connected in real time. Making it possible to
show the outside what one sees as one sees it, VR makes
ocular experience shareable, albeit through two different
media (on one hand the projected film and on the oth-
er the immersive reality.) The VR viewer transforms vision
MATTEO VEGETTI 191 AN-ICON
into a full-fledged medium: it transmits, communicates to
the outside, shows, and makes what it manifests public in
real time. The virtual experience is, in effect, “replicant” by
nature. In it, technological reproducibility has now caught
up with the perceptual experience linked with one’s own
body: today sight, tomorrow touch, and then who knows.
The alienation of one’s own body, if we can
call it such, may have slightly disturbing aspects for those
who want to project it into dystopian future scenarios, but
within the context of more modest educational ambitions,
it holds enormous potential, given that it makes the lived
experiences of others shareable and evaluable. As will by
now be clear, the course was nothing like a normal design
workshop, nor did it aspire to be. It was more like a virtual
gymnasium where, through a series of guided experiments,
the perceptual and psychological dimensions of space
were exercised; a gymnasium that allowed for the easy
modification of space and the experimental verification of
its effects.
Aims of the program
To be concise, the use of virtual reality in the
architectural context can be summarized in four points.
These, as we will see, were developed in the course through
a series of exercises.
1) VR allows for the modification of space at will,
and for the verification of its effects on perceptual, emotion-
al, and cognitive levels (depending on what one is interested
in determining) in an immersive environment.
For example, the height of a ceiling is, from
one point of view, objective and mathematical, identical in
any space. It is what it is, regardless of other spatial vari-
ables like color and depth. Within the perceptual dimen-
sion, however, things proceed very differently, since all of
these variables intertwine and influence one another in a
manner so clear that to define it as subjective would be
misleading. The depth of space modifies the perception of
MATTEO VEGETTI 192 AN-ICON
height in direct proportion to its increase. This can easily
be experienced in virtual reality precisely because it only
applies to a sentient body, which on paper does not ex-
ist. Experiments of this type can examine the relationship
between color and spatial perception, the modification of
an environment through light (or shadows) depending on
the hour of the day or the season, the perception of one’s
center of balance in space, the relationship between differ-
ent scales, the relationship between different volumes and
shapes, synesthesia, and many other analogous situations.
VR offers the opportunity to examine all of these
aspects not only through vision, but also from a practical
point of view, that is to say, through the study of the behav-
ior of the users that interact with the organization of a given
space: how they move, what they understand, what they
remember, and how they describe a certain environment.
All of this provides a way to test design solutions (whether
realistic or experimental), or to verify theories developed
in the existing literature.
2) VR allows for the implementation of phenom-
enological variations and the experiencing of their effects
on different levels: aesthetic, psychological, ontological.
The use of phenomenological variation within
the context of the project meant the possibility of varying
one or two special elements, altering in a controlled way
their position, breadth, depth, and other characteristics.
One can, for example, modify the perception and geometry
of an entire environment by changing where the entryway is
located, thus deforming the environment in relation to the
observer’s center. Depending on the breadth or depth of
the entry, the experience of entering, and of the relationship
between outside and inside, is modified. Depending where
the two entries in a room are located—given that these es-
tablish between themselves, on a perceptual level, a recip-
rocal connection, a sort of invisible corridor—space will be
“sliced” by that connection in different ways, redistributing
MATTEO VEGETTI 193 AN-ICON
internal space and generating areas (compartments) of vari-
able shapes and dimensions.
This method requires experimenting with a lim-
ited and controlled number of variations, and that the results
be recorded from a perceptual and even ontological point
of view. The dimensions of a window can be varied in such
a way as to produce significant aesthetic discontinuities,
but beyond a certain threshold of size the window changes
in nature, becoming, for example, a glass door (if it alludes
to the possibility of transit, taking on the potentiality of an
opening-threshold), or a glass wall, where wall and window
meet, each giving up one of its intrinsic potentialities (in the
case of the wall, the possibility of visually separating spaces,
and in the case of the window, that of connecting an inside
to an outside atmosphere). The exercise of variation can
take on many forms, all useful for testing a wide range of
spatial effects with aesthetic, symbolic, or even ontological
significance. To give a final example, which highlights the
possibilities of VR, we might think of the effect of all of the
possible variations applied to the height of a small room,
from the minimum or even insufficient measurement to a
generous one, say of 3 meters, up to a decidedly out of
scale measurement of 10 or 20 meters. This modification
allows for the discovery through intuitive evidence of the
discontinuous relationship between stimulus and percep-
tion, or of the differential thresholds that punctuate the
qualitative passage from one psychophysical condition to
another (claustrophobic, comfortable, roomy, oppressive,
etc.). The qualitative thresholds can also cause a change
in the sense of space itself. For instance, a space in which
the ceiling is too low will not be perceived as inhabitable.
Habitability is a spatial quality that requires a certain min-
imum height, even if it is still a claustrophobic one. But if
one exceeds this measurement greatly, one enters into a
new context of meaning, for example that of an artistic
installation, and space takes on a poetic significance that
it did not have before. But this is not all. The exercise of
phenomenological variation calls for the capacity to de-
scribe, or better, to verbalize lived experience, developing
MATTEO VEGETTI 194 AN-ICON
an appropriate (specific), effective (figurative), and meaning-
ful (persuasive) language. From perception to expression: a
continuous two-way transit that helps students develop a
degree of spatial awareness that they do not normally pos-
sess. Naturally, the exercise becomes progressively more
complex depending on the number of variables one choos-
es to introduce. The preceding case, for example, could
be made much more complex simply with the introduction
of one further variable, such as materials (say, concrete or
word) or the presence of a light source (for example, an
opening onto a natural light source from above).
3) VR allows for the firsthand study of relationships
between form and meaning.
Here, I turn to the field of Gestalt psychology,
and more particularly to the possibility of simulating and
studying phenomena of orientation and mental maps (at
the base of which lie the tools of the psychology of shapes).
To once again in this case offer some examples, one might
think of virtual space as a site in which to experiment with
different strategies for functionally dividing up space, for
grouping families of objects on the basis of the principles
of “figural unification,” for generating rhythms, for anticipat-
ing the sense of space (directions and meanings), and for
inducing motor responses. Within this field of experimenta-
tion also lies the possibility of giving symbolic significance
to a certain element of the environment (for example, the
main entrance, the most important painting, the state room,
etc.) as well as that of articulating in various modes the re-
lationship between voids and solids, distances, or objects
with different shapes and sizes.
4) VR allows for experimentation with the consti-
tutive factors of atmospheres.
This fourth point is the result of the interac-
tion between all of the preceding spatial components and
their relative interactions, and thus cannot but appear last.
Experimentation with the constitutive factors of the atmo-
sphere becomes explicit when attention is shifted to the
MATTEO VEGETTI 195 AN-ICON
holistic aspects of the environment, the emotional impact
that the space has on us, and the moment of encounter
with an atmosphere and the way it can be an object of
design. The usefulness of virtual reality in respect to the
phenomenological analysis of atmospheres is clear: pre-
cisely because an atmosphere is in itself an immersive and
synesthetic phenomenon, it can only be observed through
bodily presence. One is always inside an atmosphere, to
the point that the very presence of a certain atmospheric
connotation defines, when perceived, the confines of an
interior (the interior of a work of architecture, of a certain
city or neighborhood, or of a particular culture, etc.). VR
thus shows itself to be extremely effective as a tool for the
analysis of the psychological aspects of atmosphere, fa-
cilitating an applied atmospherology. The various aspects
that comprise the atmosphere of a place, that is to say its
social and emotional characteristics, can become the ob-
ject of critical analysis and can be used for the revision of
designs. Within this field of experimentation there is also the
possibility of observing space from any desired perspective
and of moving, even if in a limited way, in a manner that
unites visual and synesthetic experience.
In addition, VR offers the possibility of introduc-
ing natural sounds, background noises (for example, chatter,
whose intensity depends on the number of people that we
decide to put into the space), sounds of footsteps (which
change depending on the surface being tread upon), and
music (which can be diffused into space from a preselected
source). It is not yet possible, however, to introduce tactile
experiences, while olfactory ones are difficult to manage
and a bit artificial.
Structure of the course and workflow
The course took place during the first semester
of the 2022 academic year, and was divided into 12 lessons,
each lasting an entire day.
Excluding the first introductory lesson and the
last one, dedicated to the presentation of final exercises,
MATTEO VEGETTI 196 AN-ICON
five units were offered to the students, each one compris-
ing two lessons. Each unit dealt with a different theme, but
always built on the themes discussed in the preceding units.
The course thus followed a gradual development through
units. The typical organization of the units followed this
order: a theoretical lecture (Matteo Vegetti); presentation of
the exercise; discussion; presentation of programing tools
and the use of Twinmotion for the given exercise (Marco
Lurati); design work by students under the guidance of the
course assistant (the architect Matteo Moriani, with the
invaluable volunteer contribution of the interior architect
Victoria Pham). Each unit was concluded the afternoon
of the second lesson with a group review of the exercises.
Since these were carried out by students in pairs, the pre-
sentations took place as follows: one student explained the
design choices and the outcomes of the experimentation,
while the other, from within the virtual space, showed the
spaces in question (thanks to a projector connected to
the Oculus, or rather to the computer supporting it). Each
pair of students worked on a space of a different scale
(2.5x2.5; 5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20). In this
manner, the phenomenologically significant issue of scale
was indirectly present throughout the course, presenting
numerous opportunities for reflection. Given that the same
exact exercise presented difficulties of different types de-
pending on the scale, each group of students necessarily
had to offer a different design solution. The differences be-
tween scales were of course also evident in the exercises
based on variations.
In what follows I offer a descriptive brief of the
subjects dealt with in each unit and in the corresponding
exercises. The latter held a fundamental importance in the
overall economy of the course, given that they connected
theory with practice and formed an educational pathway
that began from a few basic elements and then became
progressively richer and more complex.
MATTEO VEGETTI 197 AN-ICON
INTRODUCTION and UNIT 1
“I ask a young student: how would you make a door? With what
dimensions? Where would you place it? In which corner of the room
would you have it open? Do you understand that these different
solutions are the are the very basis of architecture? Depending
on the way that one enters into an apartment, on where doors
are located in the walls, you feel very different sensations, and the
wall that you that you drill likewise takes on very different charac-
teristics. You then feel that this is architecture.”11
The first introductory lesson of the course dealt
with the relationship between body and space, bringing to
light some of the fundamental issues in Merleau-Ponty and
Heidegger’s phenomenological approaches.12 Through the
definition of these concepts and the relationship between
them (space as correlate of the activity of a living body, as
environment, as site, as a felt, perceived, lived space, in-
vested with meanings), the course established a theoretical
basis sufficient for understanding its aims.
Then, a first approach to virtual reality, and
a first intuitive test of the ideas learned, was carried out
through the use of the Gravity Sketch program, which of-
fers its users the possibility of creating space through the
movements of their hands, and to choose from a vast rep-
ertoire of creative resources (lines, shapes, surfaces, colors,
materials, transparencies, etc.). Each pair of students ran-
domly selected an aesthetic/perceptual theme (unknown to
the others) to give form to. Once a pair of students created
theirs in VR, the rest of the class was invited to visit it and
provide a brief description of it. Based on the comments
received, it was easy to tell if the students had succeeded
11 Le Corbusier, Precisions on the Present State of Architecture and City Planning (1930)
(Cambridge MA: The MIT Press, 2015).
12 M. Heidegger, M. Corpo e spazio (1964), trans. F. Bolino (Genova: Il Melangolo, 2000); M.
Merleau-Ponty, Phenomenology of Perception (1945), trans. D. Landes (Abingdon-New York:
Routledge, 2012).
MATTEO VEGETTI 198 AN-ICON
in conveying the theme that they were tasked with inter-
preting spatially.
In a small way, this first contact with virtual
reality reproduced the characteristic transposition of theo-
retical themes into an “applied” dimension that would char-
acterize the course as a whole. Most importantly, Gravity
Sketch is an effective tool for becoming familiar with VR,
and more particularly with the possible functions offered
by the Oculus.
UNIT 1 - Phenomenology of thresholds
The first unit was dedicated to the theme of
thresholds, or rather to the diverse configurations of the
divide between interior and exterior that make the experi-
ence of space as a place possible (the possibility of “en-
tering” or accessing that only the crossing of a threshold
allows). Experimenting with the different thresholds that
comprise space and mastering their rhetorical significance
means knowing how to articulate space like a complex
text, full of caesuras, connections, leaps, transitions, and
transformations. Each threshold represents a critical point
in space because it is called upon not only to manage the
different practical and symbolic functions of the environ-
ment, but also the relationship between seemingly irrecon-
cilable opposites: interior and exterior, public and private,
the familiar and the foreign, the inside and the outside. The
phenomenology of thresholds thus aimed to show through
numerous examples how the threshold could be designed
and conceived of in different ways depending on goals and
intentions (aesthetic, symbolic, practical).
The lesson took its impetus from an anthropo-
logical reflection on the significance of the threshold/door,
13
to then move towards more philosophical14 and phenom-
enological15 questions. Here, as elsewhere, Ching’s im-
13 J. Rykwert, The Idea of a Town (Cambridge MA: The MIT Press, 1988).
14 G. Simmel, “Bridge and door,” Theory, Culture & Society 11 (1994): 5-10.
15 P. V. Meiss, De la forme au lieu (Lausanne: Presses polytechinques et universitaires, 1986);
A. Moles, E. Rohmer, Psychologie de l’espace (Paris: Casterman, 1998).
MATTEO VEGETTI 199 AN-ICON
ages and insightful observations were very useful in ac-
companying the discussion.16
The lesson was also the occasion to thematize
the threshold between “front” and “back,” between “stage”
and “backstage,” or rather between the public and private
dimension, through a series of different frames. Here, I use
the language of Erving Goffman to allude to the importance
of the frame in defining, on the basis of its specific material
or formal qualities, the type of situated social situation that
one wishes to obtain: the degree of visibility, of separation,
of privacy (or of porosity, contamination, or transparency)
that one wants to establish between the respective domains
of “front” and “back” in order to strengthen or weaken the
public valence of the place and the relationships that take
place there.17
Expected outcomes:
■ Understanding the symbolic value of the entering a space
and the way in which the threshold manages the relationship
between interior and exterior.
■ Experimenting with the perceptual effects generated by
the different positioning of a door-opening in the same identical
space.
■ Experimenting with the connection that is created between
two door-openings within the same space, and the modification
of spatial relationships that this connection brings about.
■ Understanding the significance of the center as what or-
ganizes space and its distortions.
■ Understanding the language of the window-opening through
different typologies.
■ Experimenting with the concept of “frame.”
■ Analyzing the way in which an object (in this case, a work
of art) reacts to space based on its position, size, relationship to
light, and to its own “aura.”
16 F.D.K. Ching, Architecture: Form, Space, and Order (Hoboken: John Wiley & Sons, 2015).
17 E. Goffman, Behavior in Public Places (New York: Free Press, 1966); and Interaction Ritual
(New York: Pantheon, 1982)
MATTEO VEGETTI 200 AN-ICON
Fig. 1. Beyond a certain limit, an opening ceases to be an enclosed area and becomes
a dominating element: a transparent plane bordered by a frame. From F.D.K. Ching,
Architecture: Form, Space, and Order (Hoboken: Wiley, 2015).
Fig. 2. An opening situated on the plane of a wall will appear to be a luminous form
against a contrasting background. If it is centered on the plane, the opening will appear
stable and will visually organize the surface around it. If it is decentered, it will create
a level of visual tension with the sides of the plane towards which it has been moved.
From F.D.K. Ching, Architecture: Form, Space, and Order.
MATTEO VEGETTI 201 AN-ICON
Exercise
Each pair of students works on a space of dif-
ferent scale, with a square or rectangular base (2.5x2.5;
5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20).
A) Create three spaces with equal dimensions.
In one of these spaces, place a door-opening in three differ-
ent positions, and note how the space changes perceptu-
ally, writing a description of it from within the virtual space.
B) For each of the three spaces, create two
door-openings placed in different ways (but on the same
wall). Describe the result: how is space modified? Where
is the center?
C) Place a rug of shape, dimension, and mate-
rial of your choice in each space.
D) Place a window-opening in each space. The
openings must be central, zenithal, and angular (size and
shape are up to you).
E) Modify the dimensions and shape of the
window-openings, increasing their width or height freely.
Describe the result.
F) Place into one single space a combination
of four of the entry-doors or windows created earlier (4
total: this could be 2 doors and 2 windows or 3 doors and
1 window, etc.) Describe the result.
G) Connect in a sequence four of the spaces
created earlier. Give these environments a hierarchy and
connect them with a path that joins the entrance and the
exit. Design the main entrance into the space from a rhe-
torical standpoint. Try to convey the hierarchy between
different environments through the use of different kinds
of thresholds. The thresholds must anticipate the sense
of the space being entered, and must convey the relation-
ship between the spaces that they connect (you can use
frames, stairs, boxes, ramps, partitions, false ceilings, dif-
ferent thicknesses for the walls, and the form and dimen-
sions of the thresholds can be modified. In this phase, the
MATTEO VEGETTI 202 AN-ICON
threshold can become a volume). You may not, however,
use any elements of décor.
H) Place a sculpture in one of the environments
in such a way as to enhance the latter.
I) Design a threshold/separation (a frame) that
creates a private space within one of the rooms that you
have already made.
J) Make a 30-second VR film of these environ-
ments and describe the created space (2000 words). The
description should be written subjectively (“I advance and
see on my right…;” “the light from the window is illuminat-
ing the threshold that I am about to cross…”)
K) Take 3 photos of the interior that illustrate the
design choices (that is, representative views of the interior
space generated through experimental solutions.)
UNIT 2 - The power of the field
“By emphasizing the generated field in addition to the architectural
object, one raises once more the problem of space, but in different
terms by giving the concept a different value. In traditional criti-
cism space is a homogeneous structure, a kind of counterform
to the mural envelope, indifferent to the lighting conditions and to
its position in relation to the buildings, whereas the notion of field
stresses the continuous variability of what surrounds the archi-
tectural structures.”18
The second unit, which clarified some of the
theoretical elements already present in the first, analyzed
the principles of field theory, or better, an ensemble of the-
ories based on the shared presupposition that a space
occupied by volumes does not coincide with their physical
18 P.P. Portoghesi, cited in R. Arnheim, The Dynamics of Architectural Form (1977) (Berkeley:
University of California Press, 2009).
MATTEO VEGETTI 203 AN-ICON
space, but extends beyond it, without however being in-
dependent of the originating form.19
The field thus coincides not with the borders
within which everything is enclosed, but with a certain ar-
rangement of forces and vectors acting in space. Space
thus becomes an active and reactive environment: a field
of psycho/physical forces. Every volume present in the field,
by virtue of its mass and its shape(s), changes the field’s
appearance. The field generated through design deeply
affects our perceptual schemas through the play of forces
that act within it. But within the concept of field, the concept
of center, already encountered in the previous unit, plays
a fundamental role. While geometrically a center is simply
a point, perceptually it extends as far as the conditions
of stability that it is based on will permit. Of course, the
center may or may not be indicated. In architecture, it can
be indicated (or suggested) by a ceiling lamp, a mobile, a
decoration, or a mosaic. Or, it can be an empty space at
the center of two diagonals or of the geometry dictated by
the positions of the thresholds. Normally, however, there
are multiple centers at work in each field, each of which
attempts to prevail over the others. The lesson thus brought
attention to the problem of the interaction between fields of
different shapes and strengths, suggesting the possibility
of making corrections to one’s designs by working on the
centers, the directions of the volumes that generate the
field, or their distance from one another.
This illustrates the concept, well known to phe-
nomenology and cognitive psychology, that space is born
as the relationship between objects. On the basis of this
idea, shifting attention from the shapes of objects and their
interaction to the void that separates them, the lesson then
also discussed the concept of “interspace,” and along with
it the fundamental law of attraction-repulsion: “Objects that
look ‘too close’ to each other display mutual repulsion: they
want to be moved apart. At a somewhat greater distance
19 R. Arnheim, The Dynamics of Architectural Form; P.P. Portoghesi, V.G. Gigliotti, “Ricerche
sulla centralità. Progetti dello studio di Porta Pinciana,” Controspazio 6 (1971); A. Marcolli,
Teoria del campo (Firenze: Sansoni, 1971) and Teoria del campo 2 (Firenze: Sansoni, 1978).
MATTEO VEGETTI 204 AN-ICON
the interval may look just right or the objects may seem to
attract each other.”20
The final theme concerned the typical fields of
basic shapes such as the circle, triangle, and square. This
discussion was then applied to bidimensionally-perceived
spatial forms, such as the shape of the window in respect
to the wall in which it is placed.
Finally, it bears noting in relation to point “C”
of this unit’s exercise that VR does not exclude interaction
with physical objects. Virtual and material reality can in fact
overlap, generating a significant enhancement of spatial
experience. In the present case, it was sufficient to place a
real table where the virtual table designed by the students
was, in order to allow a group of four people to share the
same situation from different perspectives. The members
of the group sat around the same virtual table (sharing the
same design simultaneously in multiple Oculus viewers),
but could at the same time establish a tactile relationship
with the table around which they were seated in real space.
The lesson made wide use of examples taken
from architecture as well as city planning in order to explain
how field theory adapts to each scale.
20 R. Arnheim, The Dynamics of Architectural Form.
MATTEO VEGETTI 205 AN-ICON
Expected outcomes:
■ Understanding and experimenting with the influence of the
center and the relationship between centers.
■ Perceptually experimenting with the field in terms of scope
and shape of irradiation, as well as the relationship between fields
in terms of interference, conflict, or harmony.
■ Perceiving the language of voids in relation to solids in
terms of visual balance and variable density (compression and
decompression of the spaces between elements).
■ Testing the symbolic/perceptual power of fire (that of a
fireplace) in establishing a center and a space.
■ Observing the dynamics of the field together with the other
students, developing a suitable language.
■ Putting the dynamics of the fields into the form of a graphic
representation.
P. Portoghesi, Field Theory. Space as a system of places, 1974.
MATTEO VEGETTI 206 AN-ICON
Fig. 4. Modification of forces internal to a rectangular field based on
the positioning of the door-openings. From P. V. Meiss, De la forme
au lieu (Lausanne: Presses polytechinques et universitaires, 1986).
MATTEO VEGETTI 207 AN-ICON
Fig. 5. “Irraggiamento spaziale.”
Exercise
Beginning from the final state of the work un-
dertaken in the previous exercises, inserting objects and
volumes in space, we will analyze the force fields that these
create.
A) Begin the exercise by observing and analyz-
ing the space already created on the basis of field theory.
B) Among the four volumes from the previous
exercise, we have one that already contains the sculpture.
In the three remaining, place:
a) A fireplace and a table for 4 people
b) 5 monochrome volumes (1 cylindrical,
1 cubic of 1x1, 2 parallelepipeds of 1x1x2, and a column):
create a harmonious field out of these volumes, which may
not touch the wall (the volumes can be sized in respect to
MATTEO VEGETTI 208 AN-ICON
the space that hosts them). Describe the fields that you
think you have generated.
c) In the third room, place a painting and
a mirror on one of the walls.
C) Sit in a group of four at the table, and to-
gether analyze the space with the fireplace from inside of
the simulation. Improve the previous solutions by changing
the placement of the volumes, or try an alternative solution.
D) Now, enter the space with the geometrical
volumes and analyze the field/fields generated. Improve the
previous solutions by changing the position of the volumes,
or try an alternative solution.
E) Analyze how the spaces change at different
hours of the day due to natural light and shadows. Create
a film of 30 seconds, based on a narrative strategy, that
shows how the fields are modified by natural light at differ-
ent times of the day. Walk through the entire space, back
and forth, at three different times of day: morning, afternoon,
and twilight.
F) Now, enter into the space with the geomet-
rical volumes and analyze the field/fields generated. Im-
prove the previous solutions by changing the position of
the volumes, or try an alternative solution.
G) From inside the space, take three photo-
graphs representative of the perceptual/visual experience
of the field.
H) Extract the building plan from Archicad
(1/100) and draw the fields, centers, and vectors that you
think you have generated within the space.
UNIT 3 - Multisensoriality and synesthesia
“...every architectural setting has its auditive, haptic, olfactory, and
even hidden gustatory qualities, and those properties give the
visual percept its sense of fullness and life. Regardless of the
immediate character of visual perception, paradoxically we have
already unconsciously touched a surface before we become aware
MATTEO VEGETTI 209 AN-ICON
of its visual characteristics; we understand its texture, hardness,
temperature, moisture instantaneously.” 21
The third unit was carried out in collaboration
with Dr. Fabrizia Bandi, researcher in the “AN-ICON” group
led by Andrea Pinotti, who was a guest of the course thanks
to the SEMP international exchange program. The aim of
the unit was to guide students to the discovery of the uni-
verse of synesthetic effects attributable to sight and hearing.
Fabrizia Bandi, an expert in the thought of Mikel
Dufrenne, introduced the students to elements relating to
synesthesia in the phenomenology of Merleau-Ponty, Pal-
lasmaa, and Dufrenne.22 The lesson insisted on the im-
portance of understanding the multisensorial character of
perception since, whether one likes it or not, space com-
municates with bodies in this way, through the intertwining
of different perceptual faculties.
Synaesthetic perception is the rule, and we are unaware of it only
because scientific knowledge shifts the center of gravity of expe-
rience, so that we have unlearned how to see, hear, and generally
speaking, feel, in order to deduce, from our bodily organization
and the world as the physicist conceives it, what we are to see,
hear and feel . . . The senses intercommunicate by opening on to
the structure of the thing. One sees the hardness and brittleness
of glass, and when, with a tinkling sound, it breaks, this sound is
conveyed by the visible glass. One sees the springiness of steel,
the ductility of red-hot steel, the hardness of a plane blade, the
softness of shavings.23
By relativizing the predominance of sight in the
structure of perception, the theorists of synesthesia invite
us to discover the persistence of “unauthorized” sensory
registers (like sound and temperature in colors, or touch in
something perceived visually), which condition experience
21 J. Pallasmaa, The Embodied Image (Hoboken: Wiley and Sons, 2012): 51-52.
22 M. Merleau-Ponty, Phenomenology of Perception; J. Pallasmaa, The Embodied Image; M.
Dufrenne, L’oeil et l’oreille (1987) (Paris: Nouvelles Éditions Place, 2020).
23 M. Merleau-Ponty, Phenomenology of Perception: 266-267.
MATTEO VEGETTI 210 AN-ICON
in mostly unconscious and unconditioned ways. The many
examples referring to the field of architecture had the aim
of leading the students to a decisive point: given the origi-
nal complicity between body and space, to design means,
perhaps before anything else, to organize a complex per-
ceptual environment in which each element not only has
multisensory potential in itself but also inevitably relates
with that of the others. By experimentally testing the synes-
thetic effects of the designed space in virtual reality, inter-
twining their own bodies with it, the students had a way to
determine the results of their choices on multiple perceptual
levels. These could work towards creating syntonic or dys-
tonic effects, or could play with the composition of different
synesthetic qualities within the same element, for example,
combining a given material with a color that contrasts with
it in temperature, or background music of a certain kind, for
example, soft and enveloping, with an environment imbued
with the opposite synesthetic characteristics (cold, sharp,
shrill). The general goal was to create a perceptually rich
and coherent environment. Here, it is important to note that
it is possible to import images of any material, including
photographs of existing surfaces, into the Oculus.
This unit also allowed for the development of a
discourse straddling the border between the phenomeno-
logical aspects of multisensory experience and the findings
of the neurosciences.24
24 For example N. Bruno, F., Pavani, M., Zampini, La percezione multisensoriale (Bologna: il
Mulino, 2010).
MATTEO VEGETTI 211 AN-ICON
Expected outcomes:
■ Cultivating sensitivity to the multisensory aspects of ma-
terial and texture.
■ Developing a language capable of translating synesthetic
experience and allowing it to be shared with others.
■ Studying the possibilities of using multisensoriality to de-
sign and compose different perceptual environments in logical
sequences.
■ Experimenting with the encounter between the synesthetic
aspects of music and those of the designed environments.
■ Verifying the efficacy of the desired perceptual effects
through a questionnaire.
Exercise
Beginning with the previously-created space, gen-
erate four different perceptual environments, working with ma-
terials, colors, and sounds. The environments must create an
ordered sequence, a perceptual-synesthetic path imbued with
meaning.
A) Work with tactile perception: use textures on
different parts of the environment (floor, ceiling, objects pres-
ent in the room, etc.) while also modulating the qualities of the
materials (transparency, opacity, reflectiveness, etc.) to create
an effect that induces a multisensorial/synesthetic sensation.
B) Use materials and colors to elicit a specific
sensation (hot/cold; rough/smooth; sharp/soft; enveloping/
repelling; lightness/oppression, etc.)
C) Work with sound: test the impact of the sound
of footsteps, introducing different numbers of people into the
space based on its size as follows:
• 2.5x2.5: 1 person, 5 people, 20 people
• 5x5: 1 person, 10 people, 40 people
• 10x10: 1 person, 20 people, 80 people
• 20x20: 1 person, 40 people, 400 people
• 2.5x5: 1 person, 10 people, 40 people
• 5x10: 1 person, 20 people, 80 people
• 10x20: 1 person, 40 people, 400 people
MATTEO VEGETTI 212 AN-ICON
Once the highest number of people within the
space has been reached, add voices. Finally, walk through
the space and test the sounds of your footsteps in different
environments.
D) In an environment of your choice, introduce a
sound effect (natural or artificial) or music that reinforces the
synesthetic character of the space.
E) The environments must create a percep-
tual itinerary. Through the characteristics that you give the
environments, try to construct a pathway that will make a
hierarchy apparent, with the clearest possible succession.
F) Describe in writing the synesthetic effect that
you think you have generated in each of the fourenvironments
(without sharing the responses with the rest of the class);
a) How can the environments that you have
created be defined as multisensory?
b) What type of sensation did you want to
make emerge from the different spaces?
c) What is the relationship between the
choice of materials/sound and the sensation that you wanted
to transmit to those within the space?
d) How did the choice of sound relate to
the choice of materials and colors?
G) Take one photo in each environment.
H) Shoot a video of the four environments, lasting
24 hours (with all natural light). Compress it into a film of 2-3
minutes.
I) During the morning of the second day, each
group will visit the rooms created by the others and respond
in writing to some questions aimed at verifying the effect pro-
duced by the space on its users:
a) How do the spaces visited constitute an
example of multisensoriality? Which factors contribute most?
b) What sort of sensation emerges from the
different spaces. Try to describe which elements caused this
sensation.
c) Was the sound particularly significant in
your experience of the space? Why?
MATTEO VEGETTI 213 AN-ICON
UNIT 4 - Light and color: phenomenology
of atmosphere
The fourth didactic unit was dedicated exclu-
sively to the topic of light and color. The reason for this
choice resided primarily in the importance of these two
factors for spatial perception (in various ways: from colored
light to the relationship between natural light and materials
that reflect it). Furthermore, light and color play a decisive
role in the connotations of atmospheres. In dialogue with
various others, from Goethe25 to Conrad-Martius,26 from
Sedlmayr27 to James Turrel,28 the lesson highlighted both
aspects: the perceptual dimension and what Conrad Mar-
tius calls “the character” of light, or rather the way in which
a given property of light is intermittently given expression.
Light is undoubtedly a special atmospheric agent, since
temperature and color can give space a very clear emotion-
al timbre. But it can be used—as in the phenomenological
art of James Turrel and Robert Irwin—to change the form
of space, up to the point of distorting it and erasing its
borders.
VR is a unique instrument for testing how light
reacts to surfaces, their textures, and their colors in the
widest range of different conditions (for example, depend-
ing on the time of day, and also by adding natural light to
artificial light sources).
It is also useful, though, to create spaces and
spatial languages linked to the psychology of shapes. Five
possible functions of light capable of perceptually altering
space in respect to different design aims: illumination, indi-
cation, division/unification, connection, creation of rhythm.
Of course, each of these functions raises specific questions
25 J.W. Goethe, Theory of Colours (1810) (Cambridge MA: The MIT Press, 1970).
26 H. Conrad-Martius, “Realontologie,” Jahrbüch für Philosophie und phänomenologische
Forschung 6 (1923): 159-333; H. Conrad-Martius, “Farben. Ein Kapitel aus der Realontologie,”
Festschrift Edmund Husserl zum 70. Geburstag gewidmet (Jahrbüch für Philosophie und
phänomenologische Forschung) 10 (1929): 339-370.
27 H. Sedlmayr, La luce nelle sue manifestazioni artistiche, ed. A. Pinotti (Palermo: Aesthetica,
2009).
28 J. Turrell, Extraordinary Ideas-Realized (Berlin: Hatje Cantz Verlag, 2018). See also M.
Govan, C.Y. Kim, eds., James Turrell: A Retrospective (Los Angeles: Los Angeles County
Museum of Art, 2013).
MATTEO VEGETTI 214 AN-ICON
(the type of light source and its temperature, the shape and
position of the light sources, the relationship between light
and darkness, background and foreground, etc.), but in a
theoretical sense, the exercise aimed above all to demon-
strate the potential applications of a complex theoretical
framework like the one mentioned above.
Finally, the discussion turned to the phenom-
enological theme of atmospheres, a field that, as already
noted, could only appear last, once the basic elements for
an analytic understanding of the body-space relationship
had been acquired. With few exceptions, “atmosphere” is
a concept used in a very intuitive way by architects, yet
is central to their specific form of spatial intelligence. It is
here that VR perhaps offers its greatest contribution: it is
one thing to introduce students to the thought of the usual
authors on the subject, such as Böhme,29 Norberg-Schulz,30
Schmitz,31 Ströker32 or Zumthor,33 and quite another for
them to have the chance to analyze atmospheres from
within, to study their perceptual effects, and to modify their
factors in the desired (often experimental) way. Describ-
ing the extraordinary power of atmospheres to influence
our mood is much simpler and more effective when one
has the possibility of interacting with a virtual environment.
From within these environments, variation in light can be
understood atmospherically in all of its significance. The
capacity to design an/the entrance as a tool to understand,
expand, or focus an encounter with a given atmosphere
can be carried out in all possible ways, giving life to the
theoretical hypotheses learned through the creativity of the
designed. The symbolic and potential connotations of an
atmosphere—which are often an involuntary outcome, but
29 G. Böhme, “Atmosphere as the subject matter of architecture,” in P. Ursprung, ed., Herzog
and de Meuron: Natural History (Montreal: Lars Müller and Canadian Centre for Architecture,
2002) and Atmosfere, estasi, messe in scena. L’estetica come teoria generale della percezione,
trans. T. Griffero (Milano: Christian Marinotti, 2010).
30 C. Norberg-Schulz, Genius Loci: Towards a Phenomenology of Architecture (New York:
Rizzoli, 1991).
31 H. Schmitz, “Atmosphärische Räume,” in Atmosphäre(n) II. Interdisziplinäre Annäherungen
an einen unscharfen Begriff (München: Kopaed, 2012).
32 E. Ströker, Investigations in Philosophy of Space (Athens: Ohio University Press, 1987).
33 P. Zumthor, Atmospheres: Architectural Environments, Surrounding Objects (Basel:
Birkhäuser Verlag, 2006).
MATTEO VEGETTI 215 AN-ICON
nonetheless entirely controllable, through the composition
and interaction of the conditions present in a given space,
and at times even a result produced by a “heterogenesis
of ends”—can finally become the objects of direct experi-
ence, which would otherwise be impossible. I think these
examples are sufficient to illustrate a field of research that
goes far beyond virtual reality’s capacity to change one
floor into another, in order to find which one best suit the
environment.
For architectural professionals, though, this as-
pect should truly not be underestimated. VR offers them
a precious medium of communication with their clients,
who often lack the ability to imagine the design solutions
being proposed, or to read plans and “visualize” them in
three dimensions. But even if bridging the gap between the
spatial competencies of architect and client may sooner
or later prove to be the main use of virtual reality, it is not,
however, the most important for, nor does it lie within the
specific aims of the course.
MATTEO VEGETTI 216 AN-ICON
Expected outcomes:
■ Experimenting with environmental effects of lighting.
■ Experimenting with the semiotic and Gestaltic use of light.
■ Testing the atmospheric effects relating to light and color.
Exercise
A) Use artificial light to strengthen the synes-
thetic connotations of the environment in an atmospheric
way.
B) Use light to unify a part of the space and
the objects within it.
C) Use light to generate a threshold.
D) Generate variations in the temperature, in-
tensity, and type of artificial light, and observe how the
colors of surfaces and the texture of materials change.
E) Analyze how the spaces change under the
different variations of artificial light.
F) Modify the color of the materials through the
effects of variations of artificial light.
G) Using a narrative strategy, make an atmo-
spheric film of 30 seconds that shows how the spaces are
modified by different types of artificial light. If necessary,
you can animate the space with the movement of a virtual
character.
UNIT 5 - Orientation and legibility of
space
The final didactic unit dealt with the theme
of spatial orientation on the basis of the line of research
opened up by the work of Kevin Lynch.34 At the basis of
this choice are two assumptions. The first is that Lynch
has given us a scalable methodology, which can also be
effective when applied to interior spaces. The second is
34 K. Lynch, The Image of the City (Cambridge MA: The MIT Press, 1960). See also L.
Letenyei, J. Dobák, eds., Mental Mapping (Passau: Schenk Verlag, 2019).
MATTEO VEGETTI 217 AN-ICON
that such a methodology, based on psychology of shapes
and on a study of mental maps that we might say are akin
to phenomenology, places itself in continuity or in dialogue
with the content already explored in the preceding units of
the course. The formation of mental maps takes place in the
interaction between subject and environment. On a cogni-
tive level, for Lynch the maps reveal the constant presence
of five elements, which we can also define as structures,
in the sense that they structure the experience of (urban)
space by connecting it back to a universal mental schema.
Such irreducible elements, even if they are not necessarily
always co-present, are the path, the edge, the district, the
node, and the landmark. A space’s degree of comprehen-
sibility, or rather our own capacity to orient ourselves in
space and to have a clear mental image of it, depends on
the form, character, and composition of these structures.
The capacity of design to give spaces identity, structure,
figurability, and meaning is fundamental in fostering a pos-
itive interaction between subject and environment, or even
to induce emotional well-being. This gives us the capacity
to anticipate how space will be understood, to support our
spatial awareness (and hence our confidence in the space),
and to develop a positive identification with spaces.
All of this holds for any interior space, even if it
is clearest on a large scale (for example that of a museum).
Each interior indeed presents us with paths,
both introverted and extroverted nodes, helpful or disori-
enting edges (like walls, partitions, or anything that divides
space), landmarks (prominent aesthetic elements), and
even districts, since the term designates first and fore-
most for Lynch whatever distinguishes the characteristic
atmosphere of a place.
To demonstrate and test this hypothesis, the
students had to empty out the spaces they had created up
to this point, multiply them by four, and connect them in a
freely-chosen sequence. Using only the spatial language
of the five fundamental elements and working in syntony
with the principles of the psychology of shapes that make
space recognizable and possible to remember (uniqueness,
MATTEO VEGETTI 218 AN-ICON
formal simplicity, continuity, preeminence, clarity of con-
nection, directional differentiation, visual field, awareness
of movement, rhythm) the students were asked to give
their design a high cognitive value for the users. In order
to test the result obtained, each student visited the design
created by the others in virtual reality, and at the end of the
visit drew a mental map for each.
The study of the maps, finally, allowed sever-
al problems linked to the understanding of space to be
brought into the discussion: errors in the reconstruction of
the shape of the space, missing places, unclear dimensions
and hierarchies, and incongruencies and hesitations of var-
ious types. The critical evaluation of the most problematic
spaces (and, on the other hand, of those that almost al-
ways elicited a clear representation) allowed the students
to rethink their design, seeking effective solutions. VR is a
very useful tool for studying phenomena of orientation and
environmental image. Its usage, however, can be extended
to other psychological aspects related to the design of the
environment, as for example to the concept of affordance,
which in Gibson’s language refers to the physical qualities
of objects that suggest to a subject the appropriate actions
for manipulating them.35 The greater the affordance, the
more the use of the tool becomes automatic and intuitive
(a passage to cross, a door to open in a given direction,
a switch to turn or press, etc.). Another possible use of a
virtual space with “public” dimensions, like the one created
in the last unit, is the study of the rules of proxemics.36 This
can be accomplished through the possibility of inserting a
number of virtual people, who move according to estab-
lished or casual paths, interacting in various ways, into the
scene.
35 J.J. Gibson, The Ecological Approach to Visual Perception (1979) (New York: Psychology
Press, 2015).
36 T.E. Hall, The Hidden Dimension (New York: Anchor Books, 1990).
MATTEO VEGETTI 219 AN-ICON
Expected outcomes:
■ Experimenting with the principles of Lynch’s theory from the
perspective of design and develop a sensitivity to the cognitive
structure of space.
■ Learning the method of mental maps.
Exercise
A) Return to the basic space in its starting con-
dition, taking away all of the elements aside from the open-
ings (doors and windows). Multiply the space you created
before by four times. Then generate a sequence of twelve
connected environments.
Four spatial elements must be present in the
design: pathways, edges, introverted nodes, extroverted
nodes, and landmarks. Design the entrance and exit of the
building. The goal is to create a fluid and figurable space. To
achieve this goal, plasterboard walls can be taken away or
added (also to change the shape of the space); or you can
redesign them in such a way as to weaking or strengthen
the frame (the edges) to create visual and auditory connec-
tions, light effects, or transparencies.
Each room can have a landmark (painting, stat-
ue, mirror, geometric volumes).
In order to orient the user on the path and to
support the figurability of the space you can use: colors,
materials, lights, sounds, and frames.
You may not, however, use symbols or signs.
B) Make a film of the space.
C) Once it has been designed, the space will
be visited by other groups for a set period of time. These
visitors will then be asked to draw a map of the space as
they remember it. On the basis of these mental maps, try
to understand the strong and weak points of the designed
space through a synthetic map.
The project will be evaluated in respect to the fol-
lowing categories: uniqueness/originality, formal simplicity,
MATTEO VEGETTI 220 AN-ICON
hierarchical continuity, clarity of connections, directional
differentiation, scope of vision, awareness of movement.
The maps will be collectively discussed. We
will try to understand why certain spatial elements were
forgotten, misunderstood, and memorized with difficulty.
D) Change the space in order to modify it on the
basis of the suggestions that emerged from the discussion.
Technical specifications
There are dozens of 3D and VR software pro-
grams specialized in various types of applications. The
criteria that guided our choice were the following: possibly
free software, so that the students could continue to use
it as professionals, simplicity of the interface and usage,
simplified workflow, and the capacity to model in 3D and
have VR visualization and navigation functions.
Based on these criteria, we chose Twinmotion
(https://www.unrealengine.com/en-US/twinmotion), a soft-
ware specifically designed for architecture and interior ar-
chitecture based on the Unreal motor; the VR experience
is native “out-of-the box,” with features allowing for the
real-time modifications of materials, time of day, etc.
Fig. 6.
The interface is very simple, but on a deep-
er level allows for all of the necessary modifications of
MATTEO VEGETTI 221 AN-ICON
parameters. It can also simulate sounds in the space when
one moves through the VR scene.
Twinmotion has an internal library of 3D models
(animated and otherwise) that can be added to the scene
one is working on in a very intuitive way, but does not allow
for the creation of new 3D models from within.
The solution to this problem was to use the
Twinmotion plugin, which allows for the importation from
various 3D modelling programs such as Rhinoceros, Ar-
chiCAD, or 3DS Max, of 3D objects with a simple transfer.
This solution was ideal insofar as the students
were able to use ArchiCAD for 3D modeling and then to
synchronize it with Twinmotion for VR and rendering.
Also, the main design remained in ArchiCAD,
where various sections and plans were designed as usual.
The VR viewer market has developed in inter-
esting ways in the past few years, moving from solutions
with fixed stations (with the viewer connected to the com-
puter by cable and external sensors to map the area of the
game) to mobile ones, with integrated sensors that function
independently, without a cable and the need for an external
computer to function.
The main need of the project was to have a
quick working process with the fewest possible number
of intermediate steps. The product chose was the Oculus
Quest 2 (https://www.oculus.com/quest-2), a “standalone”
viewer with an integrated graphics processor, which can
also function as an external viewer for a computer when
connected via cable. The price and the image quality were
important factors in the final selection.
The possibility of using the students’ own lap-
top computers was quickly rejected, due to the issue of
the computing power of graphics cards, different operating
systems, and the installation of necessary programs that
use a large amount of disc space (at least 30 GB).
To solve these problems, Windows laptops with
the latest video cards (Nvidia RTX 3070), with all of the nec-
essary programs installed (ArchiCAD, Oculus, Twinmotion)
were acquired.
MATTEO VEGETTI 222 AN-ICON
Discussion and recommendations
The structure of the course proved to be effec-
tive and engaging, and gained very positive evaluations
from the students, confirming in its own way the positive
effects on VR learning already cited.37 The strongest point
was the integration of theory and practice, two dimensions
that normally are clearly separated and, despite good in-
tentions, mutually indifferent.
This also signaled a danger and a difficulty: un-
fortunately, the results of the course could not be measured
by looking at the end outcomes —as would take place in a
design workshop— because the design, in our case, was
the means and not the end.
Furthermore, some of the starting conditions
(for example, the position of the door-openings) can seem
absurd from an architectural point of view, and are incom-
prehensible if one is not aware of the specific educational
goals of the course.
The attention dedicated by the students to cer-
tain environmental, spatial, compositional, formal, percep-
tual, and atmospheric factors definitely produced surpris-
ing results, which were also appreciated by our architect
colleagues, but in order to avoid misunderstandings it was
always necessary to strongly reiterate the theoretical/phil-
osophical specificity of the course and its objectives. From
this point of view, even the spaces that were seemingly less
successful from an architectural standpoint could have a
positive significance in regard to what interested us: the
essential was not in fact in the results in themselves, but
in the process that led to them, in the experimental inten-
tions of those who made them, and in the documentary
traces that recorded and commented on the experience
on a theoretical and critical level. The essential, in short,
was the degree of awareness developed by students in
each phase of the course and their level of understanding
37 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
MATTEO VEGETTI 223 AN-ICON
regarding the ways in which certain spatial factors impact
our relationship with space on conscious and unconscious,
and cognitive and perceptual levels.
However, in view of the Academic Year 2022-
2023, in order to better distinguish the intentions of the
course from those of the project work, we decided to mod-
ify the course.
In particular, we have attempted to simplify the
exercises and standardise them so that the results are com-
parable. In addition, we placed emphasis on experiment-
ing with spatial variants of an element (e.g. the threshold/
door) to allow students to test the most significant per-
ceptual changes between the choices made. Finally, we
required the students to present the experiments they had
tried, a selection of the most interesting results, and writ-
ten descriptions of their experiences in a common layout.
Redefined in these terms, the first point of the new exer-
cise relating to the first unit asks the students to place a
gap-threshold in the starting space, to experiment with dif-
ferent solutions capable of generating a meaningful spatial
experience; to describe in writing the criterion used, the
most paradigmatic solutions, and the quality of space de-
termined by these solutions. The same method, based on
the study of variations, was applied to the composition of
the rooms, the shape of the threshold/windows, the posi-
tion of the sculpture, etc. Overall, the course has become
much more analytical than before, and somewhat more
phenomenological.
MATTEO VEGETTI 224 AN-ICON
Fig. 7.
Fig. 8.
MATTEO VEGETTI 225 AN-ICON
Fig. 9.
Fig. 10.
Fig. 11.
Fig. 12.
Figg. 9-12. Four pictures related to the exercise on the thresholds: projects of Elmira Rabbani and
Gabriele Luciani, Giada Pettenati and Michelle Rosato, Giorgio Ghielmetti e Mattia Buttinoni. Bachelor
of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 226 AN-ICON
Fig. 13.
Fig. 14.
Fig. 15.
Fig. 16.
Figg. 13-16: Four pictures related to the exercise on light and colour. Projects of
Sandra Burn and Asia Camoia, Elmira Rabbani and Gabriele Luciani, Jessica Corti
and Silvia Zehnder. Bachelor of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 227 AN-ICON
Unità 1 es.1 - Diversi modi di inserire un varco/soglia nello spazio
spazio analizzato: 3 x 4.5 x 2.5m
Dal momento che il nostro parallelepi-
pedo è di base rettangolare abbiamo
iniziato ad analizzare le sperimen-
tazioni in cuiNun varco viene posto
sulla facciata più lunga, ossia 4,5 m.
Abbiamo sperimentato varie possibilià
di soglie utilizzando i seguenti criteri:
locazione, altezza e larghezza.
Inizialmente abbiamo posto la soglia
al centro della facciata e abbiamo
osservato come variava la percezione
cambiando l’altezza (1.60m, 2.10m,
2.50m) del varco e in seguito cambian-
do la larghezza (0.50m, 0.70m, 1m,
1.50m, 2m, 2.50m). Successivamente
abbiamo decentrato la soglia, ed infine
abbiamo fatto lo stesso procedimento
anche per la facciata più corta, os-
sia 3m. Dopo aver sviluppato queste
svariate possibilità ne abbiamo selezio-
nate alcune che secondo noi sono più
significative:
1.1:
- Apertura minima
- Si fa quasi fatica a passare
- Non si è invogliati a varcare la soglia
- Luogo molto riservato
1.2:
-Le senzazioni elencate precedente-
mente vengono accentuate decentran-
do la soglia
1.3
- Forte collegamento interno-esterno
- Luogo arioso
1.4:
-Le senzazioni elencate precedente-
mente diminuiscono decentrando la
soglia
V1.5:
- Sorge la domanda se si tratta ancora
di una soglia
1.7:
- Non è vivibile
- Quasi non ci si rende conto che si
tratta di una vera e propria soglia
1.8:
- Altezza standard
- In correlazione con i cambiamenti di
larghezza sperimentati non influisce
granché
1.9:
- Direzionalità: dona verticalità allo
spazio
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri Fig. 17.
Unità 1 es.2 - Varianti migliori
spazio analizzato: 3 x 4.5 x 2.5m
orem ipsum dolor sit amet, consectetur
adipiscing elit. Suspendisse lobortis
urna id velit tempor, in gravida est hen-
drerit. Mauris vestibulum facilisis erat
sit amet consequat. Curabitur ullamcor-
per eros enim, eget interdum dolor
feugiat at. Etiam viverra orci ac quam
lobortis, ac posuere turpis ultricies. Sed
facilisis dictum turpis eget venenatis.
Nunc vehicula augue enim, at viverra
turpis ornare vel. Phasellus vel mollis
augue.
Curabitur luctus, erat ut bibendum
bibendum, lacus nisl molestie eros, sed
cursus turpis magna quis nibh. Sed ac
volutpat magna, id mattis risus. Fusce
ipsum neque, placerat ac posuere at,
sollicitudin in nulla. Maecenas ege-
stas nibh ac ultricies laoreet. Integer
tristique fermentum neque, sit amet
vehicula sapien. Morbi condimentum
consequat turpis a rutrum. Proin nec
dolor eu purus ultrices rutrum.
Ut rutrum semper dictum. Morbi sapien
lacus, feugiat sit amet commodo et,
feugiat ut felis. Mauris tellus justo,
laoreet ut quam in, molestie ultrices
sapien. Sed tincidunt, augue ut inter-
dum cursus, lorem dui laoreet augue,
in semper urna dolor sed tellus. Su-
spendisse molestie urna id commodo
pretium. Ut non dui tincidunt, dictum
justo in, posuere sapien. Sed non est
at purus fermentum tincidunt vulputate
id libero. Etiam mi ante, rutrum a libero
vel, feugiat pharetra sem. In volutpat
metus arcu, eget fringilla ipsum soda-
les ac.
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri
Fig. 18.
Figg. 17-18. Examples of the layout used in the course 2022-2023 (first point
of the Unit 1 exercise). Students: Zoe Togni and Silvia Pedeferri.
MATTEO VEGETTI 228 AN-ICON
Unità 3 es.G - Fotogrammi video
obiettivi Il nostro obiettivo è di creare un’atmo- scelte Ci siamo focalizzate principalmente con tutte le pareti in clacestruzzo, ma
sfera che metta in contrapposizione sull’utilizzo di un materiale base, quale questa volta laccate, in modo da dare
una sensazione di apertura e leggerez- il calcestruzzo, che abbiamo adopera- ancora l’effetto della leggerezza e del
za con una sensazione di chiusura e to in primo luogo, su tutti i pavimenti, freddo, ma creando un climax con la
pesantezza, tramite l’utilizzo di texture, e successivamente sule pareti tre prima stanza.
coliri e materiali che possano aiutare stanze. La terza stanza, caratterizzata da
ad enfatizzare tali emozioni. La prima stanza è caratterizzata da un pareti in calcestruzzo grezzo, invece,
pavimento chiaro, con tonalità azzurra- ha come colorazioni un grigio scuro,
stre e pareti in alluminio riflettente per che introducono un effetto sinestetico
creare un effetto sinestetico che ricor- di pesantezza ed oppressione.
dasse il freddo e la leggerezza, qualità L’ultima stanza, invece, è caratterizzata
innate del metallo. da un pavimento blu scuro, notte, e da
La seconda stanza, invece, è valoriz- pareti e soffitto rivestite da pietra nera.
zata da una colorazione, sempre sulle
tonalità dell’azzurro, ma più calde,
riscontri Attraverso l’utilizzo del visore abbiamo La terza stanza è particolarmente
constatato come le le nostre iniziali tangibile e concreta. Crea un netto
ipotesi non fossero del tutto errate. contrasto con la stanza precedente,
Nella prima stanza, ci si trova in uno trasportandoci in un’atmosfera pesante
spazio freddo, quasi fantascientifico e reale. La sensazione che si prova è
e irreale, ma a differenza di come quasi di calma e tranquillità.
pensavamo, si ha una sensazione di Il contrasto con le due stanze prece-
maggiore chiusura rispetto alla secon- dente viene inoltre accentutato dall’ul-
da stanza. tima stanza che è buia, opprimente
Proseguendo la stanza successiva e quasi soffocante, da non riuscire a
ci trasporta in una relatà anch’essa stare al suo interno per troppo tempo.
fredda, nella quale si crea un gioco
di colori che nasconde il fatto che sia
stato utilizzato lo stesso colore su tutte
le pareti.
AIS200 Fenomenologia dello spazio_2022-23 Anna Bolla e Camilla Tosi Fig. 19.
Fig. 19. Examples of the layout used in the course 2022-2023 (Unit 3,
synoptic view of tested variants). Students: Anna Bolla e Camilla Tosi.
MATTEO VEGETTI 229 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18166 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18166",
"Description": "The paper presents the theoretical assumptions and the way of conducting an experimental course on the Phenomenology of Space designed for architects and interior designers.\nThe course made use of virtual reality to allow students to directly experience the perceptive and cognitive effects induced by the forms of space, colour, the texture of materials, and light. Virtual reality was also the medium that made it possible to translate certain philosophical concepts related to the phenomenology of space into an experiential and applicative field close to the sensitivity and spatial culture of the designers.\nThe themes addressed gave rise to a progressive development that allowed students to develop an increasingly complex project and experiment with increasingly complex issues. The course began with the phenomenology of thresholds, and continued with the analysis of field and synesthesia, the phenomenology of atmospheres, and the analysis of orientation and mind maps. In each of these areas of research and experimentation, the common thread remained the relationship between the body and space. The article also presents the exercises proposed to the students and an overall assessment of the teaching experience.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18166",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Matteo Vegetti",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Education",
"Title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Operational An-Icons",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-03",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Matteo Vegetti",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18166",
"firstpage": null,
"institution": "Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera Italiana",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Education",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Verlag, 2006).",
"spatial": null,
"temporal": null,
"title": "Phenomenology of space and virtual reality. An experimental course for students in architecture",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18166/17780",
"volume": "1"
}
] | Phenomenology
of space and virtual
reality. An experimental course
for students
by Matteo Vegetti
in architecture
Phenomenology
Virtual reality
Achitecture
Philosophy
Education
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Phenomenology of space and
virtual reality. An experimental
course for students in
architecture
MATTEO VEGETTI, Scuola Universitaria Professionale della Svizzera Italiana, Università della Svizzera
Italiana – https://orcid.org/0000-0002-5149-8609
https://doi.org/10.54103/ai/18166
Abstract The paper presents the theoretical assumptions and
the way of conducting an experimental course on the Phenom-
enology of Space designed for architects and interior designers.
The course made use of virtual reality to allow stu-
dents to directly experience the perceptive and cognitive effects
induced by the forms of space, colour, the texture of materials,
and light. Virtual reality was also the medium that made it pos-
sible to translate certain philosophical concepts related to the
phenomenology of space into an experiential and applicative
field close to the sensitivity and spatial culture of the designers.
The themes addressed gave rise to a progressive
development that allowed students to develop an increasingly
complex project and experiment with increasingly complex is-
sues. The course began with the phenomenology of thresholds,
and continued with the analysis of field and synesthesia, the
phenomenology of atmospheres, and the analysis of orienta-
tion and mind maps. In each of these areas of research and
experimentation, the common thread remained the relationship
between the body and space. The article also presents the ex-
ercises proposed to the students and an overall assessment of
the teaching experience.
Keywords Phenomenology Virtual reality Achitecture
Philosophy Education
To quote this essay: M. Vegetti, “Phenomenology of space and virtual reality. An experimental course for
students in architecture,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 184-
229, https://doi.org/10.54103/ai/18166
MATTEO VEGETTI 184 AN-ICON
Presentation of the course
Virtual reality (VR) holds educational potential
of great interest for all disciplines that deal with spatiali-
ty, and even more for those, like architecture, that have a
privileged relationship with lived space, that is to say with
the interaction between the body and its environment. I at-
tempted to demonstrate this thesis through the conception
and development of a course on Phenomenology of space
that makes use of virtual reality to study the perceptual
effects of architectural design.
The course began as a research project funded
by an internal call for proposals in the Department of en-
vironments, construction, and design of the University of
Applied Sciences and Arts of Southern Switzerland (SUP-
SI-DACD, Mendrisio, Switzerland) dedicated to digitization.
From the outset, its implementation required the formation of
a small interdisciplinary research team. It included, alongside
myself, philosopher and professor of spatial theory Pietro
Vitali (architect and professor of the degree course in inte-
rior architecture), Matteo Moriani (architect and assistant
for the course developed by this project), and Marco Lurati
(interaction designer and lecturer). In contrast to what often
occurs, the collaboration between different areas of exper-
tise in our case had a material character. The task of taking
care of the content and educational aims of the course fell
to me, as philosopher, while that of dealing with questions
related to more strictly architectural aspects fell to the de-
signers, who then guided the students in their design work.
The interaction designer, finally, had the task not only of
making the course possible through the development of
the technology and the necessary programming, but also
of teaching students how to carry out design in VR and the
relevant programs (Twinmotion in particular). As is clear, no
member of the working group could have proceeded without
the aid of the others. The final goal was to create a course
in phenomenology applied to architecture with the help of
Oculus Quest 2 headsets. In other words, rather than just
learning theories, the students would need to sharpen their
MATTEO VEGETTI 185 AN-ICON
spatial sensibility by experimenting with these theories in
a virtual environment. The challenge was thus double: on
one hand to offer a course on applied philosophy, and on
the other to introduce virtual reality into a theoretical course,
making it the tool for the application of theory.
In addition to this, in an almost unconscious,
seemingly instrumental way, the students would need to
learn sophisticated programming languages, a skill that is
also useful from a professional standpoint.
Background
Virtual Reality has recently emerged in archi-
tecture and the arts as novel means for visualizing different
design solutions and for building up the design model and
its virtual environment.
Similar to these applications, VR is commonly
used in architectural education in the design process, as it
provides the designer with an image to create the spatial
and topological relationships of a project. Although the use
of VR for teaching purposes is not yet widespread in archi-
tecture faculties (in Europe at least), its pedagogical effec-
tiveness has been clearly documented.1 Several studies on
the pedagogical function of VR in architectural studies have
shown that the use of VR increases the awareness of de-
signer during designing in terms of the structural properties
and component assembly of a structural system,2 helps stu-
dents’ way of thinking, critical thinking, and problem-solv-
ing activities,3 creates the possibility to “feel like being in
the place,”4 strengthens the memory and awareness of the
1 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process,” Automation in Construction 141 (2022): 1-19, https://doi.org/10.1016/j.
autcon.2022.104393.
2 W.A. Abdelhameed, “Virtual reality in architectural design studios: a case of studying
structure and construction,” Procedia Computer Science 25 (2013): 220-230, https://doi.
org/10.1016/j.procs.2013.11.027.
3 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
4 T. Chandrasekera, K. Fernando, L. Puig, “Effect of degrees of freedom on the sense of
presence generated by virtual reality (VR) head-mounted display systems: a case study on the
use of VR in early design studios,” Journal of Educational Technology Systems 47, no.4 (2019):
513-522.
MATTEO VEGETTI 186 AN-ICON
spatial configuration,5 augments “spatial abilities” in stu-
dents,6 trains the capacity to switch naturally from a planar
representation of space to a 3D representation of the same
space.7 To cite a concrete experience, Johan Bettum, pro-
fessor of architecture at the Städelschule, has used virtual
reality in the master degree studio Architecture and Aes-
thetic Practice at Städelschule Architecture Class (Frank-
furt) as a laboratory for spatial inquiries in relation to sub-
jective experience, the construction of reality and the role
of images in regimes of representation. These experiments
consisted in designing immersive environments where ar-
chitecture has been explored through the computerized
representation of forms and spaces. According to the inten-
tions of the course, this digitally produced realm of images
supplemented and often supplanted the traditional role of
drawing in the contemporary design process.8 A second
research experiment on the integration of VR in the cur-
riculum at architecture schools, took place at the College
of Architecture and Planning (CAP) of Ball State University.
For three years in a row, the CAP created a design virtual
environment for 2nd year students, making use of an HMD
(Head Mounted Display). The CAP VR Environment aimed
to support the actual architectural design process, therefore
aiding the process of learning how to design, rather than
limiting its use as a visualization tool. In the practical terms,
the immersive simulation of an actual design project (the
lobby of a small hotel) was intended to enable students to
recreate the architectural characteristics of the space, elic-
iting an appraisal of their architectural spatial experience.
According to the author, the ability to navigate through
5 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience,” Ambiences. Environment Sensible, Architecture et
Espace Urbain 1 (2015): 1-23, https://doi.org/10.4000/ambiances.594.
6 T. Chandrasekera, S.Y. Yoon, “Adopting augmented reality in design communication:
focusing on improving spatial abilities,” The International Journal of Architectonics, Spatial
and Environmental Design 9, no.1 (2015): 1-14, http://dx.doi.org/10.18848/2325-1662/CGP/
v09i01/38384; M. Schnabel, T. Kvan, E. Kruijff, D. Donath, “The first virtual environment design
studio,” 19th eCAADe Conference Proceedings. Helsinki (2001): 394-400.
7 J. Milovanovic, G. Moreau, D. Siret, F. Miguet, “Virtual and augmented reality in architectural
design and education. An immersive multimodal platform to support architectural pedagogy,”
17th International Conference, CAAD Futures 2017, Istanbul, Turkey.
8 J. Bettum, Architecture, Futurability and the Untimely (Bielefeld: transcript Verlag, 2022).
MATTEO VEGETTI 187 AN-ICON
the simulated lobbies turned out to be key to capture the
architectural spatial experience and perceive the aesthetic
emotion and/or symbolic meaning embedded in the proj-
ects.9
A further type of studies attempted to demon-
strate, through an experimental design that also involved
students from a design class at the Milan Polytechnic, the
possibility of recreating complex spatial qualities through
VR, for example investigating how multisensoriality (scent
in particular) affects the realism of the experience contrib-
uting to increase the users’ sense of presence in the virtual
environment.10
Although in some ways apparently akin to the
case studies cited, it must be borne in mind that the course
we experimented with differs first and foremost from them
for the basic reason that it does not fall within the scope
of architecture, but of philosophy applied to space (a phi-
losophy with a phenomenological orientation). The aim of
the pedagogical experiments conducted is therefore not
related to design, but to the understanding of the body-
space relationship, with a specific focus on the modalities
of sensory perception. In other words, thanks to virtual re-
ality, the students were able to experiment in various ways,
according to a number of controlled possibilities, how the
manipulation of certain variables (positions of openings,
colors, scales, relationships between objects in space, arti-
ficial lights, sequences of spaces) impact the spatial expe-
rience on a perceptive and cognitive level. The aim was not
to obtain a realistic representation of space, nor was it to
learn about and visualize certain spaces and construction
processes through VR. The aim was rather to verify with
one’s own (virtual) body the perceptual effects induced by
9 A. Angulo, “Rediscovering virtual reality in the education of architectural design: the
immersive simulation of spatial experience.”
10 M. Carulli, M. Bordegoni, U. Cugini, “Integrating scents simulation in virtual reality
multisensory environment for industrial products evaluation,” Computer-Aided Design &
Applications 13, no. 3 (2016): 320-328, https://doi.org/10.1080/16864360.2015.1114390.
MATTEO VEGETTI 188 AN-ICON
certain design choices, and to develop a method to derive
generalizable knowledge from experience.
Although the aforementioned studies have
provided the course with useful information and a set of
important examples regarding the didactic use of VR in
architecture, there is - to the best of my knowledge - no
previous use of VR in phenomenology of space.
Theoretical framework
Phenomenology is undoubtedly the theoret-
ical orientation most closely related to the intelligence of
architects, who are accustomed to thinking about space
“live,” so to speak. Among the characteristic abilities of
the architect are the capacity to consider the relationship
between spaces and bodies, to imagine the atmosphere
of environments and the way in which shape, color, and
spatial scale influence our experience of them, and to or-
ganize solids and voids, exteriors and interiors, the visible
and the invisible, light and shadow, volumes and matter, as
though they were elements of an aesthetically expressed
spatial language. It is precisely this sort of sensibility that
the course sought to thematically develop, strengthening
students’ awareness of and ability to design perceptual (i.e.,
not only spatial) environments imbued with cognitive and
emotional meanings. To best realize the desired encounter
between philosophy and architecture in this pre-categor-
ical level of spatial experience, I found it useful to refer to
phenomenology broadly defined, broadly enough to include
Gestalt psychology and some elements of behaviorist psy-
chology. Before giving a synopsis of the thematic contents
of the course, it will be necessary to evaluate the contribu-
tion that virtual reality can offer to the encounter between
phenomenology and architecture, mediating between their
languages. VR’s potential consists in its particular quali-
ties as an immersive medium, or more specifically in its
MATTEO VEGETTI 189 AN-ICON
capacity to insert perception into an immaterial, interactive,
and programmable Umwelt.
The first aspect is perhaps the most important.
If there is a single quality that the spatial intelligence of the
architect must necessarily develop during the course of
study, it lies in the capacity to move from an understand-
ing of space based on plans—made up of lines, symbols,
numbers, and so on—to a subjective understanding, ideally
placed in the space that those signs represent abstractly.
The passage from an objective and external gaze (the one
that reads the plan) to an internal, embodied one, capable
of bringing the signs to life in a volumetric space and cor-
porealizing them, is normally entrusted to the imagination.
But given the complexity of this mental operation, it is al-
ways necessary to turn to a plurality of media: sketches,
models, photographs of the models taken from the inside,
rendering, etc.
None of these tools, however, is capable of
physically including the subject, who thus continues to
have a distanced and disembodied understanding of space.
Given the importance of the role that the body plays in
spatial experience, it is clear that the value of virtual reality
lies in the possibility of transferring the subject inside of the
space of representation, in such a way that allows them to
have a direct, aesthetic, and even synesthetic experience.
Thanks to VR, the architect can jump in and out of the rep-
resentation: he or she can “enter the plan,” making it into an
immersive experience, and then exit, modify the design on
the basis of this experience, and finally return to the virtual
space to check the outcome of the operation. This move-
ment in and out of the space of representation provides
the intelligence of the architect with a new medium; this is
not, however, virtual reality, but rather his or her own body
as an “analogical” tool, one that provides an analog to em-
bodied sensory experience. On the one hand, virtual space
replicates the intentional structure that the world presents
to us: space moves with me, shows itself and hides itself
in relation to my gaze, and declares its secondary qualities
(for example, showing itself to be narrow and oppressive,
MATTEO VEGETTI 190 AN-ICON
or disorienting —all qualities that are related to a certain
kind of subjective experience.). On the other hand, even if
they are “embedded” in a virtual environment, the subjects
still maintain an interior distance, a remainder of objectiv-
ity; they know that they are in a representation, just like at
every moment they know that their own body is only an
analogon of the sentient one, which allows them to have
a mediated, self-observed experience, and to register its
effects. If virtual space is a distant relative of the sketchpad,
the body that explores virtual space is a distant relative of
the pencil that draws in the sketchpad, or more precisely
of the manual intelligence involved in that experience.
The risk of virtual reality causing the architect
to lose an authentic relationship to space, or to “authentic
space,” is, when taken from this point of view, less serious
than one might fear—and all the more so due to the fact
that VR does not by any means claim to substitute itself for
the traditional forms of mediation, translation, and repre-
sentation of space, but rather to integrate them into its own
capabilities. Furthermore, VR remediates within itself many
media to which we have long been accustomed, from the
drawing pad to the cinema; from this perspective, rather
than eliminating all mediation, it entails a deep and layered
media culture. This is also confirmed by the educational
usage of VR, given that in order to adequately use it, the
students will necessarily continue to move through the rep-
resentational languages of different media (from manual
design to CAD, as well as the photos and films that can be
made within virtual reality). They can also share their visual
experience externally, since what they see within the virtual
environment can be simultaneously projected on a screen
connected to a projector. This, if we consider it closely, is
no small thing. Two separate and autonomous (although
co-present) environments—two different parallel Umwel-
ten—can be connected in real time. Making it possible to
show the outside what one sees as one sees it, VR makes
ocular experience shareable, albeit through two different
media (on one hand the projected film and on the oth-
er the immersive reality.) The VR viewer transforms vision
MATTEO VEGETTI 191 AN-ICON
into a full-fledged medium: it transmits, communicates to
the outside, shows, and makes what it manifests public in
real time. The virtual experience is, in effect, “replicant” by
nature. In it, technological reproducibility has now caught
up with the perceptual experience linked with one’s own
body: today sight, tomorrow touch, and then who knows.
The alienation of one’s own body, if we can
call it such, may have slightly disturbing aspects for those
who want to project it into dystopian future scenarios, but
within the context of more modest educational ambitions,
it holds enormous potential, given that it makes the lived
experiences of others shareable and evaluable. As will by
now be clear, the course was nothing like a normal design
workshop, nor did it aspire to be. It was more like a virtual
gymnasium where, through a series of guided experiments,
the perceptual and psychological dimensions of space
were exercised; a gymnasium that allowed for the easy
modification of space and the experimental verification of
its effects.
Aims of the program
To be concise, the use of virtual reality in the
architectural context can be summarized in four points.
These, as we will see, were developed in the course through
a series of exercises.
1) VR allows for the modification of space at will,
and for the verification of its effects on perceptual, emotion-
al, and cognitive levels (depending on what one is interested
in determining) in an immersive environment.
For example, the height of a ceiling is, from
one point of view, objective and mathematical, identical in
any space. It is what it is, regardless of other spatial vari-
ables like color and depth. Within the perceptual dimen-
sion, however, things proceed very differently, since all of
these variables intertwine and influence one another in a
manner so clear that to define it as subjective would be
misleading. The depth of space modifies the perception of
MATTEO VEGETTI 192 AN-ICON
height in direct proportion to its increase. This can easily
be experienced in virtual reality precisely because it only
applies to a sentient body, which on paper does not ex-
ist. Experiments of this type can examine the relationship
between color and spatial perception, the modification of
an environment through light (or shadows) depending on
the hour of the day or the season, the perception of one’s
center of balance in space, the relationship between differ-
ent scales, the relationship between different volumes and
shapes, synesthesia, and many other analogous situations.
VR offers the opportunity to examine all of these
aspects not only through vision, but also from a practical
point of view, that is to say, through the study of the behav-
ior of the users that interact with the organization of a given
space: how they move, what they understand, what they
remember, and how they describe a certain environment.
All of this provides a way to test design solutions (whether
realistic or experimental), or to verify theories developed
in the existing literature.
2) VR allows for the implementation of phenom-
enological variations and the experiencing of their effects
on different levels: aesthetic, psychological, ontological.
The use of phenomenological variation within
the context of the project meant the possibility of varying
one or two special elements, altering in a controlled way
their position, breadth, depth, and other characteristics.
One can, for example, modify the perception and geometry
of an entire environment by changing where the entryway is
located, thus deforming the environment in relation to the
observer’s center. Depending on the breadth or depth of
the entry, the experience of entering, and of the relationship
between outside and inside, is modified. Depending where
the two entries in a room are located—given that these es-
tablish between themselves, on a perceptual level, a recip-
rocal connection, a sort of invisible corridor—space will be
“sliced” by that connection in different ways, redistributing
MATTEO VEGETTI 193 AN-ICON
internal space and generating areas (compartments) of vari-
able shapes and dimensions.
This method requires experimenting with a lim-
ited and controlled number of variations, and that the results
be recorded from a perceptual and even ontological point
of view. The dimensions of a window can be varied in such
a way as to produce significant aesthetic discontinuities,
but beyond a certain threshold of size the window changes
in nature, becoming, for example, a glass door (if it alludes
to the possibility of transit, taking on the potentiality of an
opening-threshold), or a glass wall, where wall and window
meet, each giving up one of its intrinsic potentialities (in the
case of the wall, the possibility of visually separating spaces,
and in the case of the window, that of connecting an inside
to an outside atmosphere). The exercise of variation can
take on many forms, all useful for testing a wide range of
spatial effects with aesthetic, symbolic, or even ontological
significance. To give a final example, which highlights the
possibilities of VR, we might think of the effect of all of the
possible variations applied to the height of a small room,
from the minimum or even insufficient measurement to a
generous one, say of 3 meters, up to a decidedly out of
scale measurement of 10 or 20 meters. This modification
allows for the discovery through intuitive evidence of the
discontinuous relationship between stimulus and percep-
tion, or of the differential thresholds that punctuate the
qualitative passage from one psychophysical condition to
another (claustrophobic, comfortable, roomy, oppressive,
etc.). The qualitative thresholds can also cause a change
in the sense of space itself. For instance, a space in which
the ceiling is too low will not be perceived as inhabitable.
Habitability is a spatial quality that requires a certain min-
imum height, even if it is still a claustrophobic one. But if
one exceeds this measurement greatly, one enters into a
new context of meaning, for example that of an artistic
installation, and space takes on a poetic significance that
it did not have before. But this is not all. The exercise of
phenomenological variation calls for the capacity to de-
scribe, or better, to verbalize lived experience, developing
MATTEO VEGETTI 194 AN-ICON
an appropriate (specific), effective (figurative), and meaning-
ful (persuasive) language. From perception to expression: a
continuous two-way transit that helps students develop a
degree of spatial awareness that they do not normally pos-
sess. Naturally, the exercise becomes progressively more
complex depending on the number of variables one choos-
es to introduce. The preceding case, for example, could
be made much more complex simply with the introduction
of one further variable, such as materials (say, concrete or
word) or the presence of a light source (for example, an
opening onto a natural light source from above).
3) VR allows for the firsthand study of relationships
between form and meaning.
Here, I turn to the field of Gestalt psychology,
and more particularly to the possibility of simulating and
studying phenomena of orientation and mental maps (at
the base of which lie the tools of the psychology of shapes).
To once again in this case offer some examples, one might
think of virtual space as a site in which to experiment with
different strategies for functionally dividing up space, for
grouping families of objects on the basis of the principles
of “figural unification,” for generating rhythms, for anticipat-
ing the sense of space (directions and meanings), and for
inducing motor responses. Within this field of experimenta-
tion also lies the possibility of giving symbolic significance
to a certain element of the environment (for example, the
main entrance, the most important painting, the state room,
etc.) as well as that of articulating in various modes the re-
lationship between voids and solids, distances, or objects
with different shapes and sizes.
4) VR allows for experimentation with the consti-
tutive factors of atmospheres.
This fourth point is the result of the interac-
tion between all of the preceding spatial components and
their relative interactions, and thus cannot but appear last.
Experimentation with the constitutive factors of the atmo-
sphere becomes explicit when attention is shifted to the
MATTEO VEGETTI 195 AN-ICON
holistic aspects of the environment, the emotional impact
that the space has on us, and the moment of encounter
with an atmosphere and the way it can be an object of
design. The usefulness of virtual reality in respect to the
phenomenological analysis of atmospheres is clear: pre-
cisely because an atmosphere is in itself an immersive and
synesthetic phenomenon, it can only be observed through
bodily presence. One is always inside an atmosphere, to
the point that the very presence of a certain atmospheric
connotation defines, when perceived, the confines of an
interior (the interior of a work of architecture, of a certain
city or neighborhood, or of a particular culture, etc.). VR
thus shows itself to be extremely effective as a tool for the
analysis of the psychological aspects of atmosphere, fa-
cilitating an applied atmospherology. The various aspects
that comprise the atmosphere of a place, that is to say its
social and emotional characteristics, can become the ob-
ject of critical analysis and can be used for the revision of
designs. Within this field of experimentation there is also the
possibility of observing space from any desired perspective
and of moving, even if in a limited way, in a manner that
unites visual and synesthetic experience.
In addition, VR offers the possibility of introduc-
ing natural sounds, background noises (for example, chatter,
whose intensity depends on the number of people that we
decide to put into the space), sounds of footsteps (which
change depending on the surface being tread upon), and
music (which can be diffused into space from a preselected
source). It is not yet possible, however, to introduce tactile
experiences, while olfactory ones are difficult to manage
and a bit artificial.
Structure of the course and workflow
The course took place during the first semester
of the 2022 academic year, and was divided into 12 lessons,
each lasting an entire day.
Excluding the first introductory lesson and the
last one, dedicated to the presentation of final exercises,
MATTEO VEGETTI 196 AN-ICON
five units were offered to the students, each one compris-
ing two lessons. Each unit dealt with a different theme, but
always built on the themes discussed in the preceding units.
The course thus followed a gradual development through
units. The typical organization of the units followed this
order: a theoretical lecture (Matteo Vegetti); presentation of
the exercise; discussion; presentation of programing tools
and the use of Twinmotion for the given exercise (Marco
Lurati); design work by students under the guidance of the
course assistant (the architect Matteo Moriani, with the
invaluable volunteer contribution of the interior architect
Victoria Pham). Each unit was concluded the afternoon
of the second lesson with a group review of the exercises.
Since these were carried out by students in pairs, the pre-
sentations took place as follows: one student explained the
design choices and the outcomes of the experimentation,
while the other, from within the virtual space, showed the
spaces in question (thanks to a projector connected to
the Oculus, or rather to the computer supporting it). Each
pair of students worked on a space of a different scale
(2.5x2.5; 5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20). In this
manner, the phenomenologically significant issue of scale
was indirectly present throughout the course, presenting
numerous opportunities for reflection. Given that the same
exact exercise presented difficulties of different types de-
pending on the scale, each group of students necessarily
had to offer a different design solution. The differences be-
tween scales were of course also evident in the exercises
based on variations.
In what follows I offer a descriptive brief of the
subjects dealt with in each unit and in the corresponding
exercises. The latter held a fundamental importance in the
overall economy of the course, given that they connected
theory with practice and formed an educational pathway
that began from a few basic elements and then became
progressively richer and more complex.
MATTEO VEGETTI 197 AN-ICON
INTRODUCTION and UNIT 1
“I ask a young student: how would you make a door? With what
dimensions? Where would you place it? In which corner of the room
would you have it open? Do you understand that these different
solutions are the are the very basis of architecture? Depending
on the way that one enters into an apartment, on where doors
are located in the walls, you feel very different sensations, and the
wall that you that you drill likewise takes on very different charac-
teristics. You then feel that this is architecture.”11
The first introductory lesson of the course dealt
with the relationship between body and space, bringing to
light some of the fundamental issues in Merleau-Ponty and
Heidegger’s phenomenological approaches.12 Through the
definition of these concepts and the relationship between
them (space as correlate of the activity of a living body, as
environment, as site, as a felt, perceived, lived space, in-
vested with meanings), the course established a theoretical
basis sufficient for understanding its aims.
Then, a first approach to virtual reality, and
a first intuitive test of the ideas learned, was carried out
through the use of the Gravity Sketch program, which of-
fers its users the possibility of creating space through the
movements of their hands, and to choose from a vast rep-
ertoire of creative resources (lines, shapes, surfaces, colors,
materials, transparencies, etc.). Each pair of students ran-
domly selected an aesthetic/perceptual theme (unknown to
the others) to give form to. Once a pair of students created
theirs in VR, the rest of the class was invited to visit it and
provide a brief description of it. Based on the comments
received, it was easy to tell if the students had succeeded
11 Le Corbusier, Precisions on the Present State of Architecture and City Planning (1930)
(Cambridge MA: The MIT Press, 2015).
12 M. Heidegger, M. Corpo e spazio (1964), trans. F. Bolino (Genova: Il Melangolo, 2000); M.
Merleau-Ponty, Phenomenology of Perception (1945), trans. D. Landes (Abingdon-New York:
Routledge, 2012).
MATTEO VEGETTI 198 AN-ICON
in conveying the theme that they were tasked with inter-
preting spatially.
In a small way, this first contact with virtual
reality reproduced the characteristic transposition of theo-
retical themes into an “applied” dimension that would char-
acterize the course as a whole. Most importantly, Gravity
Sketch is an effective tool for becoming familiar with VR,
and more particularly with the possible functions offered
by the Oculus.
UNIT 1 - Phenomenology of thresholds
The first unit was dedicated to the theme of
thresholds, or rather to the diverse configurations of the
divide between interior and exterior that make the experi-
ence of space as a place possible (the possibility of “en-
tering” or accessing that only the crossing of a threshold
allows). Experimenting with the different thresholds that
comprise space and mastering their rhetorical significance
means knowing how to articulate space like a complex
text, full of caesuras, connections, leaps, transitions, and
transformations. Each threshold represents a critical point
in space because it is called upon not only to manage the
different practical and symbolic functions of the environ-
ment, but also the relationship between seemingly irrecon-
cilable opposites: interior and exterior, public and private,
the familiar and the foreign, the inside and the outside. The
phenomenology of thresholds thus aimed to show through
numerous examples how the threshold could be designed
and conceived of in different ways depending on goals and
intentions (aesthetic, symbolic, practical).
The lesson took its impetus from an anthropo-
logical reflection on the significance of the threshold/door,
13
to then move towards more philosophical14 and phenom-
enological15 questions. Here, as elsewhere, Ching’s im-
13 J. Rykwert, The Idea of a Town (Cambridge MA: The MIT Press, 1988).
14 G. Simmel, “Bridge and door,” Theory, Culture & Society 11 (1994): 5-10.
15 P. V. Meiss, De la forme au lieu (Lausanne: Presses polytechinques et universitaires, 1986);
A. Moles, E. Rohmer, Psychologie de l’espace (Paris: Casterman, 1998).
MATTEO VEGETTI 199 AN-ICON
ages and insightful observations were very useful in ac-
companying the discussion.16
The lesson was also the occasion to thematize
the threshold between “front” and “back,” between “stage”
and “backstage,” or rather between the public and private
dimension, through a series of different frames. Here, I use
the language of Erving Goffman to allude to the importance
of the frame in defining, on the basis of its specific material
or formal qualities, the type of situated social situation that
one wishes to obtain: the degree of visibility, of separation,
of privacy (or of porosity, contamination, or transparency)
that one wants to establish between the respective domains
of “front” and “back” in order to strengthen or weaken the
public valence of the place and the relationships that take
place there.17
Expected outcomes:
■ Understanding the symbolic value of the entering a space
and the way in which the threshold manages the relationship
between interior and exterior.
■ Experimenting with the perceptual effects generated by
the different positioning of a door-opening in the same identical
space.
■ Experimenting with the connection that is created between
two door-openings within the same space, and the modification
of spatial relationships that this connection brings about.
■ Understanding the significance of the center as what or-
ganizes space and its distortions.
■ Understanding the language of the window-opening through
different typologies.
■ Experimenting with the concept of “frame.”
■ Analyzing the way in which an object (in this case, a work
of art) reacts to space based on its position, size, relationship to
light, and to its own “aura.”
16 F.D.K. Ching, Architecture: Form, Space, and Order (Hoboken: John Wiley & Sons, 2015).
17 E. Goffman, Behavior in Public Places (New York: Free Press, 1966); and Interaction Ritual
(New York: Pantheon, 1982)
MATTEO VEGETTI 200 AN-ICON
Fig. 1. Beyond a certain limit, an opening ceases to be an enclosed area and becomes
a dominating element: a transparent plane bordered by a frame. From F.D.K. Ching,
Architecture: Form, Space, and Order (Hoboken: Wiley, 2015).
Fig. 2. An opening situated on the plane of a wall will appear to be a luminous form
against a contrasting background. If it is centered on the plane, the opening will appear
stable and will visually organize the surface around it. If it is decentered, it will create
a level of visual tension with the sides of the plane towards which it has been moved.
From F.D.K. Ching, Architecture: Form, Space, and Order.
MATTEO VEGETTI 201 AN-ICON
Exercise
Each pair of students works on a space of dif-
ferent scale, with a square or rectangular base (2.5x2.5;
5x5; 10x10; 20x20; 2.5x5; 5x10; 10x20).
A) Create three spaces with equal dimensions.
In one of these spaces, place a door-opening in three differ-
ent positions, and note how the space changes perceptu-
ally, writing a description of it from within the virtual space.
B) For each of the three spaces, create two
door-openings placed in different ways (but on the same
wall). Describe the result: how is space modified? Where
is the center?
C) Place a rug of shape, dimension, and mate-
rial of your choice in each space.
D) Place a window-opening in each space. The
openings must be central, zenithal, and angular (size and
shape are up to you).
E) Modify the dimensions and shape of the
window-openings, increasing their width or height freely.
Describe the result.
F) Place into one single space a combination
of four of the entry-doors or windows created earlier (4
total: this could be 2 doors and 2 windows or 3 doors and
1 window, etc.) Describe the result.
G) Connect in a sequence four of the spaces
created earlier. Give these environments a hierarchy and
connect them with a path that joins the entrance and the
exit. Design the main entrance into the space from a rhe-
torical standpoint. Try to convey the hierarchy between
different environments through the use of different kinds
of thresholds. The thresholds must anticipate the sense
of the space being entered, and must convey the relation-
ship between the spaces that they connect (you can use
frames, stairs, boxes, ramps, partitions, false ceilings, dif-
ferent thicknesses for the walls, and the form and dimen-
sions of the thresholds can be modified. In this phase, the
MATTEO VEGETTI 202 AN-ICON
threshold can become a volume). You may not, however,
use any elements of décor.
H) Place a sculpture in one of the environments
in such a way as to enhance the latter.
I) Design a threshold/separation (a frame) that
creates a private space within one of the rooms that you
have already made.
J) Make a 30-second VR film of these environ-
ments and describe the created space (2000 words). The
description should be written subjectively (“I advance and
see on my right…;” “the light from the window is illuminat-
ing the threshold that I am about to cross…”)
K) Take 3 photos of the interior that illustrate the
design choices (that is, representative views of the interior
space generated through experimental solutions.)
UNIT 2 - The power of the field
“By emphasizing the generated field in addition to the architectural
object, one raises once more the problem of space, but in different
terms by giving the concept a different value. In traditional criti-
cism space is a homogeneous structure, a kind of counterform
to the mural envelope, indifferent to the lighting conditions and to
its position in relation to the buildings, whereas the notion of field
stresses the continuous variability of what surrounds the archi-
tectural structures.”18
The second unit, which clarified some of the
theoretical elements already present in the first, analyzed
the principles of field theory, or better, an ensemble of the-
ories based on the shared presupposition that a space
occupied by volumes does not coincide with their physical
18 P.P. Portoghesi, cited in R. Arnheim, The Dynamics of Architectural Form (1977) (Berkeley:
University of California Press, 2009).
MATTEO VEGETTI 203 AN-ICON
space, but extends beyond it, without however being in-
dependent of the originating form.19
The field thus coincides not with the borders
within which everything is enclosed, but with a certain ar-
rangement of forces and vectors acting in space. Space
thus becomes an active and reactive environment: a field
of psycho/physical forces. Every volume present in the field,
by virtue of its mass and its shape(s), changes the field’s
appearance. The field generated through design deeply
affects our perceptual schemas through the play of forces
that act within it. But within the concept of field, the concept
of center, already encountered in the previous unit, plays
a fundamental role. While geometrically a center is simply
a point, perceptually it extends as far as the conditions
of stability that it is based on will permit. Of course, the
center may or may not be indicated. In architecture, it can
be indicated (or suggested) by a ceiling lamp, a mobile, a
decoration, or a mosaic. Or, it can be an empty space at
the center of two diagonals or of the geometry dictated by
the positions of the thresholds. Normally, however, there
are multiple centers at work in each field, each of which
attempts to prevail over the others. The lesson thus brought
attention to the problem of the interaction between fields of
different shapes and strengths, suggesting the possibility
of making corrections to one’s designs by working on the
centers, the directions of the volumes that generate the
field, or their distance from one another.
This illustrates the concept, well known to phe-
nomenology and cognitive psychology, that space is born
as the relationship between objects. On the basis of this
idea, shifting attention from the shapes of objects and their
interaction to the void that separates them, the lesson then
also discussed the concept of “interspace,” and along with
it the fundamental law of attraction-repulsion: “Objects that
look ‘too close’ to each other display mutual repulsion: they
want to be moved apart. At a somewhat greater distance
19 R. Arnheim, The Dynamics of Architectural Form; P.P. Portoghesi, V.G. Gigliotti, “Ricerche
sulla centralità. Progetti dello studio di Porta Pinciana,” Controspazio 6 (1971); A. Marcolli,
Teoria del campo (Firenze: Sansoni, 1971) and Teoria del campo 2 (Firenze: Sansoni, 1978).
MATTEO VEGETTI 204 AN-ICON
the interval may look just right or the objects may seem to
attract each other.”20
The final theme concerned the typical fields of
basic shapes such as the circle, triangle, and square. This
discussion was then applied to bidimensionally-perceived
spatial forms, such as the shape of the window in respect
to the wall in which it is placed.
Finally, it bears noting in relation to point “C”
of this unit’s exercise that VR does not exclude interaction
with physical objects. Virtual and material reality can in fact
overlap, generating a significant enhancement of spatial
experience. In the present case, it was sufficient to place a
real table where the virtual table designed by the students
was, in order to allow a group of four people to share the
same situation from different perspectives. The members
of the group sat around the same virtual table (sharing the
same design simultaneously in multiple Oculus viewers),
but could at the same time establish a tactile relationship
with the table around which they were seated in real space.
The lesson made wide use of examples taken
from architecture as well as city planning in order to explain
how field theory adapts to each scale.
20 R. Arnheim, The Dynamics of Architectural Form.
MATTEO VEGETTI 205 AN-ICON
Expected outcomes:
■ Understanding and experimenting with the influence of the
center and the relationship between centers.
■ Perceptually experimenting with the field in terms of scope
and shape of irradiation, as well as the relationship between fields
in terms of interference, conflict, or harmony.
■ Perceiving the language of voids in relation to solids in
terms of visual balance and variable density (compression and
decompression of the spaces between elements).
■ Testing the symbolic/perceptual power of fire (that of a
fireplace) in establishing a center and a space.
■ Observing the dynamics of the field together with the other
students, developing a suitable language.
■ Putting the dynamics of the fields into the form of a graphic
representation.
P. Portoghesi, Field Theory. Space as a system of places, 1974.
MATTEO VEGETTI 206 AN-ICON
Fig. 4. Modification of forces internal to a rectangular field based on
the positioning of the door-openings. From P. V. Meiss, De la forme
au lieu (Lausanne: Presses polytechinques et universitaires, 1986).
MATTEO VEGETTI 207 AN-ICON
Fig. 5. “Irraggiamento spaziale.”
Exercise
Beginning from the final state of the work un-
dertaken in the previous exercises, inserting objects and
volumes in space, we will analyze the force fields that these
create.
A) Begin the exercise by observing and analyz-
ing the space already created on the basis of field theory.
B) Among the four volumes from the previous
exercise, we have one that already contains the sculpture.
In the three remaining, place:
a) A fireplace and a table for 4 people
b) 5 monochrome volumes (1 cylindrical,
1 cubic of 1x1, 2 parallelepipeds of 1x1x2, and a column):
create a harmonious field out of these volumes, which may
not touch the wall (the volumes can be sized in respect to
MATTEO VEGETTI 208 AN-ICON
the space that hosts them). Describe the fields that you
think you have generated.
c) In the third room, place a painting and
a mirror on one of the walls.
C) Sit in a group of four at the table, and to-
gether analyze the space with the fireplace from inside of
the simulation. Improve the previous solutions by changing
the placement of the volumes, or try an alternative solution.
D) Now, enter the space with the geometrical
volumes and analyze the field/fields generated. Improve the
previous solutions by changing the position of the volumes,
or try an alternative solution.
E) Analyze how the spaces change at different
hours of the day due to natural light and shadows. Create
a film of 30 seconds, based on a narrative strategy, that
shows how the fields are modified by natural light at differ-
ent times of the day. Walk through the entire space, back
and forth, at three different times of day: morning, afternoon,
and twilight.
F) Now, enter into the space with the geomet-
rical volumes and analyze the field/fields generated. Im-
prove the previous solutions by changing the position of
the volumes, or try an alternative solution.
G) From inside the space, take three photo-
graphs representative of the perceptual/visual experience
of the field.
H) Extract the building plan from Archicad
(1/100) and draw the fields, centers, and vectors that you
think you have generated within the space.
UNIT 3 - Multisensoriality and synesthesia
“...every architectural setting has its auditive, haptic, olfactory, and
even hidden gustatory qualities, and those properties give the
visual percept its sense of fullness and life. Regardless of the
immediate character of visual perception, paradoxically we have
already unconsciously touched a surface before we become aware
MATTEO VEGETTI 209 AN-ICON
of its visual characteristics; we understand its texture, hardness,
temperature, moisture instantaneously.” 21
The third unit was carried out in collaboration
with Dr. Fabrizia Bandi, researcher in the “AN-ICON” group
led by Andrea Pinotti, who was a guest of the course thanks
to the SEMP international exchange program. The aim of
the unit was to guide students to the discovery of the uni-
verse of synesthetic effects attributable to sight and hearing.
Fabrizia Bandi, an expert in the thought of Mikel
Dufrenne, introduced the students to elements relating to
synesthesia in the phenomenology of Merleau-Ponty, Pal-
lasmaa, and Dufrenne.22 The lesson insisted on the im-
portance of understanding the multisensorial character of
perception since, whether one likes it or not, space com-
municates with bodies in this way, through the intertwining
of different perceptual faculties.
Synaesthetic perception is the rule, and we are unaware of it only
because scientific knowledge shifts the center of gravity of expe-
rience, so that we have unlearned how to see, hear, and generally
speaking, feel, in order to deduce, from our bodily organization
and the world as the physicist conceives it, what we are to see,
hear and feel . . . The senses intercommunicate by opening on to
the structure of the thing. One sees the hardness and brittleness
of glass, and when, with a tinkling sound, it breaks, this sound is
conveyed by the visible glass. One sees the springiness of steel,
the ductility of red-hot steel, the hardness of a plane blade, the
softness of shavings.23
By relativizing the predominance of sight in the
structure of perception, the theorists of synesthesia invite
us to discover the persistence of “unauthorized” sensory
registers (like sound and temperature in colors, or touch in
something perceived visually), which condition experience
21 J. Pallasmaa, The Embodied Image (Hoboken: Wiley and Sons, 2012): 51-52.
22 M. Merleau-Ponty, Phenomenology of Perception; J. Pallasmaa, The Embodied Image; M.
Dufrenne, L’oeil et l’oreille (1987) (Paris: Nouvelles Éditions Place, 2020).
23 M. Merleau-Ponty, Phenomenology of Perception: 266-267.
MATTEO VEGETTI 210 AN-ICON
in mostly unconscious and unconditioned ways. The many
examples referring to the field of architecture had the aim
of leading the students to a decisive point: given the origi-
nal complicity between body and space, to design means,
perhaps before anything else, to organize a complex per-
ceptual environment in which each element not only has
multisensory potential in itself but also inevitably relates
with that of the others. By experimentally testing the synes-
thetic effects of the designed space in virtual reality, inter-
twining their own bodies with it, the students had a way to
determine the results of their choices on multiple perceptual
levels. These could work towards creating syntonic or dys-
tonic effects, or could play with the composition of different
synesthetic qualities within the same element, for example,
combining a given material with a color that contrasts with
it in temperature, or background music of a certain kind, for
example, soft and enveloping, with an environment imbued
with the opposite synesthetic characteristics (cold, sharp,
shrill). The general goal was to create a perceptually rich
and coherent environment. Here, it is important to note that
it is possible to import images of any material, including
photographs of existing surfaces, into the Oculus.
This unit also allowed for the development of a
discourse straddling the border between the phenomeno-
logical aspects of multisensory experience and the findings
of the neurosciences.24
24 For example N. Bruno, F., Pavani, M., Zampini, La percezione multisensoriale (Bologna: il
Mulino, 2010).
MATTEO VEGETTI 211 AN-ICON
Expected outcomes:
■ Cultivating sensitivity to the multisensory aspects of ma-
terial and texture.
■ Developing a language capable of translating synesthetic
experience and allowing it to be shared with others.
■ Studying the possibilities of using multisensoriality to de-
sign and compose different perceptual environments in logical
sequences.
■ Experimenting with the encounter between the synesthetic
aspects of music and those of the designed environments.
■ Verifying the efficacy of the desired perceptual effects
through a questionnaire.
Exercise
Beginning with the previously-created space, gen-
erate four different perceptual environments, working with ma-
terials, colors, and sounds. The environments must create an
ordered sequence, a perceptual-synesthetic path imbued with
meaning.
A) Work with tactile perception: use textures on
different parts of the environment (floor, ceiling, objects pres-
ent in the room, etc.) while also modulating the qualities of the
materials (transparency, opacity, reflectiveness, etc.) to create
an effect that induces a multisensorial/synesthetic sensation.
B) Use materials and colors to elicit a specific
sensation (hot/cold; rough/smooth; sharp/soft; enveloping/
repelling; lightness/oppression, etc.)
C) Work with sound: test the impact of the sound
of footsteps, introducing different numbers of people into the
space based on its size as follows:
• 2.5x2.5: 1 person, 5 people, 20 people
• 5x5: 1 person, 10 people, 40 people
• 10x10: 1 person, 20 people, 80 people
• 20x20: 1 person, 40 people, 400 people
• 2.5x5: 1 person, 10 people, 40 people
• 5x10: 1 person, 20 people, 80 people
• 10x20: 1 person, 40 people, 400 people
MATTEO VEGETTI 212 AN-ICON
Once the highest number of people within the
space has been reached, add voices. Finally, walk through
the space and test the sounds of your footsteps in different
environments.
D) In an environment of your choice, introduce a
sound effect (natural or artificial) or music that reinforces the
synesthetic character of the space.
E) The environments must create a percep-
tual itinerary. Through the characteristics that you give the
environments, try to construct a pathway that will make a
hierarchy apparent, with the clearest possible succession.
F) Describe in writing the synesthetic effect that
you think you have generated in each of the fourenvironments
(without sharing the responses with the rest of the class);
a) How can the environments that you have
created be defined as multisensory?
b) What type of sensation did you want to
make emerge from the different spaces?
c) What is the relationship between the
choice of materials/sound and the sensation that you wanted
to transmit to those within the space?
d) How did the choice of sound relate to
the choice of materials and colors?
G) Take one photo in each environment.
H) Shoot a video of the four environments, lasting
24 hours (with all natural light). Compress it into a film of 2-3
minutes.
I) During the morning of the second day, each
group will visit the rooms created by the others and respond
in writing to some questions aimed at verifying the effect pro-
duced by the space on its users:
a) How do the spaces visited constitute an
example of multisensoriality? Which factors contribute most?
b) What sort of sensation emerges from the
different spaces. Try to describe which elements caused this
sensation.
c) Was the sound particularly significant in
your experience of the space? Why?
MATTEO VEGETTI 213 AN-ICON
UNIT 4 - Light and color: phenomenology
of atmosphere
The fourth didactic unit was dedicated exclu-
sively to the topic of light and color. The reason for this
choice resided primarily in the importance of these two
factors for spatial perception (in various ways: from colored
light to the relationship between natural light and materials
that reflect it). Furthermore, light and color play a decisive
role in the connotations of atmospheres. In dialogue with
various others, from Goethe25 to Conrad-Martius,26 from
Sedlmayr27 to James Turrel,28 the lesson highlighted both
aspects: the perceptual dimension and what Conrad Mar-
tius calls “the character” of light, or rather the way in which
a given property of light is intermittently given expression.
Light is undoubtedly a special atmospheric agent, since
temperature and color can give space a very clear emotion-
al timbre. But it can be used—as in the phenomenological
art of James Turrel and Robert Irwin—to change the form
of space, up to the point of distorting it and erasing its
borders.
VR is a unique instrument for testing how light
reacts to surfaces, their textures, and their colors in the
widest range of different conditions (for example, depend-
ing on the time of day, and also by adding natural light to
artificial light sources).
It is also useful, though, to create spaces and
spatial languages linked to the psychology of shapes. Five
possible functions of light capable of perceptually altering
space in respect to different design aims: illumination, indi-
cation, division/unification, connection, creation of rhythm.
Of course, each of these functions raises specific questions
25 J.W. Goethe, Theory of Colours (1810) (Cambridge MA: The MIT Press, 1970).
26 H. Conrad-Martius, “Realontologie,” Jahrbüch für Philosophie und phänomenologische
Forschung 6 (1923): 159-333; H. Conrad-Martius, “Farben. Ein Kapitel aus der Realontologie,”
Festschrift Edmund Husserl zum 70. Geburstag gewidmet (Jahrbüch für Philosophie und
phänomenologische Forschung) 10 (1929): 339-370.
27 H. Sedlmayr, La luce nelle sue manifestazioni artistiche, ed. A. Pinotti (Palermo: Aesthetica,
2009).
28 J. Turrell, Extraordinary Ideas-Realized (Berlin: Hatje Cantz Verlag, 2018). See also M.
Govan, C.Y. Kim, eds., James Turrell: A Retrospective (Los Angeles: Los Angeles County
Museum of Art, 2013).
MATTEO VEGETTI 214 AN-ICON
(the type of light source and its temperature, the shape and
position of the light sources, the relationship between light
and darkness, background and foreground, etc.), but in a
theoretical sense, the exercise aimed above all to demon-
strate the potential applications of a complex theoretical
framework like the one mentioned above.
Finally, the discussion turned to the phenom-
enological theme of atmospheres, a field that, as already
noted, could only appear last, once the basic elements for
an analytic understanding of the body-space relationship
had been acquired. With few exceptions, “atmosphere” is
a concept used in a very intuitive way by architects, yet
is central to their specific form of spatial intelligence. It is
here that VR perhaps offers its greatest contribution: it is
one thing to introduce students to the thought of the usual
authors on the subject, such as Böhme,29 Norberg-Schulz,30
Schmitz,31 Ströker32 or Zumthor,33 and quite another for
them to have the chance to analyze atmospheres from
within, to study their perceptual effects, and to modify their
factors in the desired (often experimental) way. Describ-
ing the extraordinary power of atmospheres to influence
our mood is much simpler and more effective when one
has the possibility of interacting with a virtual environment.
From within these environments, variation in light can be
understood atmospherically in all of its significance. The
capacity to design an/the entrance as a tool to understand,
expand, or focus an encounter with a given atmosphere
can be carried out in all possible ways, giving life to the
theoretical hypotheses learned through the creativity of the
designed. The symbolic and potential connotations of an
atmosphere—which are often an involuntary outcome, but
29 G. Böhme, “Atmosphere as the subject matter of architecture,” in P. Ursprung, ed., Herzog
and de Meuron: Natural History (Montreal: Lars Müller and Canadian Centre for Architecture,
2002) and Atmosfere, estasi, messe in scena. L’estetica come teoria generale della percezione,
trans. T. Griffero (Milano: Christian Marinotti, 2010).
30 C. Norberg-Schulz, Genius Loci: Towards a Phenomenology of Architecture (New York:
Rizzoli, 1991).
31 H. Schmitz, “Atmosphärische Räume,” in Atmosphäre(n) II. Interdisziplinäre Annäherungen
an einen unscharfen Begriff (München: Kopaed, 2012).
32 E. Ströker, Investigations in Philosophy of Space (Athens: Ohio University Press, 1987).
33 P. Zumthor, Atmospheres: Architectural Environments, Surrounding Objects (Basel:
Birkhäuser Verlag, 2006).
MATTEO VEGETTI 215 AN-ICON
nonetheless entirely controllable, through the composition
and interaction of the conditions present in a given space,
and at times even a result produced by a “heterogenesis
of ends”—can finally become the objects of direct experi-
ence, which would otherwise be impossible. I think these
examples are sufficient to illustrate a field of research that
goes far beyond virtual reality’s capacity to change one
floor into another, in order to find which one best suit the
environment.
For architectural professionals, though, this as-
pect should truly not be underestimated. VR offers them
a precious medium of communication with their clients,
who often lack the ability to imagine the design solutions
being proposed, or to read plans and “visualize” them in
three dimensions. But even if bridging the gap between the
spatial competencies of architect and client may sooner
or later prove to be the main use of virtual reality, it is not,
however, the most important for, nor does it lie within the
specific aims of the course.
MATTEO VEGETTI 216 AN-ICON
Expected outcomes:
■ Experimenting with environmental effects of lighting.
■ Experimenting with the semiotic and Gestaltic use of light.
■ Testing the atmospheric effects relating to light and color.
Exercise
A) Use artificial light to strengthen the synes-
thetic connotations of the environment in an atmospheric
way.
B) Use light to unify a part of the space and
the objects within it.
C) Use light to generate a threshold.
D) Generate variations in the temperature, in-
tensity, and type of artificial light, and observe how the
colors of surfaces and the texture of materials change.
E) Analyze how the spaces change under the
different variations of artificial light.
F) Modify the color of the materials through the
effects of variations of artificial light.
G) Using a narrative strategy, make an atmo-
spheric film of 30 seconds that shows how the spaces are
modified by different types of artificial light. If necessary,
you can animate the space with the movement of a virtual
character.
UNIT 5 - Orientation and legibility of
space
The final didactic unit dealt with the theme
of spatial orientation on the basis of the line of research
opened up by the work of Kevin Lynch.34 At the basis of
this choice are two assumptions. The first is that Lynch
has given us a scalable methodology, which can also be
effective when applied to interior spaces. The second is
34 K. Lynch, The Image of the City (Cambridge MA: The MIT Press, 1960). See also L.
Letenyei, J. Dobák, eds., Mental Mapping (Passau: Schenk Verlag, 2019).
MATTEO VEGETTI 217 AN-ICON
that such a methodology, based on psychology of shapes
and on a study of mental maps that we might say are akin
to phenomenology, places itself in continuity or in dialogue
with the content already explored in the preceding units of
the course. The formation of mental maps takes place in the
interaction between subject and environment. On a cogni-
tive level, for Lynch the maps reveal the constant presence
of five elements, which we can also define as structures,
in the sense that they structure the experience of (urban)
space by connecting it back to a universal mental schema.
Such irreducible elements, even if they are not necessarily
always co-present, are the path, the edge, the district, the
node, and the landmark. A space’s degree of comprehen-
sibility, or rather our own capacity to orient ourselves in
space and to have a clear mental image of it, depends on
the form, character, and composition of these structures.
The capacity of design to give spaces identity, structure,
figurability, and meaning is fundamental in fostering a pos-
itive interaction between subject and environment, or even
to induce emotional well-being. This gives us the capacity
to anticipate how space will be understood, to support our
spatial awareness (and hence our confidence in the space),
and to develop a positive identification with spaces.
All of this holds for any interior space, even if it
is clearest on a large scale (for example that of a museum).
Each interior indeed presents us with paths,
both introverted and extroverted nodes, helpful or disori-
enting edges (like walls, partitions, or anything that divides
space), landmarks (prominent aesthetic elements), and
even districts, since the term designates first and fore-
most for Lynch whatever distinguishes the characteristic
atmosphere of a place.
To demonstrate and test this hypothesis, the
students had to empty out the spaces they had created up
to this point, multiply them by four, and connect them in a
freely-chosen sequence. Using only the spatial language
of the five fundamental elements and working in syntony
with the principles of the psychology of shapes that make
space recognizable and possible to remember (uniqueness,
MATTEO VEGETTI 218 AN-ICON
formal simplicity, continuity, preeminence, clarity of con-
nection, directional differentiation, visual field, awareness
of movement, rhythm) the students were asked to give
their design a high cognitive value for the users. In order
to test the result obtained, each student visited the design
created by the others in virtual reality, and at the end of the
visit drew a mental map for each.
The study of the maps, finally, allowed sever-
al problems linked to the understanding of space to be
brought into the discussion: errors in the reconstruction of
the shape of the space, missing places, unclear dimensions
and hierarchies, and incongruencies and hesitations of var-
ious types. The critical evaluation of the most problematic
spaces (and, on the other hand, of those that almost al-
ways elicited a clear representation) allowed the students
to rethink their design, seeking effective solutions. VR is a
very useful tool for studying phenomena of orientation and
environmental image. Its usage, however, can be extended
to other psychological aspects related to the design of the
environment, as for example to the concept of affordance,
which in Gibson’s language refers to the physical qualities
of objects that suggest to a subject the appropriate actions
for manipulating them.35 The greater the affordance, the
more the use of the tool becomes automatic and intuitive
(a passage to cross, a door to open in a given direction,
a switch to turn or press, etc.). Another possible use of a
virtual space with “public” dimensions, like the one created
in the last unit, is the study of the rules of proxemics.36 This
can be accomplished through the possibility of inserting a
number of virtual people, who move according to estab-
lished or casual paths, interacting in various ways, into the
scene.
35 J.J. Gibson, The Ecological Approach to Visual Perception (1979) (New York: Psychology
Press, 2015).
36 T.E. Hall, The Hidden Dimension (New York: Anchor Books, 1990).
MATTEO VEGETTI 219 AN-ICON
Expected outcomes:
■ Experimenting with the principles of Lynch’s theory from the
perspective of design and develop a sensitivity to the cognitive
structure of space.
■ Learning the method of mental maps.
Exercise
A) Return to the basic space in its starting con-
dition, taking away all of the elements aside from the open-
ings (doors and windows). Multiply the space you created
before by four times. Then generate a sequence of twelve
connected environments.
Four spatial elements must be present in the
design: pathways, edges, introverted nodes, extroverted
nodes, and landmarks. Design the entrance and exit of the
building. The goal is to create a fluid and figurable space. To
achieve this goal, plasterboard walls can be taken away or
added (also to change the shape of the space); or you can
redesign them in such a way as to weaking or strengthen
the frame (the edges) to create visual and auditory connec-
tions, light effects, or transparencies.
Each room can have a landmark (painting, stat-
ue, mirror, geometric volumes).
In order to orient the user on the path and to
support the figurability of the space you can use: colors,
materials, lights, sounds, and frames.
You may not, however, use symbols or signs.
B) Make a film of the space.
C) Once it has been designed, the space will
be visited by other groups for a set period of time. These
visitors will then be asked to draw a map of the space as
they remember it. On the basis of these mental maps, try
to understand the strong and weak points of the designed
space through a synthetic map.
The project will be evaluated in respect to the fol-
lowing categories: uniqueness/originality, formal simplicity,
MATTEO VEGETTI 220 AN-ICON
hierarchical continuity, clarity of connections, directional
differentiation, scope of vision, awareness of movement.
The maps will be collectively discussed. We
will try to understand why certain spatial elements were
forgotten, misunderstood, and memorized with difficulty.
D) Change the space in order to modify it on the
basis of the suggestions that emerged from the discussion.
Technical specifications
There are dozens of 3D and VR software pro-
grams specialized in various types of applications. The
criteria that guided our choice were the following: possibly
free software, so that the students could continue to use
it as professionals, simplicity of the interface and usage,
simplified workflow, and the capacity to model in 3D and
have VR visualization and navigation functions.
Based on these criteria, we chose Twinmotion
(https://www.unrealengine.com/en-US/twinmotion), a soft-
ware specifically designed for architecture and interior ar-
chitecture based on the Unreal motor; the VR experience
is native “out-of-the box,” with features allowing for the
real-time modifications of materials, time of day, etc.
Fig. 6.
The interface is very simple, but on a deep-
er level allows for all of the necessary modifications of
MATTEO VEGETTI 221 AN-ICON
parameters. It can also simulate sounds in the space when
one moves through the VR scene.
Twinmotion has an internal library of 3D models
(animated and otherwise) that can be added to the scene
one is working on in a very intuitive way, but does not allow
for the creation of new 3D models from within.
The solution to this problem was to use the
Twinmotion plugin, which allows for the importation from
various 3D modelling programs such as Rhinoceros, Ar-
chiCAD, or 3DS Max, of 3D objects with a simple transfer.
This solution was ideal insofar as the students
were able to use ArchiCAD for 3D modeling and then to
synchronize it with Twinmotion for VR and rendering.
Also, the main design remained in ArchiCAD,
where various sections and plans were designed as usual.
The VR viewer market has developed in inter-
esting ways in the past few years, moving from solutions
with fixed stations (with the viewer connected to the com-
puter by cable and external sensors to map the area of the
game) to mobile ones, with integrated sensors that function
independently, without a cable and the need for an external
computer to function.
The main need of the project was to have a
quick working process with the fewest possible number
of intermediate steps. The product chose was the Oculus
Quest 2 (https://www.oculus.com/quest-2), a “standalone”
viewer with an integrated graphics processor, which can
also function as an external viewer for a computer when
connected via cable. The price and the image quality were
important factors in the final selection.
The possibility of using the students’ own lap-
top computers was quickly rejected, due to the issue of
the computing power of graphics cards, different operating
systems, and the installation of necessary programs that
use a large amount of disc space (at least 30 GB).
To solve these problems, Windows laptops with
the latest video cards (Nvidia RTX 3070), with all of the nec-
essary programs installed (ArchiCAD, Oculus, Twinmotion)
were acquired.
MATTEO VEGETTI 222 AN-ICON
Discussion and recommendations
The structure of the course proved to be effec-
tive and engaging, and gained very positive evaluations
from the students, confirming in its own way the positive
effects on VR learning already cited.37 The strongest point
was the integration of theory and practice, two dimensions
that normally are clearly separated and, despite good in-
tentions, mutually indifferent.
This also signaled a danger and a difficulty: un-
fortunately, the results of the course could not be measured
by looking at the end outcomes —as would take place in a
design workshop— because the design, in our case, was
the means and not the end.
Furthermore, some of the starting conditions
(for example, the position of the door-openings) can seem
absurd from an architectural point of view, and are incom-
prehensible if one is not aware of the specific educational
goals of the course.
The attention dedicated by the students to cer-
tain environmental, spatial, compositional, formal, percep-
tual, and atmospheric factors definitely produced surpris-
ing results, which were also appreciated by our architect
colleagues, but in order to avoid misunderstandings it was
always necessary to strongly reiterate the theoretical/phil-
osophical specificity of the course and its objectives. From
this point of view, even the spaces that were seemingly less
successful from an architectural standpoint could have a
positive significance in regard to what interested us: the
essential was not in fact in the results in themselves, but
in the process that led to them, in the experimental inten-
tions of those who made them, and in the documentary
traces that recorded and commented on the experience
on a theoretical and critical level. The essential, in short,
was the degree of awareness developed by students in
each phase of the course and their level of understanding
37 F. Kharvari, L.E. Kaiser, “Impact of extended reality on architectural education and the
design process.”
MATTEO VEGETTI 223 AN-ICON
regarding the ways in which certain spatial factors impact
our relationship with space on conscious and unconscious,
and cognitive and perceptual levels.
However, in view of the Academic Year 2022-
2023, in order to better distinguish the intentions of the
course from those of the project work, we decided to mod-
ify the course.
In particular, we have attempted to simplify the
exercises and standardise them so that the results are com-
parable. In addition, we placed emphasis on experiment-
ing with spatial variants of an element (e.g. the threshold/
door) to allow students to test the most significant per-
ceptual changes between the choices made. Finally, we
required the students to present the experiments they had
tried, a selection of the most interesting results, and writ-
ten descriptions of their experiences in a common layout.
Redefined in these terms, the first point of the new exer-
cise relating to the first unit asks the students to place a
gap-threshold in the starting space, to experiment with dif-
ferent solutions capable of generating a meaningful spatial
experience; to describe in writing the criterion used, the
most paradigmatic solutions, and the quality of space de-
termined by these solutions. The same method, based on
the study of variations, was applied to the composition of
the rooms, the shape of the threshold/windows, the posi-
tion of the sculpture, etc. Overall, the course has become
much more analytical than before, and somewhat more
phenomenological.
MATTEO VEGETTI 224 AN-ICON
Fig. 7.
Fig. 8.
MATTEO VEGETTI 225 AN-ICON
Fig. 9.
Fig. 10.
Fig. 11.
Fig. 12.
Figg. 9-12. Four pictures related to the exercise on the thresholds: projects of Elmira Rabbani and
Gabriele Luciani, Giada Pettenati and Michelle Rosato, Giorgio Ghielmetti e Mattia Buttinoni. Bachelor
of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 226 AN-ICON
Fig. 13.
Fig. 14.
Fig. 15.
Fig. 16.
Figg. 13-16: Four pictures related to the exercise on light and colour. Projects of
Sandra Burn and Asia Camoia, Elmira Rabbani and Gabriele Luciani, Jessica Corti
and Silvia Zehnder. Bachelor of Interior Architecture, SUPSI, DACD.
MATTEO VEGETTI 227 AN-ICON
Unità 1 es.1 - Diversi modi di inserire un varco/soglia nello spazio
spazio analizzato: 3 x 4.5 x 2.5m
Dal momento che il nostro parallelepi-
pedo è di base rettangolare abbiamo
iniziato ad analizzare le sperimen-
tazioni in cuiNun varco viene posto
sulla facciata più lunga, ossia 4,5 m.
Abbiamo sperimentato varie possibilià
di soglie utilizzando i seguenti criteri:
locazione, altezza e larghezza.
Inizialmente abbiamo posto la soglia
al centro della facciata e abbiamo
osservato come variava la percezione
cambiando l’altezza (1.60m, 2.10m,
2.50m) del varco e in seguito cambian-
do la larghezza (0.50m, 0.70m, 1m,
1.50m, 2m, 2.50m). Successivamente
abbiamo decentrato la soglia, ed infine
abbiamo fatto lo stesso procedimento
anche per la facciata più corta, os-
sia 3m. Dopo aver sviluppato queste
svariate possibilità ne abbiamo selezio-
nate alcune che secondo noi sono più
significative:
1.1:
- Apertura minima
- Si fa quasi fatica a passare
- Non si è invogliati a varcare la soglia
- Luogo molto riservato
1.2:
-Le senzazioni elencate precedente-
mente vengono accentuate decentran-
do la soglia
1.3
- Forte collegamento interno-esterno
- Luogo arioso
1.4:
-Le senzazioni elencate precedente-
mente diminuiscono decentrando la
soglia
V1.5:
- Sorge la domanda se si tratta ancora
di una soglia
1.7:
- Non è vivibile
- Quasi non ci si rende conto che si
tratta di una vera e propria soglia
1.8:
- Altezza standard
- In correlazione con i cambiamenti di
larghezza sperimentati non influisce
granché
1.9:
- Direzionalità: dona verticalità allo
spazio
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri Fig. 17.
Unità 1 es.2 - Varianti migliori
spazio analizzato: 3 x 4.5 x 2.5m
orem ipsum dolor sit amet, consectetur
adipiscing elit. Suspendisse lobortis
urna id velit tempor, in gravida est hen-
drerit. Mauris vestibulum facilisis erat
sit amet consequat. Curabitur ullamcor-
per eros enim, eget interdum dolor
feugiat at. Etiam viverra orci ac quam
lobortis, ac posuere turpis ultricies. Sed
facilisis dictum turpis eget venenatis.
Nunc vehicula augue enim, at viverra
turpis ornare vel. Phasellus vel mollis
augue.
Curabitur luctus, erat ut bibendum
bibendum, lacus nisl molestie eros, sed
cursus turpis magna quis nibh. Sed ac
volutpat magna, id mattis risus. Fusce
ipsum neque, placerat ac posuere at,
sollicitudin in nulla. Maecenas ege-
stas nibh ac ultricies laoreet. Integer
tristique fermentum neque, sit amet
vehicula sapien. Morbi condimentum
consequat turpis a rutrum. Proin nec
dolor eu purus ultrices rutrum.
Ut rutrum semper dictum. Morbi sapien
lacus, feugiat sit amet commodo et,
feugiat ut felis. Mauris tellus justo,
laoreet ut quam in, molestie ultrices
sapien. Sed tincidunt, augue ut inter-
dum cursus, lorem dui laoreet augue,
in semper urna dolor sed tellus. Su-
spendisse molestie urna id commodo
pretium. Ut non dui tincidunt, dictum
justo in, posuere sapien. Sed non est
at purus fermentum tincidunt vulputate
id libero. Etiam mi ante, rutrum a libero
vel, feugiat pharetra sem. In volutpat
metus arcu, eget fringilla ipsum soda-
les ac.
AIS200 Fenomenologia dello spazio_2022-23 Zoe Togni e Silvia Pedeferri
Fig. 18.
Figg. 17-18. Examples of the layout used in the course 2022-2023 (first point
of the Unit 1 exercise). Students: Zoe Togni and Silvia Pedeferri.
MATTEO VEGETTI 228 AN-ICON
Unità 3 es.G - Fotogrammi video
obiettivi Il nostro obiettivo è di creare un’atmo- scelte Ci siamo focalizzate principalmente con tutte le pareti in clacestruzzo, ma
sfera che metta in contrapposizione sull’utilizzo di un materiale base, quale questa volta laccate, in modo da dare
una sensazione di apertura e leggerez- il calcestruzzo, che abbiamo adopera- ancora l’effetto della leggerezza e del
za con una sensazione di chiusura e to in primo luogo, su tutti i pavimenti, freddo, ma creando un climax con la
pesantezza, tramite l’utilizzo di texture, e successivamente sule pareti tre prima stanza.
coliri e materiali che possano aiutare stanze. La terza stanza, caratterizzata da
ad enfatizzare tali emozioni. La prima stanza è caratterizzata da un pareti in calcestruzzo grezzo, invece,
pavimento chiaro, con tonalità azzurra- ha come colorazioni un grigio scuro,
stre e pareti in alluminio riflettente per che introducono un effetto sinestetico
creare un effetto sinestetico che ricor- di pesantezza ed oppressione.
dasse il freddo e la leggerezza, qualità L’ultima stanza, invece, è caratterizzata
innate del metallo. da un pavimento blu scuro, notte, e da
La seconda stanza, invece, è valoriz- pareti e soffitto rivestite da pietra nera.
zata da una colorazione, sempre sulle
tonalità dell’azzurro, ma più calde,
riscontri Attraverso l’utilizzo del visore abbiamo La terza stanza è particolarmente
constatato come le le nostre iniziali tangibile e concreta. Crea un netto
ipotesi non fossero del tutto errate. contrasto con la stanza precedente,
Nella prima stanza, ci si trova in uno trasportandoci in un’atmosfera pesante
spazio freddo, quasi fantascientifico e reale. La sensazione che si prova è
e irreale, ma a differenza di come quasi di calma e tranquillità.
pensavamo, si ha una sensazione di Il contrasto con le due stanze prece-
maggiore chiusura rispetto alla secon- dente viene inoltre accentutato dall’ul-
da stanza. tima stanza che è buia, opprimente
Proseguendo la stanza successiva e quasi soffocante, da non riuscire a
ci trasporta in una relatà anch’essa stare al suo interno per troppo tempo.
fredda, nella quale si crea un gioco
di colori che nasconde il fatto che sia
stato utilizzato lo stesso colore su tutte
le pareti.
AIS200 Fenomenologia dello spazio_2022-23 Anna Bolla e Camilla Tosi Fig. 19.
Fig. 19. Examples of the layout used in the course 2022-2023 (Unit 3,
synoptic view of tested variants). Students: Anna Bolla e Camilla Tosi.
MATTEO VEGETTI 229 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19919 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19919",
"Description": "Most often, the concept of illusion has been interpreted in a negative way as a synonym for deception. However, a second, positive meaning has gained sometimes prominence according to which illusion does not necessarily imply any cognitive failure or distortion. As such, it can even play an important role in eliciting genuine aesthetic enjoyment. This introduction focuses on crucial aspects in the history and theory of aesthetic illusion, a notion that has resurfaced recently as a key aspect of the phenomenon of immersion, being regarded as a goal to be pursued by both the creators and the experiencers of virtual environments.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19919",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Lambert Wiesing",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Hallucination",
"Title": "On the razor’s edge: the (virtual) image between illusion and deception",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-03-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-05-16",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lambert Wiesing",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19919",
"firstpage": null,
"institution": "Friedrich-Schiller-Universität Jena",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Hallucination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wolf, W., “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New York: de Gruyter, 2009): 144-160.",
"spatial": null,
"temporal": null,
"title": "On the razor’s edge: the (virtual) image between illusion and deception",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19919/17769",
"volume": "1"
}
] | On the razor’s
edge: the (virtual)
image between illusion
and deception
by Pietro Conte and Lambert Wiesing
Immersion
Presence
Virtual reality
Representation
Hallucination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Introduction
On the razor’s edge:
the (virtual) image between
1
il usion and deception
PIETRO CONTE, Università degli Studi di Milano – https://orcid.org/0000-0002-7128-2696
LAMBERT WIESING, Friedrich-Schiller-Universität Jena
https://doi.org/10.54103/ai/19919
Illusion or delusion?
Were novelists and filmmakers right in fore-
shadowing the advent of 3D virtual worlds that would exist
parallel to physical reality, where people could interact with
each other through the full immersion of all their senses,
possibly losing awareness of the artificial nature of those
environments? Indeed, what has been imagined in count-
less science fiction narratives, dystopian movies, and TV
series seems to be turning into reality to an increasing
Keywords Immersion Presence Virtual reality
Representation Hallucination
To quote this essay: P. Conte, L. Wiesing, “On the razor’s edge: the (virtual) image between illusion and
deception,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 4-21, https://doi.
org/10.54103/ai/19919
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR).
PIETRO CONTE, LAMBERT WIESING 4 AN-ICON
degree: a pictorially generated environment that is not per-
ceived as such.
A modern incarnation of René Descartes’s evil
demon thought experiment, the brain-in-a-vat hypothesis
famously describes a scenario in which a mad scientist
might remove a person’s brain from the body, place it in a
vat of life-sustaining nutrients, and wire it to a computer that
feeds it with electrical stimuli identical to those the brain
normally receives. In the words of Hilary Putnam, who in
1981 made the story popular and provoked much heated
debate among philosophers of mind, that would cause the
individual “to have the illusion that everything is perfectly
normal.” If, for instance, the person tries to raise her hand,
the feedback from the machine will make her immediately
“see” and “feel” the hand being raised. The evil scientist
can cause the victim “to ‘experience’ (or hallucinate)” any
situation he wishes. He can even erase the memory of the
brain operation so that the victim will seem to herself to
have been born and always lived in the digital environment.2
More recently, the idea of a simulation so pow-
erful that people caught in it would take it for reality in
the flesh has resurfaced in notions such as Peter Weibel’s
“future cinema,” according to which the next coming cine-
matographic apparatuses, thanks to miniature neural im-
plants and interfaces that stimulate the brain directly, will
be able to bypass the sensorium, thus acting immediately
on the neural networks:
Instead of trompe l’oeil, the next step might be trompe le cerveau
[...]. There would be perception without the senses, seeing without
the eyes. [...] Advances in neurophysiology and cognitive science
give rise to the hope that future engineers will succeed in imple-
menting these discoveries in neuronal and molecular machines that
2 H. Putnam, “Brains in a vat,” in Reason, Truth and History (Cambridge: Cambridge
University Press, 1981): 1-21, 6.
PIETRO CONTE, LAMBERT WIESING 5 AN-ICON
transform the technology of simulation to deceive the eye into a
technology of stimulation that in turn deceives the brain.3
One is certainly free to disbelieve such proph-
ecies and exercise healthy scepticism. And yet, given the
unprecedented rapid pace of technological innovation, one
cannot help but recall Louis Marin’s argument that every
representation, in order to present itself “in its function,
its functioning, and, indeed, its functionality” as represen-
tation, must include a frame that keeps the image-world
clearly separated from the real world: “The more ‘mimetic’
transparency is manifested seductively, [...] the less the
mechanisms are noticed, the less they are acknowledged.”4
The dream, or perhaps nightmare, of a medium
achieving absolute transparency and of a user experiencing
total immersion has yet to come true, and it will perhaps
never do so. However, it is (certainly not only, but neverthe-
less in a particularly powerful way) the new advancements
in the field of simulation, illusion, and immersion that have
contributed powerfully to determining the way we think
about today’s media landscape. The evolution of technolog-
ical equipment goes hand in hand with the evolution of the
techno-cultural – which also means political – dispositif that
supports and even guides them. One need only consider
the way in which virtual reality is nowadays hailed as the
last medium, capable of immersing the user in someone
else’s shoes, teleporting her to some other place, making
her feel as if she were really “there.”
3 P. Weibel, “The intelligent image: neurocinema or quantum cinema?,” in J. Shaw, P. Weibel,
eds., Future Cinema: The Cinematic Imaginary after Film (Cambridge MA-London: The MIT
Press, 2003): 594-601, 599.
4 L. Marin, “The frame of representation and some of its figures” (1988), trans. C. Porter, in
On Representation (Stanford: Stanford University Press, 2001): 352-372, 353.
PIETRO CONTE, LAMBERT WIESING 6 AN-ICON
Being there: debunking the rhetoric
Such “being there” has become the catch-
phrase of virtual technologies, and it often goes along with
an over-romanticization of the idea of immersion, according
to which immersive environments would grant the experi-
encer a perfect illusion by making the medium disappear.
This would differentiate the new forms of illusion from tra-
ditional trompe l’œil:
The concepts of trompe l’œil or illusionism aim to utilize represen-
tations that appear faithful to real impressions, the pretense that
two-dimensional surfaces are three-dimensional. The decisive
factor in trompe l’œil, however, is that the deception is always
recognizable; in most cases, because the medium is at odds with
what is depicted and this is realized by the observer in seconds,
or even fractions of seconds. This moment of aesthetic pleasure,
of aware and conscious recognition, where perhaps the process
of deception is a challenge to the connoisseur, differs from the
concept of the virtual and its historic precursors, which are geared
to unconscious deception.5
The concept of a virtual reality that could re-
place the realm of physical existence has been criticized for
resting upon an idealization of total immersion that would
lead to an illegitimate equation of illusion with delusional
hallucination. In particular, the assumption of a pictorial
environment so hermetically sealed off from anything ex-
traneous to the picture that the observer (or rather the ex-
periencer) feels completely submerged in it is highly prob-
lematic. Leading scholars in game studies such as Katie
Salen and Eric Zimmerman have labelled this assumption
“the immersive fallacy,” polemically referring to the idea that
5 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge MA-London: The MIT Press,
2003): 15-16.
PIETRO CONTE, LAMBERT WIESING 7 AN-ICON
the ability of a media experience to sensually transport the
participant into an illusory reality could reach a point where
“the frame falls away so that the player truly believes that
he or she is part of an imaginary world.”6 Emblematically
expressed in the concept of the holodeck (a fictional tech-
nology that made its first appearance in Star Trek: The Next
Generation and consists in a holographic room where a
simulation including sight, sound, touch, smell, and taste
is indistinguishable from physical reality), the immersive
fallacy encourages people to buy into new forms of magical
thinking and overlook that virtual reality is but “a medium of
representation that the brain will process in its appropriate
cultural context, just as it has learned to process speech,
writing, photography, or moving images.”7
Such warnings against a cyberpunk-flavoured
idea of immersion point towards a different interpretation.
As is made evident by the etymological presence of ludus
in the Latin word inlusio, “illusion” originally refers to a
lusory attitude. Being elicited by the perception of physi-
cal representational artefacts, texts, or performances, the
aesthetic illusion is to be distinguished from both halluci-
nations and dreams. Moreover, it differs from delusions in
that it is neither a conceptual nor a perceptual error, but a
complex phenomenon characterized by “an asymmetrical
ambivalence”8 that results from its positioning halfway be-
tween the two poles of rational distance (i.e., disinterested
“observation” of an artefact in its fictional nature) and im-
mersion (or in Kendall Walton’s words, “participation”9) in
the represented world:
6 K. Salen, E. Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge MA-
London: The MIT Press, 2004): 451.
7 J. H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27, 20.
8 W. Wolf, “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New
York: de Gruyter, 2009): 144-160, 144.
9 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge: Harvard University Press, 1990): 240-289.
PIETRO CONTE, LAMBERT WIESING 8 AN-ICON
When we play a game, we feel engaged and engrossed, and play
seems to take on its own “reality.” This is all certainly true. But the
way that a game achieves these effects does not happen in the
manner the immersive fallacy implies. A game player does become
engrossed in the game, yes. But it is an engagement that occurs
through play itself. As we know, play is a process of metacommu-
nication, a double-consciousness in which the player is well aware
of the artificiality of the play situation.10
Contrary to David Hume’s conviction that all
illusions should be given up to the flames,11 the contempo-
rary immersive media and apparatuses make it necessary
to disentangle the word “illusion” from its negative con-
notation as “deception.” From this perspective, an illusion
is about something that is present but not real: it marks
the presence of something while at the same time making
it appear as “unreal.” The key term for describing this di-
chotomic phenomenon is conflict – a term that in image
theory goes back to Hippolyte Taine and Edmund Husserl.12
Every perception rests upon the awareness of being there
and being present, but only image perception implies a
self-relativisation of real presence: the perception of every
image generates artificial presence. For what is visible in
the picture – one may call it, using Husserl’s vocabulary,
“picture object,” or in more analytical tradition “content” or
“representation” – is relativised in its character of presence
by a conflict (Widerstreit). This happens in two different
ways: in the case of traditional images through the visibility
of the grounding materiality of the image, the visibility of
the real environment and, last but not least, through the
10 K. Salen, E. Zimmerman, Rules of Play: 51
11 D. Hume, An Enquiry Concerning Human Understanding (1748), sect. 12, pt. 3. (Mineola,
N.Y.: Dover 2004): 107.
12 On this, see L. Wiesing, Artificial Presence. Philosophical Studies in Image Theory (2005),
trans. N.F. Schott (Stanford: Stanford University Press, 2010): p. 53.
PIETRO CONTE, LAMBERT WIESING 9 AN-ICON
visible frame. These forms of perceptible conflicts tend to
disappear when an image expands into its surroundings,
thus becoming an artificial “environment.” Yet even in the
case of simulations and hyperrealistic worlds, the condition
for speaking of images at all is that here, too, there must
be an experience of conflict. That is the point: in the case
of immersive environments, the conflict is (or, if we are re-
alistic, should be) given through the knowledge of being in
a simulation. The knowledge that something experienced
is “not real” creates image-generating conflicts, just as
traditionally the frame did. This is grasped when it is said:
images produce artificial presence.
This calls up numerous questions that the pres-
ent issue of the AN-ICON journal aims to address: how is
such a conflict between knowledge and perception to be
explained, and is it to be regarded as a new form of aes-
thetic illusion?13 On the one hand, it is necessary to distin-
guish the conflict phenomena of the new forms of immer-
sion formation empirically in their technology from those
of traditional images. On the other hand, the various forms
of seeing artificial presence must always be categorically
differentiated and determined in their respective specificity.
Is it a case of an unconscious illusion brought about by a
false perception, or is it rather a matter of a lustful, playful
attitude adopted in a special kind of illusory relationship?
What is the difference between illusion, deception, and
hallucination? How does an illusion become a delusion?
As if it were not complicated enough: the de-
scription of a virtual environment faces the problem that
it is a double form of illusion building. On one side, this is
the mostly solely themed illusion that people in simulated
and immersive virtual environments have a strong feeling
of presence (place illusion) and react to what they perceive
13 T. Koblížek, ed., The Aesthetic Illusion in Literature and the Arts (London: Bloomsbury,
2017).
PIETRO CONTE, LAMBERT WIESING 10 AN-ICON
as if it were real (plausibility illusion).14 In doing so, however,
they are fully aware that they are not “really” there and that
events are not “actually” taking place. Yet as relevant as this
illusion is, the attention it receives should not induce us to
overlook the fact that, on the other hand, there is a second
form of illusion formation that is not present in the many
precursors of immersive images (such as the stereoscope
and the panorama). This illusion of hyperrealism does not
just concern what is seen, but also the one who sees. It is
the change in the way the viewers experience themselves in
relation to the image: virtual reality has the power to make
users and beholders feel like they own and control a body
(body ownership illusion) that can look very different from
their biological one. Here, illusions are created that do not
affect what one sees but rather the one who sees some-
thing. One might want to think about whether there were not
already precursor experiences in this respect in watching
films, but it is only in the experience of virtual realities that
this phenomenon seems to take on a radicality that brings
about new forms of transformation of self-representation
and changes in our attitudes to ourselves or to other peo-
ple, which can be seen, for example, when implicit racial
and gender biases are changed – in the best case reduced
– in the experience of immersive virtual realities, or health
problems and mental disorders are alleviated.15
Against this background, the present issue of
the AN-ICON journal poses equally technological, aesthet-
ic and decidedly moral questions. What are the limits of
virtual reality and the possibilities it offers for empathising
14 M. Hofer et al., “The role of plausibility in the experience of spatial presence in
virtual environments,” Frontiers in Virtual Reality 1, no. 2 (2020), https://doi.org/10.3389/
frvir.2020.00002; M. Slater, “Place illusion and plausibility can lead to realistic behaviour in
immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological
Sciences 364, no. 1535 (2009): 3549-3557.
15 T.C. Peck et al., “Putting yourself in the skin of a black avatar reduces implicit racial
bias,” Consciousness and Cognition 22, no. 3 (2013): 779-787, https://doi.org/10.1016/j.
concog.2013.04.016; F. Scarpina et al., “The effect of a virtual-reality full-body illusion on
body representation in obesity,” Journal of Clinical Medicine 8, no. 9 (2019), 1330, https://doi.
org/10.3390/jcm8091330.
PIETRO CONTE, LAMBERT WIESING 11 AN-ICON
with others and fostering virtuous and socially adaptive
processes of imitation? How can we debunk the rhetoric
(which has ethical, social, and political significance) behind
the celebration of virtual reality as the “ultimate empathy
machine?”16 The field of these questions becomes all the
larger and more unmanageable when it is noted that the
new forms of digital immersion education, while not nec-
essary, are also usually associated with new forms of in-
teraction education. This raises questions that are often
psychological. Is interactivity necessary to create illusion?
Does the multisensory quality of the interaction affect the
overall effect of illusion? Considering that immersive virtu-
al environments are often inhabited by users’ surrogates,
do avatars, in their extensive phenomenology, enhance or
diminish the degree of illusion? What is the relationship
between illusion and the “style” of the image? Is hyperreal-
ism an important element to enhance illusion or, as Gordon
Calleja claims,17 only an element among many others?
The present issue
A first reflection on these topics is offered by
Salvatore Tedesco in his essay “Imagination and Körper-
zustand,” which provides a historical overview of how the
concept of illusion was understood in the Eighteenth Cen-
tury by Moses Mendelssohn. Through a critical examination
of Johann Georg Sulzer’s analysis of the passage from the
state of thinking [Nachdenken] to that of feeling [Empfinden],
Mendelssohn elaborated further on the contrast between
the state of the body and the faculty of knowledge – a
contrast that led the German philosopher to define illusion
not merely in terms of common deception, but rather as a
16 C. Milk, “How virtual reality can create the ultimate empathy machine,” TED conference,
March 2015, https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_
ultimate_empathy_machine.
17 G. Calleja, In-Game. From Immersion to Incorporation (Cambridge MA: The MIT Press, 2011).
PIETRO CONTE, LAMBERT WIESING 12 AN-ICON
form of conscious illusion. This is made clear in the corre-
spondence with Gotthold Ephraim Lessing on the nature
of tragedy, where great emphasis is put on so-called “aes-
thetic” or “poetic” illusion, considered as the instrument
through which the dramatic poet is allowed to induce in
the audience – contrary to what Aristotle and his modern
followers maintained – even the most violent feelings, on
condition that the reader or viewer is under the aesthetic
effect of the illusion. The latter is characterized by a pecu-
liar mismatch between sensitivity and the higher cognitive
faculties: regardless of how deeply immersed one may be
in sensory experiences, one still retains awareness of be-
ing confronted with a virtual, fictional world. Precisely this
contrast harmonization is the hallmark of aesthetic expe-
rience as such.
The anthropological relevance of aesthetic illu-
sion can be grasped by describing it in terms of play, and
more specifically pretend play. By referring to both clas-
sical and contemporary studies on play and playfulness
by scholars from many diverse scientific fields (including
among others Sigmund Freud, Jean Piaget, Roger Caillois,
Donald Winnicott, Lev Vygotskij, Gregory Bateson, Brian
Sutton-Smith and William Corsaro), Anna Bondioli’s article
offers a reading of illusion as a non-imitative form of play.
Far from limiting themselves to reproducing the activities
that adults undertake in the surrounding world, children
distort reality in a creative way by performing actions that
differ from those already seen and known. Children collect
elements of the external world and use them in an inter-sub-
jective process of co-construction of meanings in order to
open up new possible worlds, without hallucinating: they
know for sure that “this is play.”18 From this perspective, the
semantic field of illusion shifts from the negative meaning
of pretence as lying, mocking, or simulating, to the positive
18 G. Bateson, The Message “This Is Play” (Princeton: Josia Macy Jr. Foundation, 1956).
PIETRO CONTE, LAMBERT WIESING 13 AN-ICON
notion of pretending meant as a poietic activity of model-
ling, building, and giving form. In play, the two cognitive
frames – “this is the real world” and “this is the fictional
world” – are not to be conceived as completely separate.
Players move on the threshold between physical reality
and the peculiar (un)reality of fiction. Play isn’t real – it is,
indeed, “pretend” – but this does not mean it is false. If it
were (that is, if it lost the link with the meanings that objects,
actions, and events represented during the playful activity
denote in the “real” context), it would lose its significance.
Yet this is not the case: play (similar in this respect to the
poietic use of language in the creation of metaphors) allows
the participants to put together things that do not belong
to the same category, thereby opening up the possibility
to generate new references and meanings that go beyond
the logical contrast between the “real” and the “imaginary,”
between the “true” and the “possible,” between “believing”
and “not believing.”
The ambiguity surrounding the notion of illusion
has been made all the more evident by the theoretical re-
flection on the nature and power of contemporary images.
Vilém Flusser’s thought, which is the subject of Francesco
Restuccia’s essay, provides an emblematic example. Illusion
is first described as a form of deception, with dangerous
and deplorable effects. This is especially true when tech-
nical media – starting from photography – are employed
in a way that aims to conceal their nature as artefacts.
In this sense, the most illusionary images are those that
appear transparent and present themselves as objective
reality, thus bringing about a new form of “idolatry” or “hal-
lucination:” “Instead of representing [vorstellen] the world,
they obscure [verstellen] it.”19 This dangerous reversal of
imagination happens when we do not recognize a medium,
19 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 10.
PIETRO CONTE, LAMBERT WIESING 14 AN-ICON
especially a visual one, as such. In this sense, technical
images are the most deceiving, because their mechanical,
automatic production seems to grant a “noninterventionist
objectivity”20 freed from human and cultural interference.
But this objectivity is deceptive, because technology is
a human product, therefore always culturally biased. In
Flusser’s work, however, a second interpretation of illusion
is given that unveils its possible use as a precious artistic
and epistemic tool. In Filmerzeugung und Filmverbrauch,
the notion is introduced to understand the filmic experience
as a modern version of Plato’s cave. While sitting in the dark
space of the movie theatre, people ignore the world outside
the “cave.” They do so not because they are deceived by
the moving images projected on the screen in front of them.
On the contrary, they choose to abandon themselves to the
fascination of the medium. They do not want to be freed
from the enchantment: their illusion is voluntary, self-im-
posed, like a specific form of fiction or make-believe play.
When illusion is conceived in a positive way as a practice of
sense-making, Flusser replaces the German term täuschen
(“to deceive”) with vortäuschen (to simulate, to feign). In this
sense, simulation is not about producing a copy [Abbild],
it is about shaping a model [Vorbild]. Technical media can
allow for a new, “experimental” approach to image making:
one inserts a certain input, sees what the outcome is, and
then changes the input so as to achieve a different result.
According to Flusser, this is the greatest potentiality of vir-
tual simulations: they allow us to experience what until now
we were only able to calculate; and vice versa, they allow
us to calculate and control experiences that until now we
could only vaguely imagine.
The peculiar experience that contemporary vir-
tual environments grant access to lies at the core of Fran-
cesco Zucconi’s essay, which follows an anachronistic path
20 L. Daston, P. Galison, Objectivity (New York: Zone Books, 2007).
PIETRO CONTE, LAMBERT WIESING 15 AN-ICON
through art history and theory by taking some of Caravag-
gio’s paintings as an anticipation of the invention of gyro-
scope technology that made possible the first immersive
experience in the history of Western painting. Building on
Frank Stella’s interpretation of the Italian master’s “realistic
illusionism”21 and reformulating Michael Fried’s concepts
of “absorption” and “theatricality”22 through the categories
of “immersion” and “specularity,” Zucconi focuses on the
double effect of attraction and distancing as the funda-
mental structure of the experience of virtual reality cinema.
On the one side, as I put on a VR headset, I find myself
“teleported” to the simulated environment: I feel “there.”23
On the other side, there is always something that reminds
me that I am just inhabiting a digital milieu: a bodily, cog-
nitive, and affective frame brings me back to the “here” of
physical reality. Such experience of bilocation24 is most
often conceived of as a negative aspect of even the most
sophisticated (and expensive) immersive apparatuses cur-
rently on the market – a limitation that, according to many
techno-deterministic enthusiasts, will be overcome in some
unspecified future, when total immersion will be eventually
achieved. Arguing against this view, Zucconi maintains that
such ambivalent and even paradoxical coexistence of at-
traction and distancing should be better understood as an
intrinsic quality of cinematic virtual reality experiences as
such. This medium-specific trait, in turn, can help debunk
the bombastic rhetoric that hails virtual reality as the “ul-
timate empathy machine” capable of making the user not
only understand but also directly experience someone’s
21 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 11.
22 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
23 See among others M. Lombard et al., Immersed in Media. Telepresence Theory,
Measurement & Technology (Cham: Springer, 2015); M. Lombard, Th. Ditton, “At the heart of it
all. The concept of presence,” Journal of Computer-Mediated Communication 3, no. 2 (1997),
https://dx.doi.org/10.1111/j.1083-6101.1997.tb00072.x.
24 A. Pinotti, “Staying here, being there. Bilocation, empathy and self-empathy in virtual
reality,” Bollettino Filosofico 37 (2022): 142-162, https://doi.org/10.6093/1593-7178/9657
PIETRO CONTE, LAMBERT WIESING 16 AN-ICON
other pain and worries. Through reference to Susan Son-
tag’s critical theory of photography, Zucconi challenges
the simplistic use of notions such as those of “empathy,”
“compassion,” and “immersion” which accompanies the
launch of many virtual reality projects, holding instead that
the (alleged) absolute transparency of the medium is not
only unattainable but not even desirable. From this perspec-
tive, the co-presence of illusionistic and counter-illusionistic
effects is not to be interpreted as a weakening of the expe-
riential and testimonial value of immersive experiences. On
the contrary, it paves the way to a conscious ethical and
political approach to virtual reality, according to which the
most interesting aspect of such technology is precisely its
capacity to produce both identification and estrangement,
thus making viewers feel at the razor’s edge between pres-
ence and absence, between “here” and “there,” between
empathizing with others and being aware that we can never
truly walk a mile in someone else’s shoes.
If virtual reality as it exists today struggles to
make us experience things from the perspective of another
human being, can it allow us to feel what it is like to be a
non-human creature? Philippe Bédard’s article tackles this
question by critically examining the fundamental anthropo-
centrism of virtual reality’s dominant mode of experience.
Designed as it is around a technological apparatus such
as the head-mounted display, which is tuned to the human
sensorium, and more in particular, to the subjective qualities
of human vision (its binocularity, its “egocentric” perspec-
tive, and the individuals’ ability to move their point of view
through six degrees of freedom of movement along three
dimensions), the medium of virtual reality is also intrinsically
anthropocentric. This, in turn, seems to rule out from the
outset the possibility of bypassing our perceptual habi-
tus by using immersive virtual environments as a tool for
PIETRO CONTE, LAMBERT WIESING 17 AN-ICON
exploring and understanding how non-human (or post-hu-
man) beings exist in, and make sense of, a version of the
world that is completely different from ours: as Ian Bogost
puts it, “when we ask what it means to be something, we
pose a question that exceeds our own grasp of the being
of the world.”25 This does not mean, however, that virtual
reality cannot help us imagine what the world might look
like to a different being. In Bédard’s essay, nonnormative,
artistic uses of immersive technologies are described that
encourage the user to imaginatively explore what the Um-
welt of a mosquito, dragonfly, or even a tree might appear.
Particular attention is paid to the fact that the induction
of illusory ownership of, and agency over, a virtual body
does not require a fake, hyperrealistic appearance of the
avatar; factors like first-person perspective, sensorimotor
coherence, multisensory feedback, and the possibility to
interact with the virtual environment play a much greater
role.26 This opens the door to artistic experimentation with
bodies that do not have human (visual) appearance. The
illusory ownership over implausible digital bodies makes
it possible for virtual reality artists to produce immersive
experiences that facilitate the users’ (temporary) engage-
ment in a foray into non-human worlds, notwithstanding
the fact that they remain perfectly aware of the impossi-
bility to perceive the environment differently from what our
sensorium gives access to.
The idea that analogue and digital immersive
devices could be used to expand our sensory knowledge is
key for their commercial success. As Marcin Sobieszczans-
ki shows, marketing strategies that pass off virtual reality
as the perfect machine to make dreams come true are
common. After being applied to cinema, such “oneiric”
25 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing (Minneapolis: University
of Minnesota Press, 2012): 30.
26 M. Slater et al., “Inducing illusory ownership of a virtual body,” Frontiers in Neuroscience
3, no. 2 (2009): 214-220, https://doi.org/10.3389/neuro.01.029.2009.
PIETRO CONTE, LAMBERT WIESING 18 AN-ICON
interpretation now tends to assimilate the immersive expe-
rience granted by increasingly sophisticated head-mounted
displays to hallucinatory phenomena.27 By sketching out a
history of some classical theories that have drawn a com-
parison between dreams and the “unreal” dimension of
the image, Sobieszczanski concentrates on the scientific
debate around the nature of illusory phenomena in order
to disclose the heuristic potential of the metaphor of vir-
tual reality as hallucination. Highlighting both similarities
and dissimilarities between the cognitive mechanisms un-
derlying perception (or perception failure) in hallucinatory
states and perception in immersive environments provides
an interesting intellectual tool to make a cultural practice
evident that is deeply rooted in the human understanding
of image-making as the attempt to cross the boundaries
that keep the physical world separated from the pictorial
world.
One of the biggest challenges this attempt must
face is providing, within the virtual environment, multisen-
sory and synaesthetic experiences comparable to those of
everyday life. Traditionally, so-called distal senses (vision
and hearing) have often been considered more suitable
than proximal senses (touch, taste, and smell) to experi-
ence images, due to the assumption that genuine aesthetic
experience would necessarily imply distance and disinter-
estedness. Yet the new digital and immersive mediascape
calls for going beyond a merely visual or audio-visual way
of experiencing the image: when pictures turn into environ-
ments, a reorganization of the whole sensory experience
is required. Valentina Bartalesi and Anna Calise’s contribu-
tion deals with this issue by examining the current struggle
to include haptic technologies within immersive projects
developed by different cultural institutions. Indeed, touch
27 On this, see G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale (Milan: Johan
& Levi, 2021).
PIETRO CONTE, LAMBERT WIESING 19 AN-ICON
seems to resist virtualisation: being the sense that, histor-
ically and theoretically, has carried the burden of proof on
“true reality,” it appears a priori unsuited for illusory environ-
ments. Proof of this would be that, while haptic technolo-
gies are certainly useful to allow users to “touch” – if only
virtually – precious artefacts that could not otherwise be
touched, they nevertheless present both a qualitative and
quantitative deficit compared to the human haptic sensitiv-
ity in physical reality: the illusion of touch would be in fact
better described as an illusionary touch. However, haptic
technologies do not need to be designed to mimic the
original functions of touch. Rather than merely attempting
to make them replicate the touching experience, program-
mers and developers can exploit their illusory potential in
non-hyperrealistic ways, focussing on the power of haptics
to elicit emotions. By reviewing some recent case studies,
Bartalesi and Calise show how haptic technologies can
enrich our cultural and aesthetic experience of artefacts,
offering medium-specific opportunities that neither physical
objects nor printed replicas – no matter how accurate they
may be – could elicit.
The blurring of the threshold between physi-
cal reality and virtual reality is also at the centre of Yizeng
Zhang’s essay, where the case study of digital fashion is
investigated in its function of giving birth to a completely
new form of materiality. While creating their clothes, fashion
designers have been limited so far by the available fabrics
(and their price), the manufacturing technologies at their
disposal, and, of course, the laws of physics. The so-called
metaverse is in this respect a game changer. Using virtual
avatars and models to sell clothing and accessories made
of code instead of cotton or wool, designers are free to
imagine any type of garment or fabric and to “manufacture”
products never seen before. Given that our everyday lives
have moved online so much that a new term “phygital” was
PIETRO CONTE, LAMBERT WIESING 20 AN-ICON
coined to indicate the increasing blending of digital experi-
ences with physical ones, it is a safe bet that digital fashion
will become a vital category for every brand’s business
model, being more and more sold as NFTs, showcased on
virtual catwalks and in virtual showrooms, or worn by both
physical and virtual influencers on social networks. Under
the auspices of Gernot Böhme’s philosophy, Zhang takes
on the notion of atmosphere to reflect on the “stage values”
of digital fashion, that is, on its ability to emancipate from
the material function of garments and to produce new forms
of self-presentation. Digital garments are thus intended
as experiences whose value arises from the atmosphere
they are able to generate. By tracing such atmospheric
production across three sites of its exhibition (the e-com-
merce website, social media, and the runway show), Zhang
shows how digital fashion contributes to the construction
of a new kind of affective milieu. If the generation of such
atmospheres can be said to be just an illusion or, rather, if
the illusion itself can be conceived of as providing access
to a new reality, is a question that fits well into the thematic
section of this issue of the AN-ICON journal.
PIETRO CONTE, LAMBERT WIESING 21 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/19919 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/19919",
"Description": "Most often, the concept of illusion has been interpreted in a negative way as a synonym for deception. However, a second, positive meaning has gained sometimes prominence according to which illusion does not necessarily imply any cognitive failure or distortion. As such, it can even play an important role in eliciting genuine aesthetic enjoyment. This introduction focuses on crucial aspects in the history and theory of aesthetic illusion, a notion that has resurfaced recently as a key aspect of the phenomenon of immersion, being regarded as a goal to be pursued by both the creators and the experiencers of virtual environments.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "19919",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Lambert Wiesing",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Hallucination",
"Title": "On the razor’s edge: the (virtual) image between illusion and deception",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2023-03-08",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-05-16",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Lambert Wiesing",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/19919",
"firstpage": null,
"institution": "Friedrich-Schiller-Universität Jena",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Hallucination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Wolf, W., “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New York: de Gruyter, 2009): 144-160.",
"spatial": null,
"temporal": null,
"title": "On the razor’s edge: the (virtual) image between illusion and deception",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/19919/17769",
"volume": "1"
}
] | On the razor’s
edge: the (virtual)
image between illusion
and deception
by Pietro Conte and Lambert Wiesing
Immersion
Presence
Virtual reality
Representation
Hallucination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Introduction
On the razor’s edge:
the (virtual) image between
1
il usion and deception
PIETRO CONTE, Università degli Studi di Milano – https://orcid.org/0000-0002-7128-2696
LAMBERT WIESING, Friedrich-Schiller-Universität Jena
https://doi.org/10.54103/ai/19919
Illusion or delusion?
Were novelists and filmmakers right in fore-
shadowing the advent of 3D virtual worlds that would exist
parallel to physical reality, where people could interact with
each other through the full immersion of all their senses,
possibly losing awareness of the artificial nature of those
environments? Indeed, what has been imagined in count-
less science fiction narratives, dystopian movies, and TV
series seems to be turning into reality to an increasing
Keywords Immersion Presence Virtual reality
Representation Hallucination
To quote this essay: P. Conte, L. Wiesing, “On the razor’s edge: the (virtual) image between illusion and
deception,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 4-21, https://doi.
org/10.54103/ai/19919
1 This essay is the result of research activity developed within the frame of the project AN-
ICON. An-Iconology: History, Theory, and Practices of Environmental Images. AN-ICON has
received funding from the European Research Council (ERC) under the European Union’s
Horizon 2020 research and innovation program (grant agreement No. [834033 AN-ICON])
and is hosted by the Department of Philosophy “Piero Martinetti” of the University of Milan
in the frame of the project “Dipartimenti di Eccellenza 2023-2027” sponsored by Ministero
dell’Università e della Ricerca (MUR).
PIETRO CONTE, LAMBERT WIESING 4 AN-ICON
degree: a pictorially generated environment that is not per-
ceived as such.
A modern incarnation of René Descartes’s evil
demon thought experiment, the brain-in-a-vat hypothesis
famously describes a scenario in which a mad scientist
might remove a person’s brain from the body, place it in a
vat of life-sustaining nutrients, and wire it to a computer that
feeds it with electrical stimuli identical to those the brain
normally receives. In the words of Hilary Putnam, who in
1981 made the story popular and provoked much heated
debate among philosophers of mind, that would cause the
individual “to have the illusion that everything is perfectly
normal.” If, for instance, the person tries to raise her hand,
the feedback from the machine will make her immediately
“see” and “feel” the hand being raised. The evil scientist
can cause the victim “to ‘experience’ (or hallucinate)” any
situation he wishes. He can even erase the memory of the
brain operation so that the victim will seem to herself to
have been born and always lived in the digital environment.2
More recently, the idea of a simulation so pow-
erful that people caught in it would take it for reality in
the flesh has resurfaced in notions such as Peter Weibel’s
“future cinema,” according to which the next coming cine-
matographic apparatuses, thanks to miniature neural im-
plants and interfaces that stimulate the brain directly, will
be able to bypass the sensorium, thus acting immediately
on the neural networks:
Instead of trompe l’oeil, the next step might be trompe le cerveau
[...]. There would be perception without the senses, seeing without
the eyes. [...] Advances in neurophysiology and cognitive science
give rise to the hope that future engineers will succeed in imple-
menting these discoveries in neuronal and molecular machines that
2 H. Putnam, “Brains in a vat,” in Reason, Truth and History (Cambridge: Cambridge
University Press, 1981): 1-21, 6.
PIETRO CONTE, LAMBERT WIESING 5 AN-ICON
transform the technology of simulation to deceive the eye into a
technology of stimulation that in turn deceives the brain.3
One is certainly free to disbelieve such proph-
ecies and exercise healthy scepticism. And yet, given the
unprecedented rapid pace of technological innovation, one
cannot help but recall Louis Marin’s argument that every
representation, in order to present itself “in its function,
its functioning, and, indeed, its functionality” as represen-
tation, must include a frame that keeps the image-world
clearly separated from the real world: “The more ‘mimetic’
transparency is manifested seductively, [...] the less the
mechanisms are noticed, the less they are acknowledged.”4
The dream, or perhaps nightmare, of a medium
achieving absolute transparency and of a user experiencing
total immersion has yet to come true, and it will perhaps
never do so. However, it is (certainly not only, but neverthe-
less in a particularly powerful way) the new advancements
in the field of simulation, illusion, and immersion that have
contributed powerfully to determining the way we think
about today’s media landscape. The evolution of technolog-
ical equipment goes hand in hand with the evolution of the
techno-cultural – which also means political – dispositif that
supports and even guides them. One need only consider
the way in which virtual reality is nowadays hailed as the
last medium, capable of immersing the user in someone
else’s shoes, teleporting her to some other place, making
her feel as if she were really “there.”
3 P. Weibel, “The intelligent image: neurocinema or quantum cinema?,” in J. Shaw, P. Weibel,
eds., Future Cinema: The Cinematic Imaginary after Film (Cambridge MA-London: The MIT
Press, 2003): 594-601, 599.
4 L. Marin, “The frame of representation and some of its figures” (1988), trans. C. Porter, in
On Representation (Stanford: Stanford University Press, 2001): 352-372, 353.
PIETRO CONTE, LAMBERT WIESING 6 AN-ICON
Being there: debunking the rhetoric
Such “being there” has become the catch-
phrase of virtual technologies, and it often goes along with
an over-romanticization of the idea of immersion, according
to which immersive environments would grant the experi-
encer a perfect illusion by making the medium disappear.
This would differentiate the new forms of illusion from tra-
ditional trompe l’œil:
The concepts of trompe l’œil or illusionism aim to utilize represen-
tations that appear faithful to real impressions, the pretense that
two-dimensional surfaces are three-dimensional. The decisive
factor in trompe l’œil, however, is that the deception is always
recognizable; in most cases, because the medium is at odds with
what is depicted and this is realized by the observer in seconds,
or even fractions of seconds. This moment of aesthetic pleasure,
of aware and conscious recognition, where perhaps the process
of deception is a challenge to the connoisseur, differs from the
concept of the virtual and its historic precursors, which are geared
to unconscious deception.5
The concept of a virtual reality that could re-
place the realm of physical existence has been criticized for
resting upon an idealization of total immersion that would
lead to an illegitimate equation of illusion with delusional
hallucination. In particular, the assumption of a pictorial
environment so hermetically sealed off from anything ex-
traneous to the picture that the observer (or rather the ex-
periencer) feels completely submerged in it is highly prob-
lematic. Leading scholars in game studies such as Katie
Salen and Eric Zimmerman have labelled this assumption
“the immersive fallacy,” polemically referring to the idea that
5 O. Grau, Virtual Art: From Illusion to Immersion (Cambridge MA-London: The MIT Press,
2003): 15-16.
PIETRO CONTE, LAMBERT WIESING 7 AN-ICON
the ability of a media experience to sensually transport the
participant into an illusory reality could reach a point where
“the frame falls away so that the player truly believes that
he or she is part of an imaginary world.”6 Emblematically
expressed in the concept of the holodeck (a fictional tech-
nology that made its first appearance in Star Trek: The Next
Generation and consists in a holographic room where a
simulation including sight, sound, touch, smell, and taste
is indistinguishable from physical reality), the immersive
fallacy encourages people to buy into new forms of magical
thinking and overlook that virtual reality is but “a medium of
representation that the brain will process in its appropriate
cultural context, just as it has learned to process speech,
writing, photography, or moving images.”7
Such warnings against a cyberpunk-flavoured
idea of immersion point towards a different interpretation.
As is made evident by the etymological presence of ludus
in the Latin word inlusio, “illusion” originally refers to a
lusory attitude. Being elicited by the perception of physi-
cal representational artefacts, texts, or performances, the
aesthetic illusion is to be distinguished from both halluci-
nations and dreams. Moreover, it differs from delusions in
that it is neither a conceptual nor a perceptual error, but a
complex phenomenon characterized by “an asymmetrical
ambivalence”8 that results from its positioning halfway be-
tween the two poles of rational distance (i.e., disinterested
“observation” of an artefact in its fictional nature) and im-
mersion (or in Kendall Walton’s words, “participation”9) in
the represented world:
6 K. Salen, E. Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge MA-
London: The MIT Press, 2004): 451.
7 J. H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27, 20.
8 W. Wolf, “Illusion (aesthetic),” in P. Hühn et al. (eds.), Handbook of Narratology (Berlin-New
York: de Gruyter, 2009): 144-160, 144.
9 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge: Harvard University Press, 1990): 240-289.
PIETRO CONTE, LAMBERT WIESING 8 AN-ICON
When we play a game, we feel engaged and engrossed, and play
seems to take on its own “reality.” This is all certainly true. But the
way that a game achieves these effects does not happen in the
manner the immersive fallacy implies. A game player does become
engrossed in the game, yes. But it is an engagement that occurs
through play itself. As we know, play is a process of metacommu-
nication, a double-consciousness in which the player is well aware
of the artificiality of the play situation.10
Contrary to David Hume’s conviction that all
illusions should be given up to the flames,11 the contempo-
rary immersive media and apparatuses make it necessary
to disentangle the word “illusion” from its negative con-
notation as “deception.” From this perspective, an illusion
is about something that is present but not real: it marks
the presence of something while at the same time making
it appear as “unreal.” The key term for describing this di-
chotomic phenomenon is conflict – a term that in image
theory goes back to Hippolyte Taine and Edmund Husserl.12
Every perception rests upon the awareness of being there
and being present, but only image perception implies a
self-relativisation of real presence: the perception of every
image generates artificial presence. For what is visible in
the picture – one may call it, using Husserl’s vocabulary,
“picture object,” or in more analytical tradition “content” or
“representation” – is relativised in its character of presence
by a conflict (Widerstreit). This happens in two different
ways: in the case of traditional images through the visibility
of the grounding materiality of the image, the visibility of
the real environment and, last but not least, through the
10 K. Salen, E. Zimmerman, Rules of Play: 51
11 D. Hume, An Enquiry Concerning Human Understanding (1748), sect. 12, pt. 3. (Mineola,
N.Y.: Dover 2004): 107.
12 On this, see L. Wiesing, Artificial Presence. Philosophical Studies in Image Theory (2005),
trans. N.F. Schott (Stanford: Stanford University Press, 2010): p. 53.
PIETRO CONTE, LAMBERT WIESING 9 AN-ICON
visible frame. These forms of perceptible conflicts tend to
disappear when an image expands into its surroundings,
thus becoming an artificial “environment.” Yet even in the
case of simulations and hyperrealistic worlds, the condition
for speaking of images at all is that here, too, there must
be an experience of conflict. That is the point: in the case
of immersive environments, the conflict is (or, if we are re-
alistic, should be) given through the knowledge of being in
a simulation. The knowledge that something experienced
is “not real” creates image-generating conflicts, just as
traditionally the frame did. This is grasped when it is said:
images produce artificial presence.
This calls up numerous questions that the pres-
ent issue of the AN-ICON journal aims to address: how is
such a conflict between knowledge and perception to be
explained, and is it to be regarded as a new form of aes-
thetic illusion?13 On the one hand, it is necessary to distin-
guish the conflict phenomena of the new forms of immer-
sion formation empirically in their technology from those
of traditional images. On the other hand, the various forms
of seeing artificial presence must always be categorically
differentiated and determined in their respective specificity.
Is it a case of an unconscious illusion brought about by a
false perception, or is it rather a matter of a lustful, playful
attitude adopted in a special kind of illusory relationship?
What is the difference between illusion, deception, and
hallucination? How does an illusion become a delusion?
As if it were not complicated enough: the de-
scription of a virtual environment faces the problem that
it is a double form of illusion building. On one side, this is
the mostly solely themed illusion that people in simulated
and immersive virtual environments have a strong feeling
of presence (place illusion) and react to what they perceive
13 T. Koblížek, ed., The Aesthetic Illusion in Literature and the Arts (London: Bloomsbury,
2017).
PIETRO CONTE, LAMBERT WIESING 10 AN-ICON
as if it were real (plausibility illusion).14 In doing so, however,
they are fully aware that they are not “really” there and that
events are not “actually” taking place. Yet as relevant as this
illusion is, the attention it receives should not induce us to
overlook the fact that, on the other hand, there is a second
form of illusion formation that is not present in the many
precursors of immersive images (such as the stereoscope
and the panorama). This illusion of hyperrealism does not
just concern what is seen, but also the one who sees. It is
the change in the way the viewers experience themselves in
relation to the image: virtual reality has the power to make
users and beholders feel like they own and control a body
(body ownership illusion) that can look very different from
their biological one. Here, illusions are created that do not
affect what one sees but rather the one who sees some-
thing. One might want to think about whether there were not
already precursor experiences in this respect in watching
films, but it is only in the experience of virtual realities that
this phenomenon seems to take on a radicality that brings
about new forms of transformation of self-representation
and changes in our attitudes to ourselves or to other peo-
ple, which can be seen, for example, when implicit racial
and gender biases are changed – in the best case reduced
– in the experience of immersive virtual realities, or health
problems and mental disorders are alleviated.15
Against this background, the present issue of
the AN-ICON journal poses equally technological, aesthet-
ic and decidedly moral questions. What are the limits of
virtual reality and the possibilities it offers for empathising
14 M. Hofer et al., “The role of plausibility in the experience of spatial presence in
virtual environments,” Frontiers in Virtual Reality 1, no. 2 (2020), https://doi.org/10.3389/
frvir.2020.00002; M. Slater, “Place illusion and plausibility can lead to realistic behaviour in
immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological
Sciences 364, no. 1535 (2009): 3549-3557.
15 T.C. Peck et al., “Putting yourself in the skin of a black avatar reduces implicit racial
bias,” Consciousness and Cognition 22, no. 3 (2013): 779-787, https://doi.org/10.1016/j.
concog.2013.04.016; F. Scarpina et al., “The effect of a virtual-reality full-body illusion on
body representation in obesity,” Journal of Clinical Medicine 8, no. 9 (2019), 1330, https://doi.
org/10.3390/jcm8091330.
PIETRO CONTE, LAMBERT WIESING 11 AN-ICON
with others and fostering virtuous and socially adaptive
processes of imitation? How can we debunk the rhetoric
(which has ethical, social, and political significance) behind
the celebration of virtual reality as the “ultimate empathy
machine?”16 The field of these questions becomes all the
larger and more unmanageable when it is noted that the
new forms of digital immersion education, while not nec-
essary, are also usually associated with new forms of in-
teraction education. This raises questions that are often
psychological. Is interactivity necessary to create illusion?
Does the multisensory quality of the interaction affect the
overall effect of illusion? Considering that immersive virtu-
al environments are often inhabited by users’ surrogates,
do avatars, in their extensive phenomenology, enhance or
diminish the degree of illusion? What is the relationship
between illusion and the “style” of the image? Is hyperreal-
ism an important element to enhance illusion or, as Gordon
Calleja claims,17 only an element among many others?
The present issue
A first reflection on these topics is offered by
Salvatore Tedesco in his essay “Imagination and Körper-
zustand,” which provides a historical overview of how the
concept of illusion was understood in the Eighteenth Cen-
tury by Moses Mendelssohn. Through a critical examination
of Johann Georg Sulzer’s analysis of the passage from the
state of thinking [Nachdenken] to that of feeling [Empfinden],
Mendelssohn elaborated further on the contrast between
the state of the body and the faculty of knowledge – a
contrast that led the German philosopher to define illusion
not merely in terms of common deception, but rather as a
16 C. Milk, “How virtual reality can create the ultimate empathy machine,” TED conference,
March 2015, https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_
ultimate_empathy_machine.
17 G. Calleja, In-Game. From Immersion to Incorporation (Cambridge MA: The MIT Press, 2011).
PIETRO CONTE, LAMBERT WIESING 12 AN-ICON
form of conscious illusion. This is made clear in the corre-
spondence with Gotthold Ephraim Lessing on the nature
of tragedy, where great emphasis is put on so-called “aes-
thetic” or “poetic” illusion, considered as the instrument
through which the dramatic poet is allowed to induce in
the audience – contrary to what Aristotle and his modern
followers maintained – even the most violent feelings, on
condition that the reader or viewer is under the aesthetic
effect of the illusion. The latter is characterized by a pecu-
liar mismatch between sensitivity and the higher cognitive
faculties: regardless of how deeply immersed one may be
in sensory experiences, one still retains awareness of be-
ing confronted with a virtual, fictional world. Precisely this
contrast harmonization is the hallmark of aesthetic expe-
rience as such.
The anthropological relevance of aesthetic illu-
sion can be grasped by describing it in terms of play, and
more specifically pretend play. By referring to both clas-
sical and contemporary studies on play and playfulness
by scholars from many diverse scientific fields (including
among others Sigmund Freud, Jean Piaget, Roger Caillois,
Donald Winnicott, Lev Vygotskij, Gregory Bateson, Brian
Sutton-Smith and William Corsaro), Anna Bondioli’s article
offers a reading of illusion as a non-imitative form of play.
Far from limiting themselves to reproducing the activities
that adults undertake in the surrounding world, children
distort reality in a creative way by performing actions that
differ from those already seen and known. Children collect
elements of the external world and use them in an inter-sub-
jective process of co-construction of meanings in order to
open up new possible worlds, without hallucinating: they
know for sure that “this is play.”18 From this perspective, the
semantic field of illusion shifts from the negative meaning
of pretence as lying, mocking, or simulating, to the positive
18 G. Bateson, The Message “This Is Play” (Princeton: Josia Macy Jr. Foundation, 1956).
PIETRO CONTE, LAMBERT WIESING 13 AN-ICON
notion of pretending meant as a poietic activity of model-
ling, building, and giving form. In play, the two cognitive
frames – “this is the real world” and “this is the fictional
world” – are not to be conceived as completely separate.
Players move on the threshold between physical reality
and the peculiar (un)reality of fiction. Play isn’t real – it is,
indeed, “pretend” – but this does not mean it is false. If it
were (that is, if it lost the link with the meanings that objects,
actions, and events represented during the playful activity
denote in the “real” context), it would lose its significance.
Yet this is not the case: play (similar in this respect to the
poietic use of language in the creation of metaphors) allows
the participants to put together things that do not belong
to the same category, thereby opening up the possibility
to generate new references and meanings that go beyond
the logical contrast between the “real” and the “imaginary,”
between the “true” and the “possible,” between “believing”
and “not believing.”
The ambiguity surrounding the notion of illusion
has been made all the more evident by the theoretical re-
flection on the nature and power of contemporary images.
Vilém Flusser’s thought, which is the subject of Francesco
Restuccia’s essay, provides an emblematic example. Illusion
is first described as a form of deception, with dangerous
and deplorable effects. This is especially true when tech-
nical media – starting from photography – are employed
in a way that aims to conceal their nature as artefacts.
In this sense, the most illusionary images are those that
appear transparent and present themselves as objective
reality, thus bringing about a new form of “idolatry” or “hal-
lucination:” “Instead of representing [vorstellen] the world,
they obscure [verstellen] it.”19 This dangerous reversal of
imagination happens when we do not recognize a medium,
19 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 10.
PIETRO CONTE, LAMBERT WIESING 14 AN-ICON
especially a visual one, as such. In this sense, technical
images are the most deceiving, because their mechanical,
automatic production seems to grant a “noninterventionist
objectivity”20 freed from human and cultural interference.
But this objectivity is deceptive, because technology is
a human product, therefore always culturally biased. In
Flusser’s work, however, a second interpretation of illusion
is given that unveils its possible use as a precious artistic
and epistemic tool. In Filmerzeugung und Filmverbrauch,
the notion is introduced to understand the filmic experience
as a modern version of Plato’s cave. While sitting in the dark
space of the movie theatre, people ignore the world outside
the “cave.” They do so not because they are deceived by
the moving images projected on the screen in front of them.
On the contrary, they choose to abandon themselves to the
fascination of the medium. They do not want to be freed
from the enchantment: their illusion is voluntary, self-im-
posed, like a specific form of fiction or make-believe play.
When illusion is conceived in a positive way as a practice of
sense-making, Flusser replaces the German term täuschen
(“to deceive”) with vortäuschen (to simulate, to feign). In this
sense, simulation is not about producing a copy [Abbild],
it is about shaping a model [Vorbild]. Technical media can
allow for a new, “experimental” approach to image making:
one inserts a certain input, sees what the outcome is, and
then changes the input so as to achieve a different result.
According to Flusser, this is the greatest potentiality of vir-
tual simulations: they allow us to experience what until now
we were only able to calculate; and vice versa, they allow
us to calculate and control experiences that until now we
could only vaguely imagine.
The peculiar experience that contemporary vir-
tual environments grant access to lies at the core of Fran-
cesco Zucconi’s essay, which follows an anachronistic path
20 L. Daston, P. Galison, Objectivity (New York: Zone Books, 2007).
PIETRO CONTE, LAMBERT WIESING 15 AN-ICON
through art history and theory by taking some of Caravag-
gio’s paintings as an anticipation of the invention of gyro-
scope technology that made possible the first immersive
experience in the history of Western painting. Building on
Frank Stella’s interpretation of the Italian master’s “realistic
illusionism”21 and reformulating Michael Fried’s concepts
of “absorption” and “theatricality”22 through the categories
of “immersion” and “specularity,” Zucconi focuses on the
double effect of attraction and distancing as the funda-
mental structure of the experience of virtual reality cinema.
On the one side, as I put on a VR headset, I find myself
“teleported” to the simulated environment: I feel “there.”23
On the other side, there is always something that reminds
me that I am just inhabiting a digital milieu: a bodily, cog-
nitive, and affective frame brings me back to the “here” of
physical reality. Such experience of bilocation24 is most
often conceived of as a negative aspect of even the most
sophisticated (and expensive) immersive apparatuses cur-
rently on the market – a limitation that, according to many
techno-deterministic enthusiasts, will be overcome in some
unspecified future, when total immersion will be eventually
achieved. Arguing against this view, Zucconi maintains that
such ambivalent and even paradoxical coexistence of at-
traction and distancing should be better understood as an
intrinsic quality of cinematic virtual reality experiences as
such. This medium-specific trait, in turn, can help debunk
the bombastic rhetoric that hails virtual reality as the “ul-
timate empathy machine” capable of making the user not
only understand but also directly experience someone’s
21 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 11.
22 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
23 See among others M. Lombard et al., Immersed in Media. Telepresence Theory,
Measurement & Technology (Cham: Springer, 2015); M. Lombard, Th. Ditton, “At the heart of it
all. The concept of presence,” Journal of Computer-Mediated Communication 3, no. 2 (1997),
https://dx.doi.org/10.1111/j.1083-6101.1997.tb00072.x.
24 A. Pinotti, “Staying here, being there. Bilocation, empathy and self-empathy in virtual
reality,” Bollettino Filosofico 37 (2022): 142-162, https://doi.org/10.6093/1593-7178/9657
PIETRO CONTE, LAMBERT WIESING 16 AN-ICON
other pain and worries. Through reference to Susan Son-
tag’s critical theory of photography, Zucconi challenges
the simplistic use of notions such as those of “empathy,”
“compassion,” and “immersion” which accompanies the
launch of many virtual reality projects, holding instead that
the (alleged) absolute transparency of the medium is not
only unattainable but not even desirable. From this perspec-
tive, the co-presence of illusionistic and counter-illusionistic
effects is not to be interpreted as a weakening of the expe-
riential and testimonial value of immersive experiences. On
the contrary, it paves the way to a conscious ethical and
political approach to virtual reality, according to which the
most interesting aspect of such technology is precisely its
capacity to produce both identification and estrangement,
thus making viewers feel at the razor’s edge between pres-
ence and absence, between “here” and “there,” between
empathizing with others and being aware that we can never
truly walk a mile in someone else’s shoes.
If virtual reality as it exists today struggles to
make us experience things from the perspective of another
human being, can it allow us to feel what it is like to be a
non-human creature? Philippe Bédard’s article tackles this
question by critically examining the fundamental anthropo-
centrism of virtual reality’s dominant mode of experience.
Designed as it is around a technological apparatus such
as the head-mounted display, which is tuned to the human
sensorium, and more in particular, to the subjective qualities
of human vision (its binocularity, its “egocentric” perspec-
tive, and the individuals’ ability to move their point of view
through six degrees of freedom of movement along three
dimensions), the medium of virtual reality is also intrinsically
anthropocentric. This, in turn, seems to rule out from the
outset the possibility of bypassing our perceptual habi-
tus by using immersive virtual environments as a tool for
PIETRO CONTE, LAMBERT WIESING 17 AN-ICON
exploring and understanding how non-human (or post-hu-
man) beings exist in, and make sense of, a version of the
world that is completely different from ours: as Ian Bogost
puts it, “when we ask what it means to be something, we
pose a question that exceeds our own grasp of the being
of the world.”25 This does not mean, however, that virtual
reality cannot help us imagine what the world might look
like to a different being. In Bédard’s essay, nonnormative,
artistic uses of immersive technologies are described that
encourage the user to imaginatively explore what the Um-
welt of a mosquito, dragonfly, or even a tree might appear.
Particular attention is paid to the fact that the induction
of illusory ownership of, and agency over, a virtual body
does not require a fake, hyperrealistic appearance of the
avatar; factors like first-person perspective, sensorimotor
coherence, multisensory feedback, and the possibility to
interact with the virtual environment play a much greater
role.26 This opens the door to artistic experimentation with
bodies that do not have human (visual) appearance. The
illusory ownership over implausible digital bodies makes
it possible for virtual reality artists to produce immersive
experiences that facilitate the users’ (temporary) engage-
ment in a foray into non-human worlds, notwithstanding
the fact that they remain perfectly aware of the impossi-
bility to perceive the environment differently from what our
sensorium gives access to.
The idea that analogue and digital immersive
devices could be used to expand our sensory knowledge is
key for their commercial success. As Marcin Sobieszczans-
ki shows, marketing strategies that pass off virtual reality
as the perfect machine to make dreams come true are
common. After being applied to cinema, such “oneiric”
25 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing (Minneapolis: University
of Minnesota Press, 2012): 30.
26 M. Slater et al., “Inducing illusory ownership of a virtual body,” Frontiers in Neuroscience
3, no. 2 (2009): 214-220, https://doi.org/10.3389/neuro.01.029.2009.
PIETRO CONTE, LAMBERT WIESING 18 AN-ICON
interpretation now tends to assimilate the immersive expe-
rience granted by increasingly sophisticated head-mounted
displays to hallucinatory phenomena.27 By sketching out a
history of some classical theories that have drawn a com-
parison between dreams and the “unreal” dimension of
the image, Sobieszczanski concentrates on the scientific
debate around the nature of illusory phenomena in order
to disclose the heuristic potential of the metaphor of vir-
tual reality as hallucination. Highlighting both similarities
and dissimilarities between the cognitive mechanisms un-
derlying perception (or perception failure) in hallucinatory
states and perception in immersive environments provides
an interesting intellectual tool to make a cultural practice
evident that is deeply rooted in the human understanding
of image-making as the attempt to cross the boundaries
that keep the physical world separated from the pictorial
world.
One of the biggest challenges this attempt must
face is providing, within the virtual environment, multisen-
sory and synaesthetic experiences comparable to those of
everyday life. Traditionally, so-called distal senses (vision
and hearing) have often been considered more suitable
than proximal senses (touch, taste, and smell) to experi-
ence images, due to the assumption that genuine aesthetic
experience would necessarily imply distance and disinter-
estedness. Yet the new digital and immersive mediascape
calls for going beyond a merely visual or audio-visual way
of experiencing the image: when pictures turn into environ-
ments, a reorganization of the whole sensory experience
is required. Valentina Bartalesi and Anna Calise’s contribu-
tion deals with this issue by examining the current struggle
to include haptic technologies within immersive projects
developed by different cultural institutions. Indeed, touch
27 On this, see G. Grossi, La notte dei simulacri. Sogno, cinema, realtà virtuale (Milan: Johan
& Levi, 2021).
PIETRO CONTE, LAMBERT WIESING 19 AN-ICON
seems to resist virtualisation: being the sense that, histor-
ically and theoretically, has carried the burden of proof on
“true reality,” it appears a priori unsuited for illusory environ-
ments. Proof of this would be that, while haptic technolo-
gies are certainly useful to allow users to “touch” – if only
virtually – precious artefacts that could not otherwise be
touched, they nevertheless present both a qualitative and
quantitative deficit compared to the human haptic sensitiv-
ity in physical reality: the illusion of touch would be in fact
better described as an illusionary touch. However, haptic
technologies do not need to be designed to mimic the
original functions of touch. Rather than merely attempting
to make them replicate the touching experience, program-
mers and developers can exploit their illusory potential in
non-hyperrealistic ways, focussing on the power of haptics
to elicit emotions. By reviewing some recent case studies,
Bartalesi and Calise show how haptic technologies can
enrich our cultural and aesthetic experience of artefacts,
offering medium-specific opportunities that neither physical
objects nor printed replicas – no matter how accurate they
may be – could elicit.
The blurring of the threshold between physi-
cal reality and virtual reality is also at the centre of Yizeng
Zhang’s essay, where the case study of digital fashion is
investigated in its function of giving birth to a completely
new form of materiality. While creating their clothes, fashion
designers have been limited so far by the available fabrics
(and their price), the manufacturing technologies at their
disposal, and, of course, the laws of physics. The so-called
metaverse is in this respect a game changer. Using virtual
avatars and models to sell clothing and accessories made
of code instead of cotton or wool, designers are free to
imagine any type of garment or fabric and to “manufacture”
products never seen before. Given that our everyday lives
have moved online so much that a new term “phygital” was
PIETRO CONTE, LAMBERT WIESING 20 AN-ICON
coined to indicate the increasing blending of digital experi-
ences with physical ones, it is a safe bet that digital fashion
will become a vital category for every brand’s business
model, being more and more sold as NFTs, showcased on
virtual catwalks and in virtual showrooms, or worn by both
physical and virtual influencers on social networks. Under
the auspices of Gernot Böhme’s philosophy, Zhang takes
on the notion of atmosphere to reflect on the “stage values”
of digital fashion, that is, on its ability to emancipate from
the material function of garments and to produce new forms
of self-presentation. Digital garments are thus intended
as experiences whose value arises from the atmosphere
they are able to generate. By tracing such atmospheric
production across three sites of its exhibition (the e-com-
merce website, social media, and the runway show), Zhang
shows how digital fashion contributes to the construction
of a new kind of affective milieu. If the generation of such
atmospheres can be said to be just an illusion or, rather, if
the illusion itself can be conceived of as providing access
to a new reality, is a question that fits well into the thematic
section of this issue of the AN-ICON journal.
PIETRO CONTE, LAMBERT WIESING 21 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18189 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18189",
"Description": "The aesthetic reflection in the eighteenth century is deeply traversed by an experience perceived as capable of disrupting the disciplinary and cognitive system of early modernity: To feel the “own body,” that is, to feel its state of well-being or discomfort means to somehow modify from the inside the anthropological project of the Century of Enlightenment and to create the space and the lexicon of a modality of relationship (play, aesthetic illusion) that redefines the relationship with oneself and the context of construction of a future community.\nWhereas “Knowledge” and “Will” articulate the same strategy based on the relationship between the spiritual activity of a subject and the semiotic properties of an object, the orientation towards the condition of one’s own body defines in the play and in the aesthetic illusion the space of an imaginative reserve which is above all a reserve of time and mode of construction for a future sharing.\nMoses Mendelssohn’s thought constitutes the exemplary arrival point of an era of theoretical research that we are interested in investigating not only in terms of the solutions it has found for his time, but also in relation to the open problems, which continue to question our time.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18189",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Salvatore Tedesco",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Imagination",
"Title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Salvatore Tedesco",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18189",
"firstpage": null,
"institution": "Università degli Studi di Palermo",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Imagination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Sulzer, J.G., “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773) (Hildesheim: Olms 1974).",
"spatial": null,
"temporal": null,
"title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18189/17770",
"volume": "1"
}
] | Imagination and
Körperzustand:
illusion and play
in Moses Mendelssohn’s
aesthetic reflMendelssohn
ection
by Salvatore Tedesco
Aesthetics
Illusion
Play
Imagination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Imagination and Körperzustand:
il usion and play in Moses
Mendelssohn’s aesthetic
reflection
SALVATORE TEDESCO, Università degli Studi di Palermo – https://orcid.org/0000-0003-1584-5455
https://doi.org/10.54103/ai/18189
Abstract The aesthetic reflection in the eighteenth century
is deeply traversed by an experience perceived as capable of
disrupting the disciplinary and cognitive system of early moder-
nity: To feel the “own body,” that is, to feel its state of well-being
or discomfort means to somehow modify from the inside the
anthropological project of the Century of Enlightenment and
to create the space and the lexicon of a modality of relation-
ship (play, aesthetic illusion) that redefines the relationship with
oneself and the context of construction of a future community.
Whereas “Knowledge” and “Will” articulate the
same strategy based on the relationship between the spiritual
activity of a subject and the semiotic properties of an object,
the orientation towards the condition of one’s own body defines
in the play and in the aesthetic illusion the space of an imag-
inative reserve which is above all a reserve of time and mode
of construction for a future sharing.
Moses Mendelssohn’s thought constitutes the ex-
emplary arrival point of an era of theoretical research that we
are interested in investigating not only in terms of the solutions
it has found for his time, but also in relation to the open prob-
lems, which continue to question our time.
Keywords Mendelssohn Aesthetics Illusion Play Imagination
To quote this essay: S. Tedesco, “Imagination and Körperzustand: illusion and play in Moses
Mendelssohn’s aesthetic reflection,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2
(2022): 22-36, https://doi.org/10.54103/ai/18189
SALVATORE TEDESCO 22 AN-ICON
The philosophical and aesthetic reflection in the
eighteenth century is deeply traversed by an experience per-
ceived as capable of disrupting the disciplinary and cognitive
system of early modernity: Feeling the “own body,” that is,
feeling its “state” of well-being or discomfort – before and
in a way different from the cognitive approach of a subject
with an object or from the desire that moves towards that
object – means to somehow enter the anthropological proj-
ect of the Century of Enlightenment and to create the space
and the lexicon of a modality of relationship (play, aesthetic
illusion) that redefines the relationship with oneself and the
context of construction of a future community.
In fact, where “Knowledge” and “Will” articu-
late, albeit in different ways, the same strategy based on
the relationship between the spiritual activity of a subject
(typically, to formulate it according to the terminology of
Moses Mendelssohn: geistige Bewegung der Seele and freie
Entschließung des Willens) and semiotic properties [Merk-
male] of an object, the orientation towards the condition of
one’s own body (towards the Zustand des Körpers, as we
will see, in the sign of Johann Georg Sulzer’s work) defines
in play and in aesthetic illusion the space of an imaginative
reserve which is above all a reserve of time and a mode of
construction for a future sharing.
In this dynamic, which for example the aforemen-
tioned Sulzer tries to describe starting from the conceptual
couple Empfinden/Erkennen (“feeling/knowing”), but which
in fact would not be conceivable except as a Bewegung, that
is, certainly, as a “theoretical dynamics,” but even before that
as a movement of the body and soul, is profoundly inserted
another decisive lexical graft, which acquires its most com-
plete theoretical profile in the reflection of Johann Gottfried
Herder: I mean the field of fühlen, of the tactile feeling, and
therefore of its declination as hinein fühlen (“internal feeling”);
Gefühl, which means a thousand things but here I would
try to render it as a “tactile feeling;” Einfühlung, “empathy;”
Mitgefühl, “to feel together,” “community feeling;” and finally
SALVATORE TEDESCO 23 AN-ICON
Familiengefühl, in which this feeling of community undoubt-
edly reveals a social dimension of identity.
In this sense, decisively rethinking the Leibnizian
and Baumgartenian tradition, Moses Mendelssohn speaks
of a vis repraesentativa which is in and of itself indetermi-
nate, but which through the reference to the state of the soul
[Zustand der Seele] and of the own body is determined as
Einbildungskraft facing the past, Empfindungsvermögen ad-
hering to the present, Vorhersehungsvermögen of the future.
But let’s look at the theoretical complex a little
more closely at this point. Referring to the two short writ-
ings De anima and De DEO, placed in the appendix to the
famous Philosophiae naturalis Theoria by Roger Boscovi-
ch,1 Moses Mendelssohn in the fifty-sixth of the Briefe, die
neueste Litteratur betreffend2 proposes to take into account,
together, the proximity and the difference between the laws
of movement [Gesetze der Bewegung] of inorganic bodies
and those brought about by the union of soul and body in
the human organism, which causes
from certain spatial movements [aus gewissen örtlichen Bewegun-
gen] in the external limbs to derive certain spiritual movements [geis-
tige Bewegungen] in the soul; some in a necessary way, like sensa-
tions, others through a free choice, like the determinations of the wil .
This is precisely the bipartition and parallelism be-
tween geistige Bewegung der Seele and freie Entschließung
1 R.J. Boscovich, Philosophiae Naturalis Theoria (Vienna: Apud Augustinum Bernardi, 1758):
280-295.
2 M. Mendelssohn, Gesammelte Schriften (Leipzig: Brockhaus, 1844): vol. 4, 566. The
secondary bibliography on Mendelssohn is very rich, and ranges from historical-critical
questions, to aesthetics and the theory of art, to ethics and philosophy of religions, and so
on. In these notes - which obviously take into account the overall developments of that critical
debate, from the “classic” studies by Fr. Braitmaier, Geschichte der Poetischen Theorie und
Kritik von den Diskursen der Malern bis auf Lessing (Frauenfeld: Huber, 1888-1889) and
L. Goldstein, Moses Mendelssohn und die deutsche Ästhetik (Königsberg: Gräfe & Unzer,
1904), up to M. Albrecht, E.J. Engel, N. Hinske, eds., Moses Mendelssohn und die Kreise
seiner Wirksamkeit (Tübingen: Niemeyer, 1994), and M. Albrecht, E.J. Engel, eds., Moses
Mendelssohn in Spannungsfeld der Aufklärung (Bad Cannstatt: Frommann-Holzboog, 2000),
with particular reference to the large, still decisive monograph by J.P. Meier, L’Esthétique de
Moses Mendelssohn (1729-1786) (Paris: Atelier Lille III, 1978), and for Italy refer in particular to
the excellent work of L. Lattanzi, Linguaggio e poesia in Moses Mendelssohn (Pisa: ETS, 2002),
and M. Mendelssohn, Scritti di Estetica, ed. L. Lattanzi (Palermo: Aesthetica, 2004) - we limit
ourselves to refer from time to time to some texts by Mendelssohn himself, of which we will
provide a quick theoretical framework for the purposes of our argument.
SALVATORE TEDESCO 24 AN-ICON
des Willens mentioned at the beginning, according to a cog-
nitive procedure that is exercised on a “semiotically config-
ured” reality, in which the knowing subject captures certain
Merkmale, notae characteristicae, in fact we could say se-
miotic3 “representative marks” of the object, of the known
reality.
In this phase, therefore, Mendelssohn theorizes
a perfect parallelism between the sphere of knowledge and
the sphere of the will, thus inscribing himself perfectly in
that theoretical tradition of the so-called “German rational-
ism” which can be summarized in the positions of Christian
Wolff’s Psychologia empirica or the psychological sections
of Baumgarten’s Metaphysica – yet, in Mendelssohn’s par-
ticular thematic declension, the salient term is certainly Be-
wegung, that is the reference to a motility, of the body and
of our representative faculty in relation to it, which in fact
sets the whole system in motion.
The theoretical framework thus “photographed”
by Mendelssohn in 1759 will undergo a rapid evolution, of
which we will try to retrace some passages below. At the
moment, we limit ourselves to referring to that decisive turn-
ing point entrusted by the author to a short private annota-
tion in 1770,4 which Mendelssohn, critically returning to the
path traveled by gnoseology in Germany in the eighteenth
century, states that
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state; the wil , on the
other hand, is a tendency of the soul to realize this representation.
The Leibnizian affectus, Baumgarten’s sensi-
tive knowledge “capable of driving force,” is now definitely
3 Obviously I am referring in this way to a very long-term semiotic strategy in the theoretical
discourse that interests us here. See, limiting ourselves here of necessity to mentioning the
immediate context of reference, the occurrence of the term in the fifty-fifth M. Mendelssohn,
Briefe, die neueste Litteratur betreffend, in Gesammelte Schriften, Jubiläumsausgabe (Berlin:
Akademie-Verlag, 1929): vol.1, 565.
4 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol.1, 225.
SALVATORE TEDESCO 25 AN-ICON
characterized as pleasure, with the further clarification that
this modality acts on (and therefore it is appropriate to say
more precisely to the interior of) our state [Zustand] – we
would perhaps say modernly on our “psycho-physical bal-
ance” – and is therefore to be considered in reference to
our intimate awareness of ourselves, rather than continuing
to refer to the scope of a cognitive relationship with some
external object.
It is precisely here that we cross in a more articu-
lated way the theories of Sulzer5 who, at the end of a long re-
search path that we would define “psycho-physiological,” as
well as at the start of a new season of German Enlightenment
thought, definitively breaks the parallelism and the alliance
between knowledge and will by contrasting, in the context
of extensively understood “knowledge,” knowledge in the
proper sense (i.e. the semiotic-representative relationship of
a knowing subject with a known object) to a feeling devoid
of an object, through which, in the strict sense, our sensory
apparatus experiences itself, its own state of well-being or
discomfort.
But let’s take a closer look at Sulzer’s argument,
in which the eye performs the function of a real paradigm of
the human soul.6 Our cognitive faculty, says Sulzer develop-
ing considerations that we can trace back to Christian Wolff,
is structured in a way that is perfectly analogous to the sense
of sight and that, in analogy to it, can be described on the
basis of the laws of optics. Objects present themselves to
our eye and to our cognitive faculty with a greater or lesser
degree of clarity, the focus of our attention progressively
focuses on every single element (imaginable as a physical
point), leaving the rest of the representation in the twilight.
Therefore the objects are known through a pro-
cess that allows to obtain a clear knowledge of every single
component of the object, so as to finally have a distinct vi-
sion of the compound object; for this process to take place,
5 J.G. Sulzer, “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey
Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des
Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773)
(Hildesheim: Olms 1974): vol.1, 225-243.
6 Ibid.: 226.
SALVATORE TEDESCO 26 AN-ICON
however, adequate light is required, which allows the eye to
perceive the object.
Conversely, when the light is so dazzling as to
injure the eye, there is no longer any perception of the object,
but the eye feels tactile, that is, in the manner of the darkest
sense, itself, its own condition: “The luminous glow touches
the ocular nerves in such a way that seeing is transformed
into feeling;”7 this process represents in the best way for
Sulzer the passage from the state of thinking [Nachdenken]
to that of feeling [Empfinden]: the representation is no longer
a representation of the object, but of my condition of plea-
sure or displeasure: “We do not feel the object, but ourselves.
When it reflects, the intellect takes care of something that it
considers to be placed outside of it; when it feels, the soul
only takes care of itself.”8
In this way, however, at the very moment in which
a fundamental distinction of levels and functions of the soul
is created, a very precise relationship is established between
knowing and feeling, in the sense that there is a proportion-
ality between the degree of darkness of our knowledge and
the strength of our “sensations” and that the “sensations”
are aroused, so as to give rise to the transition from the state
of thinking to that of feeling, when a certain idea arouses a
crowd of other obscure representations.
The characteristic fact of Sulzer’s anthropolog-
ical vision is that this obscurity of feeling is, in itself, an in-
surmountable datum: “We feel desire or aversion without
knowing why: We are moved by forces we do not know.”9
Precisely from this state of affairs – we observe here in pass-
ing – the arts derive their origin and at the same time their
function, destined to enter into a relationship with the darkest
part of feeling and to turn it to the advantage of humanity.
The caesura between knowing and feeling the-
orized by Sulzer – it would be rather simple to argue – more
than corresponding to a deepening of the eighteenth-century
physiological discourse, more than opening a philosophical
7 Ibid.: 231.
8 Ibid.: 229-230.
9 Ibid.: 241.
SALVATORE TEDESCO 27 AN-ICON
question destined to be very influential, is in a certain way the
symptom, the surface effect, so to speak, of a deep landslide
destined to cross the whole thinking of the second half of the
eighteenth century, that of the so-called Popularphilosophie.
In light of what has been seen in Mendelssohn’s
Briefe, that is, in light of the attempt to describe the “mo-
tions of the soul” along the lines of the laws of physical
movement, it is striking that the distinction made by Sulzer
undoubtedly places at the center of the analysis the opacity,
the resistance of the body to the gnoseological strategies
by which the body itself is crossed throughout the Leibniz-
ian-Wolffian season, but the fact that this happens (and this
precisely affects, and perhaps explains the intimate distrust
towards Sulzer himself of many of the major protagonists of
the Aufklärung), creating a static contrast between the state
[Zustand] of the body and the faculty of knowledge.
Conversely, it is precisely the relational dynamics
that remain at the center of Moses Mendelssohn’s interests,
as already exemplarily shown in his reference to Boscovich’s
theses on motor skills in the investigation of the physical
body and the living organism. And it is precisely here that
the space for reflection opens up for the concept of illusion,
destined to become central in Mendelssohn’s aesthetic re-
flection.
Mendelssohn’s aesthetic thought, as it is actu-
ally quite well known, is very troubled and passes through
different and sometimes quite intricate theoretical phases;
all the more noteworthy is the fact that from the first theori-
zations to the definitive results, the link between an attempt
at a rational description, even a mathematization of the re-
lationship between physical movements and “motions of
the soul,” and the enucleation of the way to function of the
aesthetic illusion.
It is in fact in the correspondence on the tragic
with Lessing, and therefore already in the years 1756-1757,
that Mendelssohn starts his reflection on the “ästhetische” or
even “poetische” Illusion, which is considered the instrument
through which the dramatic poet can give space - against
Aristotle and his modern followers – even to the most violent
SALVATORE TEDESCO 28 AN-ICON
feelings, such as hatred or repugnance [Abscheu], on the
condition that the reader and viewer are under the aesthetic
effect of the illusion.10
Faced with the hesitations manifested by Less-
ing in the correspondence, Mendelssohn tries to organize
the theme in a more extended form by articulating a short
essay Von der Herrschaft über die Neigungen (About the
dominion over inclinations),11 which starts from an attempt
to mathematize the dynamics of motions of the soul, the-
orizing a direct proportionality between the kinetic force of
motivation and the expected good, as well as between the
kinetic force itself and the clarity of the representation that
one possesses of it, while this force would be expressed
according to an inverse proportionality in relation to the time
necessary for the representation itself to take shape: “Quan-
tity of motivation = good × clarity ÷ time.”12
On this Platonic theoretical basis Mendelssohn
also explains the effect of illusion, saying that:
When an imitation bears so much resemblance to the original that our
senses can be persuaded at least for a moment to see the original
itself, I call this deception an aesthetic il usion. The poet must speak
in a perfectly sensitive way; for this reason all his speeches must
deceive us in an aesthetic way. For an imitation to be beautiful, he
must deceive us aesthetically; at the same time the higher cognitive
faculties must be aware that it is an imitation, and not nature itself.13
Mendelssohn therefore bases the anthropologi-
cal effect of the aesthetic illusion on the discrepancy between
sensitivity and intellect. The illusion is aesthetic and it is not
a common deception when it is addressed directly to the
sensitivity by involving the higher faculties only indirectly.
This discrepancy is first of all a temporal hiatus
in the effect of the aesthetic representation:
10 See K.W. Segreff, M. Mendelssohn und die Aufklärungsästhetik im 18. Jahrhundert (Bonn:
Grundmann, 1984): 94.
11 M. Mendelssohn, “Von der Herrschaft über die Neigungen,” in Gesammelte Schriften,
Jubiläumsausgabe (Berlin: Akademie Verlag, 1931): vol. 2, 149-155.
12 Ibid.: 149.
13 Ibid.: 154.
SALVATORE TEDESCO 29 AN-ICON
It is easy to see that that judgment [that is, the aesthetic judgment]
must precede, and that therefore the conviction about the similarity
must be intuitive, that is, take place through il usion, while on the other
hand, the conviction that it is not the original itself may come a little
late, and therefore be dependent on symbolic knowledge.14
The argument itself is not fundamentally new,
and to give a single example relating to a possible source,
it is enough to recall Bernard de Fontenelle, who in the Ré-
flexions sur la poétique of 1742 declares that our pleasure in
following the painful events of a hero that we love, crying and
consoling ourselves alternately for what we see, depends
on our awareness that it is a fiction.15
What is new in Mendelssohn is the temporal
scheme, and the theoretical framework in which it is inscribed,
which is evidently influenced by the thought of Baumgarten,
of which Mendelssohn becomes a continuer: While, so to
speak, the awareness of the fictional character holds true
in Fontenelle as an undoubtedly presupposed guarantee
of “poetic” enjoyment, Mendelssohn is instead interested
in the path that leads from the touched soul of the user to
the aesthetic object, and in this path he discovers a double
semiotic-cognitive modality, and precisely two different tem-
poralities, which, however, are valid as the two necessarily
coexisting stages for the realization of aesthetic pleasure.
Sensitive knowledge intuitively grasps an iden-
tity between original and copy where only the greater slow-
ness of intellectual knowledge, due to its symbolic character,
will be able to reformulate the relationship as a similarity of
elements (intellectually) recognized as distinct.
Only in the temporal interplay between the two
cognitive stages is aesthetic pleasure realized for Mendels-
sohn, which takes the form of the subsequent recognition
of the similar in the imitative representation as identical and
different. Identical for sensitivity and – with a short hiatus –
different for the intellect. Aesthetic pleasure therefore allows
14 Ibid.
15 B.L.B. de Fontenelle, Réflexions sur la Poétique (Paris: M. Brunet, 1742): XXXVI.
SALVATORE TEDESCO 30 AN-ICON
us to penetrate into the human soul, indeed to say more
precisely within the motivational dynamic that governs the
movements of the soul, so as to relate sensitivity and intel-
lect not for the purpose of a progressive “unveiling” of re-
ality that destroys illusion and error, but on the contrary for
the purpose of an enjoyment that finds its root in imitation,
capable of emerging with particular evidence right in the
case of the imitation of passions that are violent and pain-
ful,16 which would not only turn out to be such if they were
experienced in reality, but which would be no less painful
if we were simply faced with an “interpretative error” of our
sensitivity destined to be rationally overcome.
In the same year 1757, one of the decisive writ-
ings of Mendelssohnian aesthetics, the Betrachtungen über
die Quellen und die Verbindungen der schönen Künste und
Wissenschaften (Reflections on the Sources and Connec-
tions of the Fine Arts and Sciences),17 added a further de-
cisive element to this descriptive framework, clarifying that,
from the semiotic point of view, intuitive knowledge concerns
both the case in which the object is immediately present to
our senses, and the case in which it is represented through
signs [Zeichen] through which the ideas of the designated
[Ideen des Bezeichneten] can be seen more distinctly than
those of the sign.
The beauty of the aesthetic relationship (but
by now Mendelssohn’s discourse – precisely through the
reference to the designation process – strongly gravitates
towards artistic beauty) therefore offers the example of a
peculiar transparency of the medium, and it is right through
the transparency of the sign that the object appears with
an evidence that captures and sets in motion the faculties
of our soul.
In the same years, in controversy with Reimarus,
Mendelssohn will also return to the nature of the imagina-
tion and to the overall relationship of the faculties of the
16 M. Mendelssohn, Von der Herrschaft über die Neigungen: 155.
17 M. Mendelssohn, “Betrachtungen über die Quellen und die Verbindungen der schönen
Künste und Wissenschaften,” in Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-
Verlag, 1929): vol. I, 169.
SALVATORE TEDESCO 31 AN-ICON
soul, saying that – far from being considered a faculty in its
own right – the imagination is rather a modification of the
unique, original and in principle completely indeterminate
representative capacity of the soul which however “through
the state of one’s own and of one’s body [durch ihren und
ihres Körpers Zustand],”18 is addressed and configured in
specific ways, articulating itself precisely as Einbildungsk-
raft facing the past, Empfindungsvermögen adhering to the
present, Vorhersehungsvermögen of the future.
The famous statement of Baumgarten – accord-
ing to which the individual soul represents the universe pro
positu corporis –19 is therefore changed in a decisive way
by redefining the position of the body as Zustand, a state or
more precisely a condition of well-being or malaise.
Let us pause for a moment to consider Men-
delssohn’s path so far: The “aesthetic illusion” is clearly
distinguished from mere “cognitive deception,” at the very
moment in which the attention thus shifts one way in the
direction of internal dynamics to our soul, that is towards
the play, the balance of the faculties, present in our soul and
set in motion by the aesthetic representations, and on the
other hand it traces the dynamics of the relational movement
between our soul and the aesthetic object, now more and
more clearly distinguished from the cognitive one.
The brief note of 1770 to which attention has
already been drawn testifies to a deepening of the first
question – that relating to the internal dynamics of our soul
– which would not be imaginable and would probably not
have assumed that configuration without the openings on
one’s own body and on his condition made possible by the
almost contemporary theories of Sulzer.
Mendelssohn therefore writes:
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state [Zustand];
18 M. Mendelssohn, “Rezensionsartikel,” in Briefe, die neueste Litteratur betreffend (1759-
1765), 20 nov. 1760: 300 in Gesammelte Schriften, Jubiläumsausgabe (Stuttgart: Frommann-
Holzboog,1991): no. 5,1.
19 A.G. Baumgarten, Metaphysica (1779) (Halle: Hemmerde, 1939): § 512.
SALVATORE TEDESCO 32 AN-ICON
the wil , on the other hand, is a tendency of the soul to realize this
representation. Pleasure is, so to speak, a favorable judgment of the
soul on her real state; the wil , on the other hand, is a tendency of the
soul to achieve this state.20
In this way, undoubtedly, Mendelssohn moves
towards an overall redefinition of the “system of faculties”
that distances him from the Wolffian tradition as well as from
Baumgarten, his model, approaching that tripartite division
between the cognitive sphere, the sphere of will and aesthet-
ic pleasure that characterizes the second eighteenth cen-
tury from the so-called Popularphilosophie to Kant. No less
significant is that this occurs through a specific attention to
one’s own body, and to the way in which the representative
processes do not so much modify our relationship with reality
on the objective side, as they redefine its internal resonance.
However, whereas precisely on this point Sulzer
chose an “extremist” reading, speaking of a “feeling devoid
of an object,” through which our body senses itself and not
the object, and therefore sacrificed the understanding of the
dynamic relationship to highlight the question of the Zustand,
of the state/condition of the organ (remember what Sulzer
says about the eye and sight), of one’s own body, of the soul
vitalistically considered coextensive with the body, Mendels-
sohn never loses sight of the relationality, the dynamism of
the framework of faculty.
It is perhaps also for this reason that his is the
most significant figure in the entire German debate from
Baumgarten to Kant.
Another short essay is dedicated to what has
just been defined as the dynamics of the relational move-
ment between our soul and the object, dating back to June
1776, in which, similarly to what we have just seen, Men-
delssohn moves, so to speak, from “systematic reasons,”
openly declared already from the title of the fragment: [Über
20 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol. 1, 225.
SALVATORE TEDESCO 33 AN-ICON
das Erkenntnis-, das Empfindungs- und das Begehrungsver-
mögen] On the faculty of knowing, of feeling and of appetite.
What six years earlier had been entrusted to an
almost incidental note here instead – even if the writing is
destined not to leave the private workshop of Mendelssohn’s
thought – acquires the characteristics of a system program:
Between the faculty of knowing and the faculty to appetite there is
the faculty of feeling [Empfindungsvermögen], by means of which
we feel pleasure or displeasure about something, we appreciate it,
approve it, find it pleasant, or we despise it, blame it and find it un-
pleasant [.. ]. The end of the faculty of knowing is the truth; that is, as
we possess a faculty of knowing, we strive to make the concepts
in our soul accord with the qualities of their objects. The end of the
faculty of hearing is the good; that is, insofar as we possess a faculty
of feeling, we strive to make the objective qualities accord with our
concepts of goodness, order and beauty.21
The truly innovative moment of this position lies
in the clear distinction of areas between will and pleasure:
The pleasure for a representation does not necessarily imply
the desire for the object that underlies it.
Mendelssohn is above all interested in distin-
guishing two modalities of relationship with the object: In the
cognitive relationship we modify our representations to adapt
them to the truth of the object, in the case of the faculty of
feeling we aim instead to harmonize the properties of the
object with our own concepts of good, order, beauty, and
the tool for this to happen is clearly identified in the aesthetic
illusion. The peculiarity of the statute of aesthetic illusion is
then the true core of Mendelssohn’s discourse, when it is
distinguished both from cognitive truth and also from the
concrete modification of reality which the will aims at.
But there is more; Mendelssohn distinguishes
two fundamental human attitudes, the first tending to truth,
the second to poetic invention [Erdichtung]. If the first cor-
responds to the work of the faculty of knowing, the poetic
21 Ibid.: vol. 3, 1, 276.
SALVATORE TEDESCO 34 AN-ICON
invention will instead follow the intent of keeping in exercise
[in Übung zu erhalten]22 the faculty of feeling. In the same
days, another brief note23 completes the Mendelssohnian
description, noting that this “faculty to entertain oneself” [Un-
terhaltungsfähigkeit] (it is interesting how Mendelssohn tries
to set the theoretical framework in motion even in proposing
new names for a system of faculties perceived as in active
transformation with respect to the Wolffian model) has an
objective side (simplifying I would say the quantity and or-
der of semiotic markers capable of “giving something to
think about”) and a subjective side (the faculty itself and the
ordering criteria it is able to set). The beauty will therefore
reside in the harmony between the objective and subjective
aspects of the new faculty, capable of arousing in us “in the
contemplation of the object, the awareness of our strengths
rather than our limits, and movement is pleasant.”24
Conversely, that disharmony that comes from
the excess of the object over our faculties will cause dizzi-
ness, and on a conceptual level it will give life to the sublime.
The conclusive synthesis of the Morgenstunden,
in 1785, will insert the considerations that we have followed
up to now into a much broader theoretical framework, without
however further introducing profound changes; confirming
and reformulating again the tripartition between the faculty of
knowing, that of desiring and the “aesthetic faculty,” now re-
defined as the capacity of appreciation [Billigungsvermögen],
Mendelssohn now distinguishes between two fundamental
aspects of human knowledge, depending on whether one
considers its material relevance or the formal configuration.
From the material point of view, that is, a given
notion can be true or false; considered from this point of view,
knowledge knows no degrees, truth is an “indivisible unity.”25
It is quite another thing to consider knowledge as capable
of arousing pleasure or displeasure, that is, as an object of
22 Ibid.
23 M. Mendelssohn, “Über objektive und subjektive Unterhaltungsfähigkeit,” in Gesammelte
Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag, 1929): vol. 3, 1, 275.
24 Ibid.
25 M. Mendelssohn, “Morgenstunden,” in Gesammelte Schriften, Jubiläumsausgabe
(Stuttgart: Frommann-Holzboog; 1974): vol. 3, 2, 62.
SALVATORE TEDESCO 35 AN-ICON
the faculty of appreciation: precisely this can be defined as
the formal aspect. And vice versa, this consists exclusively
in evaluating, in comparison, in gradation, in plus and minus;
moreover, every conceivable degree of this scale of values
can be thought of “with the same truth,”26 which is evidently
a truth of the formal aspect of knowledge, a peculiar truth
of aesthetic illusion.
Moses Mendelssohn’s thought, in its different
phases and declinations, through the collaboration with
Lessing and up to the final results of the Morgenstunden,
constitutes the exemplary arrival point of an era of theo-
retical research that we are interested in investigating not
only in terms of the solutions that he found for his time,
but also in relation to open problems, which continue to
question our time.
26 Ibid.: 63.
SALVATORE TEDESCO 36 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18189 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18189",
"Description": "The aesthetic reflection in the eighteenth century is deeply traversed by an experience perceived as capable of disrupting the disciplinary and cognitive system of early modernity: To feel the “own body,” that is, to feel its state of well-being or discomfort means to somehow modify from the inside the anthropological project of the Century of Enlightenment and to create the space and the lexicon of a modality of relationship (play, aesthetic illusion) that redefines the relationship with oneself and the context of construction of a future community.\nWhereas “Knowledge” and “Will” articulate the same strategy based on the relationship between the spiritual activity of a subject and the semiotic properties of an object, the orientation towards the condition of one’s own body defines in the play and in the aesthetic illusion the space of an imaginative reserve which is above all a reserve of time and mode of construction for a future sharing.\nMoses Mendelssohn’s thought constitutes the exemplary arrival point of an era of theoretical research that we are interested in investigating not only in terms of the solutions it has found for his time, but also in relation to the open problems, which continue to question our time.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18189",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Salvatore Tedesco",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Imagination",
"Title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Salvatore Tedesco",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18189",
"firstpage": null,
"institution": "Università degli Studi di Palermo",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Imagination",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Sulzer, J.G., “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773) (Hildesheim: Olms 1974).",
"spatial": null,
"temporal": null,
"title": "Imagination and Körperzustand: illusion and play in Moses Mendelssohn’s aesthetic reflection",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18189/17770",
"volume": "1"
}
] | Imagination and
Körperzustand:
illusion and play
in Moses Mendelssohn’s
aesthetic reflMendelssohn
ection
by Salvatore Tedesco
Aesthetics
Illusion
Play
Imagination
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Imagination and Körperzustand:
il usion and play in Moses
Mendelssohn’s aesthetic
reflection
SALVATORE TEDESCO, Università degli Studi di Palermo – https://orcid.org/0000-0003-1584-5455
https://doi.org/10.54103/ai/18189
Abstract The aesthetic reflection in the eighteenth century
is deeply traversed by an experience perceived as capable of
disrupting the disciplinary and cognitive system of early moder-
nity: To feel the “own body,” that is, to feel its state of well-being
or discomfort means to somehow modify from the inside the
anthropological project of the Century of Enlightenment and
to create the space and the lexicon of a modality of relation-
ship (play, aesthetic illusion) that redefines the relationship with
oneself and the context of construction of a future community.
Whereas “Knowledge” and “Will” articulate the
same strategy based on the relationship between the spiritual
activity of a subject and the semiotic properties of an object,
the orientation towards the condition of one’s own body defines
in the play and in the aesthetic illusion the space of an imag-
inative reserve which is above all a reserve of time and mode
of construction for a future sharing.
Moses Mendelssohn’s thought constitutes the ex-
emplary arrival point of an era of theoretical research that we
are interested in investigating not only in terms of the solutions
it has found for his time, but also in relation to the open prob-
lems, which continue to question our time.
Keywords Mendelssohn Aesthetics Illusion Play Imagination
To quote this essay: S. Tedesco, “Imagination and Körperzustand: illusion and play in Moses
Mendelssohn’s aesthetic reflection,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2
(2022): 22-36, https://doi.org/10.54103/ai/18189
SALVATORE TEDESCO 22 AN-ICON
The philosophical and aesthetic reflection in the
eighteenth century is deeply traversed by an experience per-
ceived as capable of disrupting the disciplinary and cognitive
system of early modernity: Feeling the “own body,” that is,
feeling its “state” of well-being or discomfort – before and
in a way different from the cognitive approach of a subject
with an object or from the desire that moves towards that
object – means to somehow enter the anthropological proj-
ect of the Century of Enlightenment and to create the space
and the lexicon of a modality of relationship (play, aesthetic
illusion) that redefines the relationship with oneself and the
context of construction of a future community.
In fact, where “Knowledge” and “Will” articu-
late, albeit in different ways, the same strategy based on
the relationship between the spiritual activity of a subject
(typically, to formulate it according to the terminology of
Moses Mendelssohn: geistige Bewegung der Seele and freie
Entschließung des Willens) and semiotic properties [Merk-
male] of an object, the orientation towards the condition of
one’s own body (towards the Zustand des Körpers, as we
will see, in the sign of Johann Georg Sulzer’s work) defines
in play and in aesthetic illusion the space of an imaginative
reserve which is above all a reserve of time and a mode of
construction for a future sharing.
In this dynamic, which for example the aforemen-
tioned Sulzer tries to describe starting from the conceptual
couple Empfinden/Erkennen (“feeling/knowing”), but which
in fact would not be conceivable except as a Bewegung, that
is, certainly, as a “theoretical dynamics,” but even before that
as a movement of the body and soul, is profoundly inserted
another decisive lexical graft, which acquires its most com-
plete theoretical profile in the reflection of Johann Gottfried
Herder: I mean the field of fühlen, of the tactile feeling, and
therefore of its declination as hinein fühlen (“internal feeling”);
Gefühl, which means a thousand things but here I would
try to render it as a “tactile feeling;” Einfühlung, “empathy;”
Mitgefühl, “to feel together,” “community feeling;” and finally
SALVATORE TEDESCO 23 AN-ICON
Familiengefühl, in which this feeling of community undoubt-
edly reveals a social dimension of identity.
In this sense, decisively rethinking the Leibnizian
and Baumgartenian tradition, Moses Mendelssohn speaks
of a vis repraesentativa which is in and of itself indetermi-
nate, but which through the reference to the state of the soul
[Zustand der Seele] and of the own body is determined as
Einbildungskraft facing the past, Empfindungsvermögen ad-
hering to the present, Vorhersehungsvermögen of the future.
But let’s look at the theoretical complex a little
more closely at this point. Referring to the two short writ-
ings De anima and De DEO, placed in the appendix to the
famous Philosophiae naturalis Theoria by Roger Boscovi-
ch,1 Moses Mendelssohn in the fifty-sixth of the Briefe, die
neueste Litteratur betreffend2 proposes to take into account,
together, the proximity and the difference between the laws
of movement [Gesetze der Bewegung] of inorganic bodies
and those brought about by the union of soul and body in
the human organism, which causes
from certain spatial movements [aus gewissen örtlichen Bewegun-
gen] in the external limbs to derive certain spiritual movements [geis-
tige Bewegungen] in the soul; some in a necessary way, like sensa-
tions, others through a free choice, like the determinations of the wil .
This is precisely the bipartition and parallelism be-
tween geistige Bewegung der Seele and freie Entschließung
1 R.J. Boscovich, Philosophiae Naturalis Theoria (Vienna: Apud Augustinum Bernardi, 1758):
280-295.
2 M. Mendelssohn, Gesammelte Schriften (Leipzig: Brockhaus, 1844): vol. 4, 566. The
secondary bibliography on Mendelssohn is very rich, and ranges from historical-critical
questions, to aesthetics and the theory of art, to ethics and philosophy of religions, and so
on. In these notes - which obviously take into account the overall developments of that critical
debate, from the “classic” studies by Fr. Braitmaier, Geschichte der Poetischen Theorie und
Kritik von den Diskursen der Malern bis auf Lessing (Frauenfeld: Huber, 1888-1889) and
L. Goldstein, Moses Mendelssohn und die deutsche Ästhetik (Königsberg: Gräfe & Unzer,
1904), up to M. Albrecht, E.J. Engel, N. Hinske, eds., Moses Mendelssohn und die Kreise
seiner Wirksamkeit (Tübingen: Niemeyer, 1994), and M. Albrecht, E.J. Engel, eds., Moses
Mendelssohn in Spannungsfeld der Aufklärung (Bad Cannstatt: Frommann-Holzboog, 2000),
with particular reference to the large, still decisive monograph by J.P. Meier, L’Esthétique de
Moses Mendelssohn (1729-1786) (Paris: Atelier Lille III, 1978), and for Italy refer in particular to
the excellent work of L. Lattanzi, Linguaggio e poesia in Moses Mendelssohn (Pisa: ETS, 2002),
and M. Mendelssohn, Scritti di Estetica, ed. L. Lattanzi (Palermo: Aesthetica, 2004) - we limit
ourselves to refer from time to time to some texts by Mendelssohn himself, of which we will
provide a quick theoretical framework for the purposes of our argument.
SALVATORE TEDESCO 24 AN-ICON
des Willens mentioned at the beginning, according to a cog-
nitive procedure that is exercised on a “semiotically config-
ured” reality, in which the knowing subject captures certain
Merkmale, notae characteristicae, in fact we could say se-
miotic3 “representative marks” of the object, of the known
reality.
In this phase, therefore, Mendelssohn theorizes
a perfect parallelism between the sphere of knowledge and
the sphere of the will, thus inscribing himself perfectly in
that theoretical tradition of the so-called “German rational-
ism” which can be summarized in the positions of Christian
Wolff’s Psychologia empirica or the psychological sections
of Baumgarten’s Metaphysica – yet, in Mendelssohn’s par-
ticular thematic declension, the salient term is certainly Be-
wegung, that is the reference to a motility, of the body and
of our representative faculty in relation to it, which in fact
sets the whole system in motion.
The theoretical framework thus “photographed”
by Mendelssohn in 1759 will undergo a rapid evolution, of
which we will try to retrace some passages below. At the
moment, we limit ourselves to referring to that decisive turn-
ing point entrusted by the author to a short private annota-
tion in 1770,4 which Mendelssohn, critically returning to the
path traveled by gnoseology in Germany in the eighteenth
century, states that
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state; the wil , on the
other hand, is a tendency of the soul to realize this representation.
The Leibnizian affectus, Baumgarten’s sensi-
tive knowledge “capable of driving force,” is now definitely
3 Obviously I am referring in this way to a very long-term semiotic strategy in the theoretical
discourse that interests us here. See, limiting ourselves here of necessity to mentioning the
immediate context of reference, the occurrence of the term in the fifty-fifth M. Mendelssohn,
Briefe, die neueste Litteratur betreffend, in Gesammelte Schriften, Jubiläumsausgabe (Berlin:
Akademie-Verlag, 1929): vol.1, 565.
4 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol.1, 225.
SALVATORE TEDESCO 25 AN-ICON
characterized as pleasure, with the further clarification that
this modality acts on (and therefore it is appropriate to say
more precisely to the interior of) our state [Zustand] – we
would perhaps say modernly on our “psycho-physical bal-
ance” – and is therefore to be considered in reference to
our intimate awareness of ourselves, rather than continuing
to refer to the scope of a cognitive relationship with some
external object.
It is precisely here that we cross in a more articu-
lated way the theories of Sulzer5 who, at the end of a long re-
search path that we would define “psycho-physiological,” as
well as at the start of a new season of German Enlightenment
thought, definitively breaks the parallelism and the alliance
between knowledge and will by contrasting, in the context
of extensively understood “knowledge,” knowledge in the
proper sense (i.e. the semiotic-representative relationship of
a knowing subject with a known object) to a feeling devoid
of an object, through which, in the strict sense, our sensory
apparatus experiences itself, its own state of well-being or
discomfort.
But let’s take a closer look at Sulzer’s argument,
in which the eye performs the function of a real paradigm of
the human soul.6 Our cognitive faculty, says Sulzer develop-
ing considerations that we can trace back to Christian Wolff,
is structured in a way that is perfectly analogous to the sense
of sight and that, in analogy to it, can be described on the
basis of the laws of optics. Objects present themselves to
our eye and to our cognitive faculty with a greater or lesser
degree of clarity, the focus of our attention progressively
focuses on every single element (imaginable as a physical
point), leaving the rest of the representation in the twilight.
Therefore the objects are known through a pro-
cess that allows to obtain a clear knowledge of every single
component of the object, so as to finally have a distinct vi-
sion of the compound object; for this process to take place,
5 J.G. Sulzer, “Anmerkungen über den verschiedenen Zustand, worinn sich die Seele bey
Ausübung ihrer Hauptvermögen, nämlich des Vermögens, sich etwas vorzustellen, und des
Vermögens zu empfinden befindet” (1763), in Vermischte Philosophische Schriften (1773)
(Hildesheim: Olms 1974): vol.1, 225-243.
6 Ibid.: 226.
SALVATORE TEDESCO 26 AN-ICON
however, adequate light is required, which allows the eye to
perceive the object.
Conversely, when the light is so dazzling as to
injure the eye, there is no longer any perception of the object,
but the eye feels tactile, that is, in the manner of the darkest
sense, itself, its own condition: “The luminous glow touches
the ocular nerves in such a way that seeing is transformed
into feeling;”7 this process represents in the best way for
Sulzer the passage from the state of thinking [Nachdenken]
to that of feeling [Empfinden]: the representation is no longer
a representation of the object, but of my condition of plea-
sure or displeasure: “We do not feel the object, but ourselves.
When it reflects, the intellect takes care of something that it
considers to be placed outside of it; when it feels, the soul
only takes care of itself.”8
In this way, however, at the very moment in which
a fundamental distinction of levels and functions of the soul
is created, a very precise relationship is established between
knowing and feeling, in the sense that there is a proportion-
ality between the degree of darkness of our knowledge and
the strength of our “sensations” and that the “sensations”
are aroused, so as to give rise to the transition from the state
of thinking to that of feeling, when a certain idea arouses a
crowd of other obscure representations.
The characteristic fact of Sulzer’s anthropolog-
ical vision is that this obscurity of feeling is, in itself, an in-
surmountable datum: “We feel desire or aversion without
knowing why: We are moved by forces we do not know.”9
Precisely from this state of affairs – we observe here in pass-
ing – the arts derive their origin and at the same time their
function, destined to enter into a relationship with the darkest
part of feeling and to turn it to the advantage of humanity.
The caesura between knowing and feeling the-
orized by Sulzer – it would be rather simple to argue – more
than corresponding to a deepening of the eighteenth-century
physiological discourse, more than opening a philosophical
7 Ibid.: 231.
8 Ibid.: 229-230.
9 Ibid.: 241.
SALVATORE TEDESCO 27 AN-ICON
question destined to be very influential, is in a certain way the
symptom, the surface effect, so to speak, of a deep landslide
destined to cross the whole thinking of the second half of the
eighteenth century, that of the so-called Popularphilosophie.
In light of what has been seen in Mendelssohn’s
Briefe, that is, in light of the attempt to describe the “mo-
tions of the soul” along the lines of the laws of physical
movement, it is striking that the distinction made by Sulzer
undoubtedly places at the center of the analysis the opacity,
the resistance of the body to the gnoseological strategies
by which the body itself is crossed throughout the Leibniz-
ian-Wolffian season, but the fact that this happens (and this
precisely affects, and perhaps explains the intimate distrust
towards Sulzer himself of many of the major protagonists of
the Aufklärung), creating a static contrast between the state
[Zustand] of the body and the faculty of knowledge.
Conversely, it is precisely the relational dynamics
that remain at the center of Moses Mendelssohn’s interests,
as already exemplarily shown in his reference to Boscovich’s
theses on motor skills in the investigation of the physical
body and the living organism. And it is precisely here that
the space for reflection opens up for the concept of illusion,
destined to become central in Mendelssohn’s aesthetic re-
flection.
Mendelssohn’s aesthetic thought, as it is actu-
ally quite well known, is very troubled and passes through
different and sometimes quite intricate theoretical phases;
all the more noteworthy is the fact that from the first theori-
zations to the definitive results, the link between an attempt
at a rational description, even a mathematization of the re-
lationship between physical movements and “motions of
the soul,” and the enucleation of the way to function of the
aesthetic illusion.
It is in fact in the correspondence on the tragic
with Lessing, and therefore already in the years 1756-1757,
that Mendelssohn starts his reflection on the “ästhetische” or
even “poetische” Illusion, which is considered the instrument
through which the dramatic poet can give space - against
Aristotle and his modern followers – even to the most violent
SALVATORE TEDESCO 28 AN-ICON
feelings, such as hatred or repugnance [Abscheu], on the
condition that the reader and viewer are under the aesthetic
effect of the illusion.10
Faced with the hesitations manifested by Less-
ing in the correspondence, Mendelssohn tries to organize
the theme in a more extended form by articulating a short
essay Von der Herrschaft über die Neigungen (About the
dominion over inclinations),11 which starts from an attempt
to mathematize the dynamics of motions of the soul, the-
orizing a direct proportionality between the kinetic force of
motivation and the expected good, as well as between the
kinetic force itself and the clarity of the representation that
one possesses of it, while this force would be expressed
according to an inverse proportionality in relation to the time
necessary for the representation itself to take shape: “Quan-
tity of motivation = good × clarity ÷ time.”12
On this Platonic theoretical basis Mendelssohn
also explains the effect of illusion, saying that:
When an imitation bears so much resemblance to the original that our
senses can be persuaded at least for a moment to see the original
itself, I call this deception an aesthetic il usion. The poet must speak
in a perfectly sensitive way; for this reason all his speeches must
deceive us in an aesthetic way. For an imitation to be beautiful, he
must deceive us aesthetically; at the same time the higher cognitive
faculties must be aware that it is an imitation, and not nature itself.13
Mendelssohn therefore bases the anthropologi-
cal effect of the aesthetic illusion on the discrepancy between
sensitivity and intellect. The illusion is aesthetic and it is not
a common deception when it is addressed directly to the
sensitivity by involving the higher faculties only indirectly.
This discrepancy is first of all a temporal hiatus
in the effect of the aesthetic representation:
10 See K.W. Segreff, M. Mendelssohn und die Aufklärungsästhetik im 18. Jahrhundert (Bonn:
Grundmann, 1984): 94.
11 M. Mendelssohn, “Von der Herrschaft über die Neigungen,” in Gesammelte Schriften,
Jubiläumsausgabe (Berlin: Akademie Verlag, 1931): vol. 2, 149-155.
12 Ibid.: 149.
13 Ibid.: 154.
SALVATORE TEDESCO 29 AN-ICON
It is easy to see that that judgment [that is, the aesthetic judgment]
must precede, and that therefore the conviction about the similarity
must be intuitive, that is, take place through il usion, while on the other
hand, the conviction that it is not the original itself may come a little
late, and therefore be dependent on symbolic knowledge.14
The argument itself is not fundamentally new,
and to give a single example relating to a possible source,
it is enough to recall Bernard de Fontenelle, who in the Ré-
flexions sur la poétique of 1742 declares that our pleasure in
following the painful events of a hero that we love, crying and
consoling ourselves alternately for what we see, depends
on our awareness that it is a fiction.15
What is new in Mendelssohn is the temporal
scheme, and the theoretical framework in which it is inscribed,
which is evidently influenced by the thought of Baumgarten,
of which Mendelssohn becomes a continuer: While, so to
speak, the awareness of the fictional character holds true
in Fontenelle as an undoubtedly presupposed guarantee
of “poetic” enjoyment, Mendelssohn is instead interested
in the path that leads from the touched soul of the user to
the aesthetic object, and in this path he discovers a double
semiotic-cognitive modality, and precisely two different tem-
poralities, which, however, are valid as the two necessarily
coexisting stages for the realization of aesthetic pleasure.
Sensitive knowledge intuitively grasps an iden-
tity between original and copy where only the greater slow-
ness of intellectual knowledge, due to its symbolic character,
will be able to reformulate the relationship as a similarity of
elements (intellectually) recognized as distinct.
Only in the temporal interplay between the two
cognitive stages is aesthetic pleasure realized for Mendels-
sohn, which takes the form of the subsequent recognition
of the similar in the imitative representation as identical and
different. Identical for sensitivity and – with a short hiatus –
different for the intellect. Aesthetic pleasure therefore allows
14 Ibid.
15 B.L.B. de Fontenelle, Réflexions sur la Poétique (Paris: M. Brunet, 1742): XXXVI.
SALVATORE TEDESCO 30 AN-ICON
us to penetrate into the human soul, indeed to say more
precisely within the motivational dynamic that governs the
movements of the soul, so as to relate sensitivity and intel-
lect not for the purpose of a progressive “unveiling” of re-
ality that destroys illusion and error, but on the contrary for
the purpose of an enjoyment that finds its root in imitation,
capable of emerging with particular evidence right in the
case of the imitation of passions that are violent and pain-
ful,16 which would not only turn out to be such if they were
experienced in reality, but which would be no less painful
if we were simply faced with an “interpretative error” of our
sensitivity destined to be rationally overcome.
In the same year 1757, one of the decisive writ-
ings of Mendelssohnian aesthetics, the Betrachtungen über
die Quellen und die Verbindungen der schönen Künste und
Wissenschaften (Reflections on the Sources and Connec-
tions of the Fine Arts and Sciences),17 added a further de-
cisive element to this descriptive framework, clarifying that,
from the semiotic point of view, intuitive knowledge concerns
both the case in which the object is immediately present to
our senses, and the case in which it is represented through
signs [Zeichen] through which the ideas of the designated
[Ideen des Bezeichneten] can be seen more distinctly than
those of the sign.
The beauty of the aesthetic relationship (but
by now Mendelssohn’s discourse – precisely through the
reference to the designation process – strongly gravitates
towards artistic beauty) therefore offers the example of a
peculiar transparency of the medium, and it is right through
the transparency of the sign that the object appears with
an evidence that captures and sets in motion the faculties
of our soul.
In the same years, in controversy with Reimarus,
Mendelssohn will also return to the nature of the imagina-
tion and to the overall relationship of the faculties of the
16 M. Mendelssohn, Von der Herrschaft über die Neigungen: 155.
17 M. Mendelssohn, “Betrachtungen über die Quellen und die Verbindungen der schönen
Künste und Wissenschaften,” in Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-
Verlag, 1929): vol. I, 169.
SALVATORE TEDESCO 31 AN-ICON
soul, saying that – far from being considered a faculty in its
own right – the imagination is rather a modification of the
unique, original and in principle completely indeterminate
representative capacity of the soul which however “through
the state of one’s own and of one’s body [durch ihren und
ihres Körpers Zustand],”18 is addressed and configured in
specific ways, articulating itself precisely as Einbildungsk-
raft facing the past, Empfindungsvermögen adhering to the
present, Vorhersehungsvermögen of the future.
The famous statement of Baumgarten – accord-
ing to which the individual soul represents the universe pro
positu corporis –19 is therefore changed in a decisive way
by redefining the position of the body as Zustand, a state or
more precisely a condition of well-being or malaise.
Let us pause for a moment to consider Men-
delssohn’s path so far: The “aesthetic illusion” is clearly
distinguished from mere “cognitive deception,” at the very
moment in which the attention thus shifts one way in the
direction of internal dynamics to our soul, that is towards
the play, the balance of the faculties, present in our soul and
set in motion by the aesthetic representations, and on the
other hand it traces the dynamics of the relational movement
between our soul and the aesthetic object, now more and
more clearly distinguished from the cognitive one.
The brief note of 1770 to which attention has
already been drawn testifies to a deepening of the first
question – that relating to the internal dynamics of our soul
– which would not be imaginable and would probably not
have assumed that configuration without the openings on
one’s own body and on his condition made possible by the
almost contemporary theories of Sulzer.
Mendelssohn therefore writes:
Pleasure should not have been compared with wil . That is an intimate
awareness that representation “a” improves our state [Zustand];
18 M. Mendelssohn, “Rezensionsartikel,” in Briefe, die neueste Litteratur betreffend (1759-
1765), 20 nov. 1760: 300 in Gesammelte Schriften, Jubiläumsausgabe (Stuttgart: Frommann-
Holzboog,1991): no. 5,1.
19 A.G. Baumgarten, Metaphysica (1779) (Halle: Hemmerde, 1939): § 512.
SALVATORE TEDESCO 32 AN-ICON
the wil , on the other hand, is a tendency of the soul to realize this
representation. Pleasure is, so to speak, a favorable judgment of the
soul on her real state; the wil , on the other hand, is a tendency of the
soul to achieve this state.20
In this way, undoubtedly, Mendelssohn moves
towards an overall redefinition of the “system of faculties”
that distances him from the Wolffian tradition as well as from
Baumgarten, his model, approaching that tripartite division
between the cognitive sphere, the sphere of will and aesthet-
ic pleasure that characterizes the second eighteenth cen-
tury from the so-called Popularphilosophie to Kant. No less
significant is that this occurs through a specific attention to
one’s own body, and to the way in which the representative
processes do not so much modify our relationship with reality
on the objective side, as they redefine its internal resonance.
However, whereas precisely on this point Sulzer
chose an “extremist” reading, speaking of a “feeling devoid
of an object,” through which our body senses itself and not
the object, and therefore sacrificed the understanding of the
dynamic relationship to highlight the question of the Zustand,
of the state/condition of the organ (remember what Sulzer
says about the eye and sight), of one’s own body, of the soul
vitalistically considered coextensive with the body, Mendels-
sohn never loses sight of the relationality, the dynamism of
the framework of faculty.
It is perhaps also for this reason that his is the
most significant figure in the entire German debate from
Baumgarten to Kant.
Another short essay is dedicated to what has
just been defined as the dynamics of the relational move-
ment between our soul and the object, dating back to June
1776, in which, similarly to what we have just seen, Men-
delssohn moves, so to speak, from “systematic reasons,”
openly declared already from the title of the fragment: [Über
20 M. Mendelssohn, Gesammelte Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag,
1929): vol. 1, 225.
SALVATORE TEDESCO 33 AN-ICON
das Erkenntnis-, das Empfindungs- und das Begehrungsver-
mögen] On the faculty of knowing, of feeling and of appetite.
What six years earlier had been entrusted to an
almost incidental note here instead – even if the writing is
destined not to leave the private workshop of Mendelssohn’s
thought – acquires the characteristics of a system program:
Between the faculty of knowing and the faculty to appetite there is
the faculty of feeling [Empfindungsvermögen], by means of which
we feel pleasure or displeasure about something, we appreciate it,
approve it, find it pleasant, or we despise it, blame it and find it un-
pleasant [.. ]. The end of the faculty of knowing is the truth; that is, as
we possess a faculty of knowing, we strive to make the concepts
in our soul accord with the qualities of their objects. The end of the
faculty of hearing is the good; that is, insofar as we possess a faculty
of feeling, we strive to make the objective qualities accord with our
concepts of goodness, order and beauty.21
The truly innovative moment of this position lies
in the clear distinction of areas between will and pleasure:
The pleasure for a representation does not necessarily imply
the desire for the object that underlies it.
Mendelssohn is above all interested in distin-
guishing two modalities of relationship with the object: In the
cognitive relationship we modify our representations to adapt
them to the truth of the object, in the case of the faculty of
feeling we aim instead to harmonize the properties of the
object with our own concepts of good, order, beauty, and
the tool for this to happen is clearly identified in the aesthetic
illusion. The peculiarity of the statute of aesthetic illusion is
then the true core of Mendelssohn’s discourse, when it is
distinguished both from cognitive truth and also from the
concrete modification of reality which the will aims at.
But there is more; Mendelssohn distinguishes
two fundamental human attitudes, the first tending to truth,
the second to poetic invention [Erdichtung]. If the first cor-
responds to the work of the faculty of knowing, the poetic
21 Ibid.: vol. 3, 1, 276.
SALVATORE TEDESCO 34 AN-ICON
invention will instead follow the intent of keeping in exercise
[in Übung zu erhalten]22 the faculty of feeling. In the same
days, another brief note23 completes the Mendelssohnian
description, noting that this “faculty to entertain oneself” [Un-
terhaltungsfähigkeit] (it is interesting how Mendelssohn tries
to set the theoretical framework in motion even in proposing
new names for a system of faculties perceived as in active
transformation with respect to the Wolffian model) has an
objective side (simplifying I would say the quantity and or-
der of semiotic markers capable of “giving something to
think about”) and a subjective side (the faculty itself and the
ordering criteria it is able to set). The beauty will therefore
reside in the harmony between the objective and subjective
aspects of the new faculty, capable of arousing in us “in the
contemplation of the object, the awareness of our strengths
rather than our limits, and movement is pleasant.”24
Conversely, that disharmony that comes from
the excess of the object over our faculties will cause dizzi-
ness, and on a conceptual level it will give life to the sublime.
The conclusive synthesis of the Morgenstunden,
in 1785, will insert the considerations that we have followed
up to now into a much broader theoretical framework, without
however further introducing profound changes; confirming
and reformulating again the tripartition between the faculty of
knowing, that of desiring and the “aesthetic faculty,” now re-
defined as the capacity of appreciation [Billigungsvermögen],
Mendelssohn now distinguishes between two fundamental
aspects of human knowledge, depending on whether one
considers its material relevance or the formal configuration.
From the material point of view, that is, a given
notion can be true or false; considered from this point of view,
knowledge knows no degrees, truth is an “indivisible unity.”25
It is quite another thing to consider knowledge as capable
of arousing pleasure or displeasure, that is, as an object of
22 Ibid.
23 M. Mendelssohn, “Über objektive und subjektive Unterhaltungsfähigkeit,” in Gesammelte
Schriften, Jubiläumsausgabe (Berlin: Akademie-Verlag, 1929): vol. 3, 1, 275.
24 Ibid.
25 M. Mendelssohn, “Morgenstunden,” in Gesammelte Schriften, Jubiläumsausgabe
(Stuttgart: Frommann-Holzboog; 1974): vol. 3, 2, 62.
SALVATORE TEDESCO 35 AN-ICON
the faculty of appreciation: precisely this can be defined as
the formal aspect. And vice versa, this consists exclusively
in evaluating, in comparison, in gradation, in plus and minus;
moreover, every conceivable degree of this scale of values
can be thought of “with the same truth,”26 which is evidently
a truth of the formal aspect of knowledge, a peculiar truth
of aesthetic illusion.
Moses Mendelssohn’s thought, in its different
phases and declinations, through the collaboration with
Lessing and up to the final results of the Morgenstunden,
constitutes the exemplary arrival point of an era of theo-
retical research that we are interested in investigating not
only in terms of the solutions that he found for his time,
but also in relation to open problems, which continue to
question our time.
26 Ibid.: 63.
SALVATORE TEDESCO 36 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17655 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17655",
"Description": "Vilém Flusser uses the concept of illusion in a non-systematic way, resulting in two ostensible contradictions. First of all, he often uses the term illusion, while criticizing the metaphysic assumptions that it implies; secondly, he seems to both dispraise and value the illusionary nature of technical images. This article aims at clarifying Flusser’s thoughts on illusion in the belief that they are not as conflicting as they might seem at first.\nIn fact, when Flusser deplores the risk of deception associated with technical images, he refers to the illusion of transparency. He does not oppose the concept of illusion to a supposed objective truth, on the contrary, he opposes the illusion of the objective nature of images to the awareness of their constructed and mediated character.\nHowever, a rational demystification of illusions is not a viable option, since, according to Flusser, they are the result of a voluntary self-deception: we suppress our critical thinking because we cannot bear its complexity, we want images to “release us from the necessity for conceptual, explanatory thought.” This is why Flusser thinks that aware illusion – in other words: fiction – can help us overcome our “inertia of happiness” and develop a critical imagination.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17655",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Restuccia",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Self-deception",
"Title": "The polysemy of Vilém Flusser’s concept of illusion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-04-11",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Restuccia",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17655",
"firstpage": null,
"institution": "Sapienza - Università di Roma",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Self-deception",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Weibel, P., Irrgang, D., eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).",
"spatial": null,
"temporal": null,
"title": "The polysemy of Vilém Flusser’s concept of illusion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17655/17772",
"volume": "1"
}
] | The polysemy
of Vilém Flusser’s
concept of illusi o
by Francesco Restuccia
Flusser
n
Illusion
Fiction
Fontcuberta
Idolatry
Self-deception
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The polysemy of
Vilém Flusser’s concept
of il usion
FRANCESCO RESTUCCIA, Sapienza - Università di Roma – https://orcid.org/0000-0002-8900-642X
https://doi.org/10.54103/ai/17655
Abstract Vilém Flusser uses the concept of illusion in
a non-systematic way, resulting in two ostensible contra-
dictions. First of all, he often uses the term illusion, while
criticizing the metaphysic assumptions that it implies; sec-
ondly, he seems to both dispraise and value the illusionary
nature of technical images. This article aims at clarifying
Flusser’s thoughts on illusion in the belief that they are not
as conflicting as they might seem at first.
In fact, when Flusser deplores the risk of de-
ception associated with technical images, he refers to the
illusion of transparency. He does not oppose the concept
of illusion to a supposed objective truth, on the contrary,
he opposes the illusion of the objective nature of images to
the awareness of their constructed and mediated character.
However, a rational demystification of illu-
sions is not a viable option, since, according to Flusser,
they are the result of a voluntary self-deception: we
suppress our critical thinking because we cannot bear
its complexity, we want images to “release us from the
necessity for conceptual, explanatory thought.” This is
why Flusser thinks that aware illusion – in other words:
fiction – can help us overcome our “inertia of happiness”
and develop a critical imagination.
Keywords Flusser Illusion Fiction Fontcuberta
Idolatry Self-deception
To quote this essay: F. Restuccia, “The polysemy of Vilém Flusser’s concept of illusion,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 52-66, https://doi.org/10.54103/ai/17655
FRANCESCO RESTUCCIA 52 AN-ICON
Leafing through the pages of Herbarium (1982-
1985) by Joan Fontcuberta one is immediately seduced by
the beauty of these black and white analog photographs
of exotic plants, whose geometric details remind one of
Karl Blossfeldt’s work. The whole series is presented as
scientific documentation, including the botanical nomencla-
ture of these newly discovered species. Only at a second
glance one might notice that something is wrong: some
details in the image, the strange pseudo-Latin names. What
appeared to be plants are actually small assemblages of
pieces of plastic, fragments and parts of animals found by
the artist in the industrial outskirts of Barcelona. We have
been victims of an illusion. These images, both hyper-re-
alistic and extremely unlikely, aim to deceive us and at the
same time to reveal the deception. Without any digital ma-
nipulation, Fontcuberta’s work on the one hand invites us
to reflect upon the supposed immediate and documentary
character of photography, on the other hand it allows us to
experience unprecedented and surprising configurations.
Fontcuberta had an important intellectual col-
laboration with a philosopher and media theorist who ded-
icated many of his writings to discussing the illusionary
character of technical images: Vilém Flusser.1 Although
the term “illusion” appears only rarely in his writings and
in a non-systematic way, Flusser was definitely fascinated
by the ambiguity of this concept, which, as it emerges in
Herbarium, can be conceived both as a form of deception,
with dangerous and deplorable effects, and as a precious
artistic and epistemic tool.2 Often Flusser refers to illusive
phenomena in a pejorative way; sometimes he tends to re-
ject the metaphysical assumption – implied by the concept
of illusion – that an objective truth can be found beyond
1 Flusser also wrote the introduction to the German edition of Herbarium: V. Flusser,
“Einführung ‘Herbarium’ von Joan Fontcuberta,” in Standpunkte: Texte zur Fotografie
(Göttingen: European Photography, 1998): 113-116.
2 As Carrillo Canán wrote, “Flusser has no explicit theory on deception but as with many
critical thinkers, his theory is to a great extent a theory of deception.” A.J.L. Carrillo Canán,
“Deception and the ‘magic’ of ‘technical images’ according to Flusser,” Flusser Studies, no. 4
(2008): 1-12, 1. Significantly, neither “illusion,” “deception,” nor “fiction” was chosen as one
of the 235 entries that make up the glossary of Flusseriana. S. Zielinski, P. Weibel, D. Irrgang,
eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).
FRANCESCO RESTUCCIA 53 AN-ICON
appearance; on other occasions he seems convinced that
the art of illusion is the best tool for the creative training of
our imagination. Therefore, it could be useful to try to put
an order, as far as this is possible, to Flusser’s thoughts
on illusion, in the belief that they are not as conflicting as
they might initially seem. First we will analyze the contexts
where he deplores the risk of deception associated with
any mediation, and with new media and technical images
in particular; then we will consider his critiques of the con-
cepts of illusion and especially of disillusion, focusing on
his theory of a voluntary self-deception; finally we will see
how Flusser approves of illusion when it is understood as
a form of fiction.
Illusion as deception
The German word that Flusser uses the most
when referring to the negative sense of illusion is “Täu-
schung,” which could be translated as “deception.” The
verb “täuschen” literally means to exchange, to swap: by
exchanging two different things, one mistakes one for an-
other one. Being deceived is, first of all, taking something
for something else, or conferring to one thing the value that
we should only confer to something else. What are the two
things that, according to Flusser, might dangerously be
confused? The model and its copy, the signified and the
signifier, the thing and the image. Deception is “a reversal
[Umkehrung] of the vectors of significance,”3 or a “reversal
of the function of the image:”4 images should represent the
world and help us “to orientate” ourselves within it, but we
end up forgetting about the world and living in function of
the images we have created.5 Images “are supposed to be
3 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 37, 68.
4 Ibid.: 10.
5 On the concept of reversal as the key to understanding Flusser’s conception of technical
images see D. Irrgang, Vom Umkehren der Bedeutungsvektoren: Prototypen des Technischen
Bildes bei Vilém Flusser (Cologne: Verlag der Buchhandlung Walther König, 2017).
FRANCESCO RESTUCCIA 54 AN-ICON
maps but they turn into screens: Instead of representing
[vorstellen] the world, they obscure [verstellen] it.”6
Flusser is not concerned by the deceptions
that occur when we take an image of A for an image of B.
As long as we truly know that something is an image, we
also know that it is a human construction, that it needs to
be interpreted and that this interpretation might be wrong.
The real problem arises when images conceal their own
nature.
Flusser’s main models for his (implicit) theory
of deception are Plato’s concept of eidolon and the Jewish
and early Christian conception of idolatry.7 In his interpre-
tation, both Plato’s eidola and religious idols are images
that should mediate and represent something else (ideas
for Plato, God in the Jewish and Christian tradition), but
instead of presenting themselves as such, they end up
being taken for what they should refer to. Flusser rethinks
the concept of idolatry in a secular way, conceiving it as
that particular form of deception which occurs when we
do not recognize the symbolic and cultural nature of an
image. In Towards a Philosophy of Photography idolatry is
defined as “the inability to read off ideas from the elements
of the image, despite the ability to read these elements
themselves; hence: worship of images.”8 It is important to
notice that idolatry is not only a perceptual deception, but
has effects on human behavior: Flusser writes, metaphor-
ically, that images are “worshiped” when they “have a hold
over people as objects.”9
Sometimes, in order to identify this particular
form of deception Flusser uses, instead of “idolatry,” the
term “hallucination.”
6 V. Flusser, Towards a Philosophy of Photography: 10.
7 Ibid.: 11; V. Flusser, “The codified world” (1978), in Writings, trans. E. Eisel (Minneapolis-
London: University of Minnesota Press, 2002): 35-41, 39. See also F. Restuccia, “Flusser
against idolatry,” Flusser Studies, no. 26 (2018): 1-15 and F. Restuccia, Il contrattacco delle
immagini. Tecnica, media e idolatria a partire da Vilém Flusser (Milan: Meltemi, 2021).
8 V. Flusser, Towards a Philosophy of Photography: 83. A similar “semiotic” definition of
idolatry was proposed by Augustine: “Now, he is in bondage to a sign who uses, or pays
homage to, any significant object without knowing what it signifies,” S. Augustine, On
Christian Doctrine, trans. D.W. Robertson jr. (London: Pearson, 1958): III, IX, 13.
9 V. Flusser, “Design: obstacle for/to the removal of obstacles” (1993), in The Shape of
Things. A Philosophy of Design (London: Reaktion Books, 1999): 58-61, 60.
FRANCESCO RESTUCCIA 55 AN-ICON
Imagination can dialectically reverse and become hallucination.
Images resulting from this reversed imagination stop working as
mediation and become opaque surfaces hiding the world. The se-
mantic vectors invert and point towards their producer instead of
pointing towards the world.10
It is important to notice that this sort of reversal
can happen with any kind of mediation and not only with
images. When we stop using texts and conceptual thinking
to help us understand the world, and we start using the
world in order to understand our texts, or forcing data to
fit into our conceptual grid, then we are victims of another
form of deception. In this case Flusser talks about texto-
latry, as opposed to idolatry, or paranoia, as opposed to
hallucination.11
This dangerous reversal of imagination hap-
pens when we do not recognize a medium, especially a
visual one, as such. Therefore, the most illusionary images
are those that appear transparent, concealing their status
of images and presenting themselves as objective reality.
According to Flusser, technical images – all images pro-
duced by apparatuses, starting with photography – are the
most deceiving, in this sense, because their mechanical
production seems to grant an automatic and almost natural
process that avoids any human and cultural interference.12
“But this ‘objectivity’ of the photograph is deceptive [täus-
chend],”13 because technology is a human product and is
also culturally biased. The program that apparatuses use
to code images was written by human beings and is an
externalization of the visual schemata that they would use
if they were drawing an image themselves. When we see
10 V. Flusser, “Iconoclastia,” Cavalo azul, no. 8 (1979): 78-84, 79, my translation; see also V.
Flusser Towards a Philosophy of Photography: 10.
11 The choice of the last couple of words is due to their etymology: “hallucination,” which
might be related to the Latin word lux (light), refers to visual thinking, whereas “paranoia,”
which comes from the Greek word nous (intellect), refers to conceptual thinking. See V. Flusser,
“Iconoclastia:” 79, and V. Flusser, Towards a Philosophy of Photography: 10.
12 H. Fox Talbot, The Pencil of Nature (London: Longman, Brown, Green and Longmans,
1844) was one of the first to assert such a natural character of photography. See K. Walton,
“Transparent pictures: on the nature of photographic realism,” Critical Inquiry, no. 11 (1984):
246-277, https://www.doi.org/10.1086/448287.
13 V. Flusser, Towards a Philosophy of Photography: 51.
FRANCESCO RESTUCCIA 56 AN-ICON
a drawing or any other traditional image, though, we are
aware that what we are looking at is someone’s interpre-
tation of the world, and not the world itself; but when we
see a photograph, or a video, we assume that what we
are looking at is a direct emanation of reality. “This lack of
criticism of technical images is potentially dangerous […]
for the reason that the ‘objectivity’ of technical images is
an illusion [Täuschung].”14 The elements of a photograph
appear to be “symptoms” of the world, instead of “symbols”
that need to be “decoded.”15 The only way to avoid idolatry,
hallucination and deception is to recognize the symbols
contained in an image and decode them, discovering the
“programmed concepts” they represent, “so as to identify
the true significance of the photograph.”16
Based on what has been discussed so far,
Flusser seems to maintain a sort of platonic dualism: im-
ages are just symbols and should not be confused with
the real world. However, Flusser refuses this approach as
“‘metaphysical’ […] in the worst sense of the word.”17 The
reason why he deplores the illusion of transparency of tech-
nical images is because, according to him, no such thing
as an immediate reality can be found, not even beyond
images. Even “the amorphous stew of phenomena (‘the
material world’) is an illusion [Täuschung],”18 since it is only
accessible through our nervous system and is therefore
also a construction. In an interview with Florian Rötzer he
declared:
The concept of simulation disturbs me. When something is simulated,
that is, when it looks like something else, there must be something
being simulated. In the term simulation or simulacrum lies a deep
metaphysical belief that something can be simulated. I do not share
14 Ibid.: 15.
15 Ibid.; V. Flusser, “Für eine Theorie der Techno-Imagination, 1980 in Standpunkte: Texte zur
Fotografie: 8-16, 8.
16 V. Flusser, Towards a Philosophy of Photography: 44.
17 Ibid.: 62.
18 V. Flusser, “Form and material,” in Shape of Things: A Philosophy of Design: 22-29, 22.
FRANCESCO RESTUCCIA 57 AN-ICON
this belief [...]. In my opinion in the word simulation hides what is left
of a belief in the absolute.19
Flusser is not afraid that the real world could
be replaced with a simulation: on the one hand because
our technologies do not allow us to build virtual worlds as
defined as the experience of the world built by our nervous
system, on the other hand because if this ever happened,
then it would not make sense to distinguish these experi-
ences as belonging to different levels of reality.20 Moreover
our lifeworld and our simulations are already intertwined,
since the experiences we have in the former affect those
we have in the latter and vice versa. The real illusion is the
possibility of accessing a pure, immediate reality.
If all is construction, then why is Flusser con-
cerned? Because if we assumed that images – and gener-
ally our whole experience of the world – are immediate and
pure, then we would accept them acritically. We would start
unconsciously absorbing interpretations of reality without
questioning them, and our imagination would slowly be-
come lethargic.
We should then try to avoid surrendering to the
illusion of transparency, train our imagination and learn to
decode the images we are surrounded by. But how can
we do this? Is a rationalistic debunking the only way out
of deception?
Illusion as self-deception
In the essay Filmerzeugung und Filmverbrauch
Flusser rethinks the movie theater as a modern version of21
Plato’s cave. People sit in a dark space looking at images
19 V. Flusser, Zwiegespräche (Göttingen: European Photography, 1996): 230-231, my
translation. See J. Baudrillard, Simulacra and Simulation (1981), trans. S. Glaser (Ann Arbor:
University of Michigan Press, 1995). Flusser considered Baudrillard a friend and often quotes
him in his final years, although mostly polemically.
20 V. Flusser, “Vom Virtuellen,” in F. Rötzer, P. Weibel, eds., Cyberspace. Zum medialen
Gesamtkunstwerk (München: Boer, 2002): 65-71; V. Flusser, Kommunikologie weiter denken
(Frankfurt am Main: Fischer, 2008): 75-77.
21 V. Flusser, “Filmerzeugung und Filmverbrauch,” in Lob der Oberflächigkeit. Für eine
Phänomenologie der Medien (Bensheim-Düsseldorf: Bollman Verlag, 1993): 153-166.
FRANCESCO RESTUCCIA 58 AN-ICON
projected on the wall in front of them, ignoring the world
outside the “cave.” What does Flusser’s interpretation of
the myth teach us? That people want to stay in the cave,
they are not chained, they do not desire to be freed. Their
illusion is voluntary.
According to Flusser commercial cinema still
has some degree of idolatry: people contemplate those
images acritically, as pure entertainment, without question-
ing the message that is being passed. Therefore they are
“programmed” by the technical images to think and act in a
certain way: the same people who leave the movie theater,
writes Flusser, will form a line to enter the supermarket.
They are victims of a double illusion: on the one hand they
see the lights projected on the screen as a world taking
shape in front of their eyes, on the other hand they end
up believing that the people, the feelings, the values they
perceived somehow exist and have a life of their own, that
they are not the creation of a team of artists and technicians.
However, neither of the two forms of illusion is a complete
deception. Any film spectator knows how a film is made:
they know the impression of movement is produced by the
rapid sequence of the frames, they know the events por-
trayed have been written, designed and reproduced, but
they choose to believe in them. “Moviegoers are believers
not in good faith, but in bad faith [böse Glaubens]: they
know better, but don’t want to know. This is not magic, but
something new.”22
In Towards a Philosophy of Photography, writ-
ten around three years later, Flusser further develops his
conception of a voluntary illusion, or belief in bad faith.
Even though people nowadays act as if they were under
the magic spell of technical images – they see a commer-
cial and buy the product, they watch a video and change
their political opinion – yet they do not believe in those
images in the same way as people belonging to traditional
magic cultures believed in their images. While the latter did
not develop their critical consciousness (their conceptual
22 Ibid.: 163, my translation.
FRANCESCO RESTUCCIA 59 AN-ICON
thinking), which can only be trained through literacy,23 the
former do have it, but end up suppressing it.
Both Native Americans and functionaries believe in the reality of
images, but functionaries do this out of bad faith. After all, they
have learned to write at school and consequently should know
better. Functionaries have a historical consciousness and critical
awareness but they suppress these. They know that the war in
Lebanon is not a clash between good and evil but that specific
causes have specific consequences there. They know that the
toothbrush is not a sacred object but a product of Western history.
But they have to suppress their superior knowledge of this.24
The main sources for Flusser’s conception of
a belief in bad faith might be Johan Huizinga and Marcel
Mauss.25 However, these authors developed the idea of
a voluntary belief, or a partially aware illusion, in order to
describe traditional magical thinking and not only the con-
temporary experience of technical images.26 By trying to
prove that any magic ritual has a playful dimension, just as
any game has a ritual dimension, Huizinga affirms that no
illusion is ever a complete deception: it is always combined
with some degree of simulation.
As far as I know, ethnologists and anthropologists concur in the
opinion that the mental attitude in which the great religious feasts
of savages are celebrated and witnessed is not one of complete
illusion. There is an underlying consciousness of things “not be-
ing real.” [...] A certain element of “makebelieve” is operative in all
23 V. Flusser, “Line and surface” (1973), in Writings: 21-34; V. Flusser, Die Schrift. Hat
Schreiben Zukunft? (Göttingen: Immatrix, 1987).
24 V. Flusser, Towards a Philosophy of Photography: 63.
25 V. Flusser, Post-History (1983), trans. R. Maltez Novaes (Minneapolis: Univocal, 2013): 99-
106; V. Flusser, Towards a Philosophy of Photography: 27; Kommunikologie weiter denken: 245.
26 The notion of “voluntary illusion” [illusion volontaire] can already be found in Paul Souriau,
L’imagination de l’artiste (Paris: Librairie Hachette et cie, 1901), while the concept of aware
illusion [bewußte Selbsttäuschung] was first developed by Konrad Lange, Die Bewußte
Selbsttäuschung als Kern des künstlerischen Genusses (Leipzig: Verlag von Veit & Comp.,
1895).
FRANCESCO RESTUCCIA 60 AN-ICON
primitive religions. Whether one is sorcerer or sorcerized one is al-
ways knower and dupe at once. But one chooses to be the dupe.27
In a similar way, a few years before, Mauss
wrote that any magical performance reveals the collective
will to believe in it, both on the part of the spectators and
the magician:
We are in no doubt that magical facts need constant encourage-
ment and that even the sincerest delusions of the magician have
always been self-imposed to some degree.28
Yet, one should be able to distinguish between
this sort of sincere self-delusion that we can find in the ex-
perience of traditional magic, from the “belief in bad faith”
that Flusser identifies in the experience of technical images.
On the one hand the “underlying consciousness of things
‘not being real’” is still a blurry intuition, on the other hand
the critical consciousness reached by educated people
is fully developed and can only coexist with illusion if it is
partially suppressed.
Why do we systematically suppress our critical
and conceptual thinking and choose to be deluded? Flusser
thinks that this human behavior is not only a result of our
tendency to conform. The reason why we need to partially
suppress our critical consciousness in order to function
within society is that, at this level of complexity, conceptual
thinking is no longer efficient. The point is not that people
do not understand rational explanations; it is that they do
not want to hear them. Commenting on how, during the
1982 Lebanon War, people formed their opinions based
on videos and photos, rather than on theoretical analyses,
Flusser writes:
27 J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938), trans. R.F.C.
Hull (London-Boston-Henley: Routledge & Kegan Paul, 1949): 22-23.
28 M. Mauss, General Theory of Magic (1902), trans. R. Brain (London-New York: Routledge,
2001): 118.
FRANCESCO RESTUCCIA 61 AN-ICON
We are by now sick and tired of explanations and prefer to stick
to the photograph that releases us from the necessity for con-
ceptual, explanatory thought and absolves us from the bother of
going into the causes and consequences of the war in Lebanon:
In the image we see with our own eyes what the war looks like.
The text simply consists of instructions as to how we are to see.29
We suppress our conceptual thinking because
of the cognitive comfort provided by technical apparatus-
es that calculate and build images for us. Flusser calls the
state of numbness generated by this comfort the inertia of
happiness: “It is this inertia of happiness that stands in the
way of a changeover.”30
This theory forces us to reconsider the rational-
istic approach that one could at first read into Flusser’s cri-
tique of deception. If our illusion is somehow self-imposed
and the suppression of our critical consciousness is a re-
action to the heaviness, the complexity and the abstract-
ness of conceptual thinking, which expresses the need to
expand the visual, sensory and emotional dimension of
existence, we cannot simply debunk our self-delusion by
rational means. The only way to overcome the negative
aspects of deception is within the image world, therefore
through a creative use of illusion.
Illusion as fiction
When the term “illusion” is used by Flusser with
a positive connotation it has the meaning of construction
or fiction. In the posthumous book The Surprising Phe-
nomenon of Human Communication, where he defines the
structure of communication as the infrastructure of human
reality, Flusser writes that the act of communicating produc-
es the illusion of immortality. We know, due to the suffering
of our bodies, that it is an illusion: “Despite our individual
and collective memories, we remain mortals. Nevertheless,
29 V. Flusser, Towards a Philosophy of Photography: 62.
30 V. Flusser, Kommunikologie weiter denken: 210. “Es ist diese Trägheit des Glücks, die
einer Umschaltung entgegensteht.”
FRANCESCO RESTUCCIA 62 AN-ICON
this illusion is, still, our own reality, our ontological dignity.”31
In this case illusion is a different name for sense-making,
the attribution of meaning, which according to Flusser is
what makes us humans.
When illusion is conceived in this constructive
way, Flusser replaces the term “täuschen” (deceive) with
the term “vortäuschen,” which could be translated as “sim-
ulate,” “feign.”32 In Shape of Things he defines the verb “to
design” as “to concoct something, to simulate [vortäus-
chen], to draft, to sketch, to fashion, to have designs on
something.”33 A simulation – this constructive form of illu-
sion – is not about producing a copy [Abbild], it is about
shaping a model [Vorbild].34
In “Filmerzeugung und Filmverbrauch” Flusser
affirms that not only does the sequence of frames produce
the illusion of movement, but the very frames are illusions,
as they recreate the impression of three dimensional spaces
through the two-dimensional disposition of colors. In this
context “illusion” is not meant in a negative sense: Flusser
is fascinated by the capacity of technical images to evoke
meaningful and visual experiences from non-meaningful
and often non-visual elements, such as the bits of infor-
mation for digital photography.35 Technical images have
an illusionistic effect in that they evoke an impression by
means of calculation.
The point-projection perspective designed by
renaissance painters, the trompe-l’œil designed by baroque
architects, the tricks designed by stage magicians produce
emotional effects using rational techniques. Experimental
photographers and programmers work in the same way, but
31 V. Flusser, The Surprising Phenomenon of Human Communication (1975), trans. R. Maltez
Novaes, D. Naves (Metaflux, 2016): 154.
32 V. Flusser, “Gärten,” in Dinge und Undinge. Phänomenologische Skizzen (München-Wien:
Carl Hanser, 1993): 46-52, 51.
33 V. Flusser, “About the word design,” in Shape of Things: A Philosophy of Design: 17.
34 V. Flusser, “Abbild – Vorbild oder: was heißt darstellen?,” in Lob der Oberflächlichkeit
(Düsseldorf: Bollmann, 1993): 293-317.
35 Even in the case of analog photography, according to Flusser, the image could be
reduced to computable elements, such as the exposure time, the focal aperture, and the ISO
setting.
FRANCESCO RESTUCCIA 63 AN-ICON
with more efficient tools: they can program an apparatus
that will translate an alphanumeric input into a visual output.
According to Flusser, this allows for the first
time for an experimental approach to image making and
therefore an element of control over the visual world: a
synthesis between conceptual-critical thinking and visu-
al-emotional thinking. The word “experimental” is used in a
literal sense: technical images can be used for experiments.
One can insert a certain input, see what the outcome is,
and consequently change the input in order to achieve a
different result.
If one writes the equation of a Mandelbrot frac-
tal in a computer in order to visualize it on the screen, one
may be surprised by the outcome and therefore learn from
it. The complexity of that geometrical figure where the to-
tality is infinitely repeated in the parts could not be perfectly
foreseen.
One sits in front of a keyboard, taking one dot element after another
out of the memory, to fit it into an image on the screen, to compute it.
This step-by-step process of extraction can be automated so that
it can proceed very quickly. The images appear on the screen one
after another in breathtaking speed. One can follow this sequence
of images, just as if the imagination had become self-sufficient;
or as if it had traveled from inside (let’s say from the cranium) to
outside (into the computer); or as if one could observe one’s own
dreams from the outside. In fact, some of the appearing images
can be surprising: they are unexpected images.36
The idea of an experimental character of tech-
nical images could be better understood by taking into
consideration Flusser’s notion of science fiction, where
he further develops the relationship between conceptual
and emotional thinking. With this expression Flusser not
only refers to the literary genre, to which, moreover, he
36 V. Flusser, “A new imagination,” in Writings: 110-116, 114. For a closer analysis of
this essay and for a discussion about the idea of surprising images and the externalization
of imagination, see L. Wiesing, Artificial Presence (2005), trans. N.F. Schott (Stanford:
Stanford University Press, 2010): 98-101. See also V. Flusser, “Ein neuer Platonismus?,”
kulturRRevolution, no. 19 (1988): 6.
FRANCESCO RESTUCCIA 64 AN-ICON
contributed with many charming short stories,37 but also
reflects about the deep inner connection between science
as fiction and fiction as science: something that has been
called a “speculative fiction.”38 Any scientific knowledge is
based on the development of models and simulations that
are, strictly speaking, illusions. When fiction is enhanced
with the experimental exactness provided by technical im-
ages, it becomes a powerful tool to create surprising mod-
els that will allow us to think of what we are not yet able
to conceive.
This is, according to Flusser, the greatest po-
tentiality of virtual simulations: they allow us to experience
– emotionally, visually, haptically – what until now we were
only able to calculate; and at the same time they allow us to
calculate and control experiences that until now we could
only vaguely imagine. Flusser believes that virtual environ-
ments, and in general all technical images, should not be
used to reproduce what already exists for recreational pur-
poses,39 but should “bring to virtuality” alternative worlds.
Thanks to simulated environments, for example, we could
be able to experience a world where all living creatures
are sulfur-based instead of carbon-based – a world that,
37 Most of Flusser’s philosophical science fiction short stories can be found in the
following publications: V. Flusser, Ficções Filosóficas (São Paulo: Edusp, 1998); V. Flusser,
Angenommen: Eine Szenenfolge (Göttingen: European Photography, 2000); V. Flusser, L. Bec,
Vampyroteuthis Infernalis: A treatise with a Report by the Institut Scientifique de Recherche
Paranaturaliste (1987), trans. V.A. Pakis (Minneapolis: University of Minnesota Press, 2012).
See also Flusser’s essays on fiction: V. Flusser, “Da ficção,” O diário (August 26, 1966); V.
Flusser, “Science fiction” (1988), trans. W. Hanff, Flusser Studies, no. 20 (2015): 1-3, where
Flusser writes about a fantasia essata (exacting fantasy), which he attributes to Leonardo da
Vinci.
38 J. Torres, “Homo Fictor: em busca de uma ficção filosófica,” Santa Barbara Portuguese
Studies 2, no. 4 (2020): 1-12, 7. Much has been published on Flusser’s theory of fiction, and
science fiction in particular. See G. Salvi Philipson, “Flusser para além do ensaio: de outros
modos possíveis de habitar a intersecção entre ficção e filosofia,” Flusser Studies, no. 25
(2018): 1-17; the sixth chapter of A. Finger, R. Guldin, G. Bernardo Krause, Vilém Flusser. An
Introduction (Minneapolis: Minnesota University Press, 2011): 109-129; P. Bozzi, “Rhapsody in
blue: Vilém Flusser und der vampyroteuthis infernalis,” Flusser Studies, no. 1 (2005): 1-20; G.
Bernardo Krause, “On philosophical fiction,” in R. Guldin, ed., Das Spiel mit der Übersetzung.
Figuren der Mehrsprachigkeit im Werk Vilém Flussers (Tübingen-Basel: Francke, 2004): 119-
128.
39 Flusser is extremely skeptical about the documentary function of technical images, not
only because of their illusionary character (technical images can be easily manipulated), but
because he questions the neutrality of any sort of documentation. Any document presents
a point of view, with a system of ethical and political implications, as it were objective. See F.
Restuccia, “La realtà sta nella fotografia. Autenticazioni delle immagini della guerra del Libano,”
Carte semiotiche, no. 4 (2016): 160-170.
FRANCESCO RESTUCCIA 65 AN-ICON
without any technical help, we can anticipate, but not fully
conceive.40
Rethinking illusion as an aware and voluntary
simulation allows Flusser to avoid the rationalistic approach
to debunking. He realizes that visual interfaces (and even
more, haptic and immersive ones) allow for experiencers
to overcome their inertia of happiness and take part in the
model making process. However, this is only possible if
technical images and virtual environments are open to a
strong interactive participation.41 This way, by turning the
coding process into a playful interaction, it will be possible
to bridge the gap between critical and visual thinking, be-
tween the elite of programmers and the mass of consumers.
40 V. Flusser, “Vom Virtuellen:” 70-71; V. Flusser, Kommunikologie weiter denken: 78.
Recently Andrea Pinotti identified this approach as part of a post-human trend in VR (try to
experience the world beyond the limits of the human body and mind, for example by flying as
an eagle) as opposed to a humanitarian trend (VR as an empathy machine meant to move the
experiencer about social issues). The main limit of the post-human approach is that it will only
allow perceiving a non-human world as a human being would perceive it. A. Pinotti, Alla soglia
dell’immagine (Torino: Einaudi, 2021): 201; see also A. Pinotti, “What is it like to be a hawk?
Inter-specific empathy in the age of immersive virtual environments,” in Y. Hadjinicolaou, ed.,
Visual Engagements. Image Practices and Falconry (Berlin-Boston: De Gruyter, 2020): 30-47.
The best example of this post-human approach in Flusser is definitely his Vampyrotheutis
infernalis.
41 On the (post-)political implications of Flusser’s theory of participation, see M. Menon,
Vilém Flusser e la “Rivoluzione dell’Informazione”: Comunicazione, Etica, Politica (Pisa: Edizioni
ETS, 2022): 172-178.
FRANCESCO RESTUCCIA 66 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/17655 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/17655",
"Description": "Vilém Flusser uses the concept of illusion in a non-systematic way, resulting in two ostensible contradictions. First of all, he often uses the term illusion, while criticizing the metaphysic assumptions that it implies; secondly, he seems to both dispraise and value the illusionary nature of technical images. This article aims at clarifying Flusser’s thoughts on illusion in the belief that they are not as conflicting as they might seem at first.\nIn fact, when Flusser deplores the risk of deception associated with technical images, he refers to the illusion of transparency. He does not oppose the concept of illusion to a supposed objective truth, on the contrary, he opposes the illusion of the objective nature of images to the awareness of their constructed and mediated character.\nHowever, a rational demystification of illusions is not a viable option, since, according to Flusser, they are the result of a voluntary self-deception: we suppress our critical thinking because we cannot bear its complexity, we want images to “release us from the necessity for conceptual, explanatory thought.” This is why Flusser thinks that aware illusion – in other words: fiction – can help us overcome our “inertia of happiness” and develop a critical imagination.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "17655",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Restuccia",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Self-deception",
"Title": "The polysemy of Vilém Flusser’s concept of illusion",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-04-11",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Restuccia",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/17655",
"firstpage": null,
"institution": "Sapienza - Università di Roma",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Self-deception",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zielinski, S., Weibel, P., Irrgang, D., eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).",
"spatial": null,
"temporal": null,
"title": "The polysemy of Vilém Flusser’s concept of illusion",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/17655/17772",
"volume": "1"
}
] | The polysemy
of Vilém Flusser’s
concept of illusi o
by Francesco Restuccia
Flusser
n
Illusion
Fiction
Fontcuberta
Idolatry
Self-deception
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
The polysemy of
Vilém Flusser’s concept
of il usion
FRANCESCO RESTUCCIA, Sapienza - Università di Roma – https://orcid.org/0000-0002-8900-642X
https://doi.org/10.54103/ai/17655
Abstract Vilém Flusser uses the concept of illusion in
a non-systematic way, resulting in two ostensible contra-
dictions. First of all, he often uses the term illusion, while
criticizing the metaphysic assumptions that it implies; sec-
ondly, he seems to both dispraise and value the illusionary
nature of technical images. This article aims at clarifying
Flusser’s thoughts on illusion in the belief that they are not
as conflicting as they might seem at first.
In fact, when Flusser deplores the risk of de-
ception associated with technical images, he refers to the
illusion of transparency. He does not oppose the concept
of illusion to a supposed objective truth, on the contrary,
he opposes the illusion of the objective nature of images to
the awareness of their constructed and mediated character.
However, a rational demystification of illu-
sions is not a viable option, since, according to Flusser,
they are the result of a voluntary self-deception: we
suppress our critical thinking because we cannot bear
its complexity, we want images to “release us from the
necessity for conceptual, explanatory thought.” This is
why Flusser thinks that aware illusion – in other words:
fiction – can help us overcome our “inertia of happiness”
and develop a critical imagination.
Keywords Flusser Illusion Fiction Fontcuberta
Idolatry Self-deception
To quote this essay: F. Restuccia, “The polysemy of Vilém Flusser’s concept of illusion,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 52-66, https://doi.org/10.54103/ai/17655
FRANCESCO RESTUCCIA 52 AN-ICON
Leafing through the pages of Herbarium (1982-
1985) by Joan Fontcuberta one is immediately seduced by
the beauty of these black and white analog photographs
of exotic plants, whose geometric details remind one of
Karl Blossfeldt’s work. The whole series is presented as
scientific documentation, including the botanical nomencla-
ture of these newly discovered species. Only at a second
glance one might notice that something is wrong: some
details in the image, the strange pseudo-Latin names. What
appeared to be plants are actually small assemblages of
pieces of plastic, fragments and parts of animals found by
the artist in the industrial outskirts of Barcelona. We have
been victims of an illusion. These images, both hyper-re-
alistic and extremely unlikely, aim to deceive us and at the
same time to reveal the deception. Without any digital ma-
nipulation, Fontcuberta’s work on the one hand invites us
to reflect upon the supposed immediate and documentary
character of photography, on the other hand it allows us to
experience unprecedented and surprising configurations.
Fontcuberta had an important intellectual col-
laboration with a philosopher and media theorist who ded-
icated many of his writings to discussing the illusionary
character of technical images: Vilém Flusser.1 Although
the term “illusion” appears only rarely in his writings and
in a non-systematic way, Flusser was definitely fascinated
by the ambiguity of this concept, which, as it emerges in
Herbarium, can be conceived both as a form of deception,
with dangerous and deplorable effects, and as a precious
artistic and epistemic tool.2 Often Flusser refers to illusive
phenomena in a pejorative way; sometimes he tends to re-
ject the metaphysical assumption – implied by the concept
of illusion – that an objective truth can be found beyond
1 Flusser also wrote the introduction to the German edition of Herbarium: V. Flusser,
“Einführung ‘Herbarium’ von Joan Fontcuberta,” in Standpunkte: Texte zur Fotografie
(Göttingen: European Photography, 1998): 113-116.
2 As Carrillo Canán wrote, “Flusser has no explicit theory on deception but as with many
critical thinkers, his theory is to a great extent a theory of deception.” A.J.L. Carrillo Canán,
“Deception and the ‘magic’ of ‘technical images’ according to Flusser,” Flusser Studies, no. 4
(2008): 1-12, 1. Significantly, neither “illusion,” “deception,” nor “fiction” was chosen as one
of the 235 entries that make up the glossary of Flusseriana. S. Zielinski, P. Weibel, D. Irrgang,
eds., Flusseriana: An Intellectual Toolbox (Minneapolis: Univocal, 2015).
FRANCESCO RESTUCCIA 53 AN-ICON
appearance; on other occasions he seems convinced that
the art of illusion is the best tool for the creative training of
our imagination. Therefore, it could be useful to try to put
an order, as far as this is possible, to Flusser’s thoughts
on illusion, in the belief that they are not as conflicting as
they might initially seem. First we will analyze the contexts
where he deplores the risk of deception associated with
any mediation, and with new media and technical images
in particular; then we will consider his critiques of the con-
cepts of illusion and especially of disillusion, focusing on
his theory of a voluntary self-deception; finally we will see
how Flusser approves of illusion when it is understood as
a form of fiction.
Illusion as deception
The German word that Flusser uses the most
when referring to the negative sense of illusion is “Täu-
schung,” which could be translated as “deception.” The
verb “täuschen” literally means to exchange, to swap: by
exchanging two different things, one mistakes one for an-
other one. Being deceived is, first of all, taking something
for something else, or conferring to one thing the value that
we should only confer to something else. What are the two
things that, according to Flusser, might dangerously be
confused? The model and its copy, the signified and the
signifier, the thing and the image. Deception is “a reversal
[Umkehrung] of the vectors of significance,”3 or a “reversal
of the function of the image:”4 images should represent the
world and help us “to orientate” ourselves within it, but we
end up forgetting about the world and living in function of
the images we have created.5 Images “are supposed to be
3 V. Flusser, Towards a Philosophy of Photography (1983), trans. A. Mathews (London:
Reaktion Books, 2000): 37, 68.
4 Ibid.: 10.
5 On the concept of reversal as the key to understanding Flusser’s conception of technical
images see D. Irrgang, Vom Umkehren der Bedeutungsvektoren: Prototypen des Technischen
Bildes bei Vilém Flusser (Cologne: Verlag der Buchhandlung Walther König, 2017).
FRANCESCO RESTUCCIA 54 AN-ICON
maps but they turn into screens: Instead of representing
[vorstellen] the world, they obscure [verstellen] it.”6
Flusser is not concerned by the deceptions
that occur when we take an image of A for an image of B.
As long as we truly know that something is an image, we
also know that it is a human construction, that it needs to
be interpreted and that this interpretation might be wrong.
The real problem arises when images conceal their own
nature.
Flusser’s main models for his (implicit) theory
of deception are Plato’s concept of eidolon and the Jewish
and early Christian conception of idolatry.7 In his interpre-
tation, both Plato’s eidola and religious idols are images
that should mediate and represent something else (ideas
for Plato, God in the Jewish and Christian tradition), but
instead of presenting themselves as such, they end up
being taken for what they should refer to. Flusser rethinks
the concept of idolatry in a secular way, conceiving it as
that particular form of deception which occurs when we
do not recognize the symbolic and cultural nature of an
image. In Towards a Philosophy of Photography idolatry is
defined as “the inability to read off ideas from the elements
of the image, despite the ability to read these elements
themselves; hence: worship of images.”8 It is important to
notice that idolatry is not only a perceptual deception, but
has effects on human behavior: Flusser writes, metaphor-
ically, that images are “worshiped” when they “have a hold
over people as objects.”9
Sometimes, in order to identify this particular
form of deception Flusser uses, instead of “idolatry,” the
term “hallucination.”
6 V. Flusser, Towards a Philosophy of Photography: 10.
7 Ibid.: 11; V. Flusser, “The codified world” (1978), in Writings, trans. E. Eisel (Minneapolis-
London: University of Minnesota Press, 2002): 35-41, 39. See also F. Restuccia, “Flusser
against idolatry,” Flusser Studies, no. 26 (2018): 1-15 and F. Restuccia, Il contrattacco delle
immagini. Tecnica, media e idolatria a partire da Vilém Flusser (Milan: Meltemi, 2021).
8 V. Flusser, Towards a Philosophy of Photography: 83. A similar “semiotic” definition of
idolatry was proposed by Augustine: “Now, he is in bondage to a sign who uses, or pays
homage to, any significant object without knowing what it signifies,” S. Augustine, On
Christian Doctrine, trans. D.W. Robertson jr. (London: Pearson, 1958): III, IX, 13.
9 V. Flusser, “Design: obstacle for/to the removal of obstacles” (1993), in The Shape of
Things. A Philosophy of Design (London: Reaktion Books, 1999): 58-61, 60.
FRANCESCO RESTUCCIA 55 AN-ICON
Imagination can dialectically reverse and become hallucination.
Images resulting from this reversed imagination stop working as
mediation and become opaque surfaces hiding the world. The se-
mantic vectors invert and point towards their producer instead of
pointing towards the world.10
It is important to notice that this sort of reversal
can happen with any kind of mediation and not only with
images. When we stop using texts and conceptual thinking
to help us understand the world, and we start using the
world in order to understand our texts, or forcing data to
fit into our conceptual grid, then we are victims of another
form of deception. In this case Flusser talks about texto-
latry, as opposed to idolatry, or paranoia, as opposed to
hallucination.11
This dangerous reversal of imagination hap-
pens when we do not recognize a medium, especially a
visual one, as such. Therefore, the most illusionary images
are those that appear transparent, concealing their status
of images and presenting themselves as objective reality.
According to Flusser, technical images – all images pro-
duced by apparatuses, starting with photography – are the
most deceiving, in this sense, because their mechanical
production seems to grant an automatic and almost natural
process that avoids any human and cultural interference.12
“But this ‘objectivity’ of the photograph is deceptive [täus-
chend],”13 because technology is a human product and is
also culturally biased. The program that apparatuses use
to code images was written by human beings and is an
externalization of the visual schemata that they would use
if they were drawing an image themselves. When we see
10 V. Flusser, “Iconoclastia,” Cavalo azul, no. 8 (1979): 78-84, 79, my translation; see also V.
Flusser Towards a Philosophy of Photography: 10.
11 The choice of the last couple of words is due to their etymology: “hallucination,” which
might be related to the Latin word lux (light), refers to visual thinking, whereas “paranoia,”
which comes from the Greek word nous (intellect), refers to conceptual thinking. See V. Flusser,
“Iconoclastia:” 79, and V. Flusser, Towards a Philosophy of Photography: 10.
12 H. Fox Talbot, The Pencil of Nature (London: Longman, Brown, Green and Longmans,
1844) was one of the first to assert such a natural character of photography. See K. Walton,
“Transparent pictures: on the nature of photographic realism,” Critical Inquiry, no. 11 (1984):
246-277, https://www.doi.org/10.1086/448287.
13 V. Flusser, Towards a Philosophy of Photography: 51.
FRANCESCO RESTUCCIA 56 AN-ICON
a drawing or any other traditional image, though, we are
aware that what we are looking at is someone’s interpre-
tation of the world, and not the world itself; but when we
see a photograph, or a video, we assume that what we
are looking at is a direct emanation of reality. “This lack of
criticism of technical images is potentially dangerous […]
for the reason that the ‘objectivity’ of technical images is
an illusion [Täuschung].”14 The elements of a photograph
appear to be “symptoms” of the world, instead of “symbols”
that need to be “decoded.”15 The only way to avoid idolatry,
hallucination and deception is to recognize the symbols
contained in an image and decode them, discovering the
“programmed concepts” they represent, “so as to identify
the true significance of the photograph.”16
Based on what has been discussed so far,
Flusser seems to maintain a sort of platonic dualism: im-
ages are just symbols and should not be confused with
the real world. However, Flusser refuses this approach as
“‘metaphysical’ […] in the worst sense of the word.”17 The
reason why he deplores the illusion of transparency of tech-
nical images is because, according to him, no such thing
as an immediate reality can be found, not even beyond
images. Even “the amorphous stew of phenomena (‘the
material world’) is an illusion [Täuschung],”18 since it is only
accessible through our nervous system and is therefore
also a construction. In an interview with Florian Rötzer he
declared:
The concept of simulation disturbs me. When something is simulated,
that is, when it looks like something else, there must be something
being simulated. In the term simulation or simulacrum lies a deep
metaphysical belief that something can be simulated. I do not share
14 Ibid.: 15.
15 Ibid.; V. Flusser, “Für eine Theorie der Techno-Imagination, 1980 in Standpunkte: Texte zur
Fotografie: 8-16, 8.
16 V. Flusser, Towards a Philosophy of Photography: 44.
17 Ibid.: 62.
18 V. Flusser, “Form and material,” in Shape of Things: A Philosophy of Design: 22-29, 22.
FRANCESCO RESTUCCIA 57 AN-ICON
this belief [...]. In my opinion in the word simulation hides what is left
of a belief in the absolute.19
Flusser is not afraid that the real world could
be replaced with a simulation: on the one hand because
our technologies do not allow us to build virtual worlds as
defined as the experience of the world built by our nervous
system, on the other hand because if this ever happened,
then it would not make sense to distinguish these experi-
ences as belonging to different levels of reality.20 Moreover
our lifeworld and our simulations are already intertwined,
since the experiences we have in the former affect those
we have in the latter and vice versa. The real illusion is the
possibility of accessing a pure, immediate reality.
If all is construction, then why is Flusser con-
cerned? Because if we assumed that images – and gener-
ally our whole experience of the world – are immediate and
pure, then we would accept them acritically. We would start
unconsciously absorbing interpretations of reality without
questioning them, and our imagination would slowly be-
come lethargic.
We should then try to avoid surrendering to the
illusion of transparency, train our imagination and learn to
decode the images we are surrounded by. But how can
we do this? Is a rationalistic debunking the only way out
of deception?
Illusion as self-deception
In the essay Filmerzeugung und Filmverbrauch
Flusser rethinks the movie theater as a modern version of21
Plato’s cave. People sit in a dark space looking at images
19 V. Flusser, Zwiegespräche (Göttingen: European Photography, 1996): 230-231, my
translation. See J. Baudrillard, Simulacra and Simulation (1981), trans. S. Glaser (Ann Arbor:
University of Michigan Press, 1995). Flusser considered Baudrillard a friend and often quotes
him in his final years, although mostly polemically.
20 V. Flusser, “Vom Virtuellen,” in F. Rötzer, P. Weibel, eds., Cyberspace. Zum medialen
Gesamtkunstwerk (München: Boer, 2002): 65-71; V. Flusser, Kommunikologie weiter denken
(Frankfurt am Main: Fischer, 2008): 75-77.
21 V. Flusser, “Filmerzeugung und Filmverbrauch,” in Lob der Oberflächigkeit. Für eine
Phänomenologie der Medien (Bensheim-Düsseldorf: Bollman Verlag, 1993): 153-166.
FRANCESCO RESTUCCIA 58 AN-ICON
projected on the wall in front of them, ignoring the world
outside the “cave.” What does Flusser’s interpretation of
the myth teach us? That people want to stay in the cave,
they are not chained, they do not desire to be freed. Their
illusion is voluntary.
According to Flusser commercial cinema still
has some degree of idolatry: people contemplate those
images acritically, as pure entertainment, without question-
ing the message that is being passed. Therefore they are
“programmed” by the technical images to think and act in a
certain way: the same people who leave the movie theater,
writes Flusser, will form a line to enter the supermarket.
They are victims of a double illusion: on the one hand they
see the lights projected on the screen as a world taking
shape in front of their eyes, on the other hand they end
up believing that the people, the feelings, the values they
perceived somehow exist and have a life of their own, that
they are not the creation of a team of artists and technicians.
However, neither of the two forms of illusion is a complete
deception. Any film spectator knows how a film is made:
they know the impression of movement is produced by the
rapid sequence of the frames, they know the events por-
trayed have been written, designed and reproduced, but
they choose to believe in them. “Moviegoers are believers
not in good faith, but in bad faith [böse Glaubens]: they
know better, but don’t want to know. This is not magic, but
something new.”22
In Towards a Philosophy of Photography, writ-
ten around three years later, Flusser further develops his
conception of a voluntary illusion, or belief in bad faith.
Even though people nowadays act as if they were under
the magic spell of technical images – they see a commer-
cial and buy the product, they watch a video and change
their political opinion – yet they do not believe in those
images in the same way as people belonging to traditional
magic cultures believed in their images. While the latter did
not develop their critical consciousness (their conceptual
22 Ibid.: 163, my translation.
FRANCESCO RESTUCCIA 59 AN-ICON
thinking), which can only be trained through literacy,23 the
former do have it, but end up suppressing it.
Both Native Americans and functionaries believe in the reality of
images, but functionaries do this out of bad faith. After all, they
have learned to write at school and consequently should know
better. Functionaries have a historical consciousness and critical
awareness but they suppress these. They know that the war in
Lebanon is not a clash between good and evil but that specific
causes have specific consequences there. They know that the
toothbrush is not a sacred object but a product of Western history.
But they have to suppress their superior knowledge of this.24
The main sources for Flusser’s conception of
a belief in bad faith might be Johan Huizinga and Marcel
Mauss.25 However, these authors developed the idea of
a voluntary belief, or a partially aware illusion, in order to
describe traditional magical thinking and not only the con-
temporary experience of technical images.26 By trying to
prove that any magic ritual has a playful dimension, just as
any game has a ritual dimension, Huizinga affirms that no
illusion is ever a complete deception: it is always combined
with some degree of simulation.
As far as I know, ethnologists and anthropologists concur in the
opinion that the mental attitude in which the great religious feasts
of savages are celebrated and witnessed is not one of complete
illusion. There is an underlying consciousness of things “not be-
ing real.” [...] A certain element of “makebelieve” is operative in all
23 V. Flusser, “Line and surface” (1973), in Writings: 21-34; V. Flusser, Die Schrift. Hat
Schreiben Zukunft? (Göttingen: Immatrix, 1987).
24 V. Flusser, Towards a Philosophy of Photography: 63.
25 V. Flusser, Post-History (1983), trans. R. Maltez Novaes (Minneapolis: Univocal, 2013): 99-
106; V. Flusser, Towards a Philosophy of Photography: 27; Kommunikologie weiter denken: 245.
26 The notion of “voluntary illusion” [illusion volontaire] can already be found in Paul Souriau,
L’imagination de l’artiste (Paris: Librairie Hachette et cie, 1901), while the concept of aware
illusion [bewußte Selbsttäuschung] was first developed by Konrad Lange, Die Bewußte
Selbsttäuschung als Kern des künstlerischen Genusses (Leipzig: Verlag von Veit & Comp.,
1895).
FRANCESCO RESTUCCIA 60 AN-ICON
primitive religions. Whether one is sorcerer or sorcerized one is al-
ways knower and dupe at once. But one chooses to be the dupe.27
In a similar way, a few years before, Mauss
wrote that any magical performance reveals the collective
will to believe in it, both on the part of the spectators and
the magician:
We are in no doubt that magical facts need constant encourage-
ment and that even the sincerest delusions of the magician have
always been self-imposed to some degree.28
Yet, one should be able to distinguish between
this sort of sincere self-delusion that we can find in the ex-
perience of traditional magic, from the “belief in bad faith”
that Flusser identifies in the experience of technical images.
On the one hand the “underlying consciousness of things
‘not being real’” is still a blurry intuition, on the other hand
the critical consciousness reached by educated people
is fully developed and can only coexist with illusion if it is
partially suppressed.
Why do we systematically suppress our critical
and conceptual thinking and choose to be deluded? Flusser
thinks that this human behavior is not only a result of our
tendency to conform. The reason why we need to partially
suppress our critical consciousness in order to function
within society is that, at this level of complexity, conceptual
thinking is no longer efficient. The point is not that people
do not understand rational explanations; it is that they do
not want to hear them. Commenting on how, during the
1982 Lebanon War, people formed their opinions based
on videos and photos, rather than on theoretical analyses,
Flusser writes:
27 J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938), trans. R.F.C.
Hull (London-Boston-Henley: Routledge & Kegan Paul, 1949): 22-23.
28 M. Mauss, General Theory of Magic (1902), trans. R. Brain (London-New York: Routledge,
2001): 118.
FRANCESCO RESTUCCIA 61 AN-ICON
We are by now sick and tired of explanations and prefer to stick
to the photograph that releases us from the necessity for con-
ceptual, explanatory thought and absolves us from the bother of
going into the causes and consequences of the war in Lebanon:
In the image we see with our own eyes what the war looks like.
The text simply consists of instructions as to how we are to see.29
We suppress our conceptual thinking because
of the cognitive comfort provided by technical apparatus-
es that calculate and build images for us. Flusser calls the
state of numbness generated by this comfort the inertia of
happiness: “It is this inertia of happiness that stands in the
way of a changeover.”30
This theory forces us to reconsider the rational-
istic approach that one could at first read into Flusser’s cri-
tique of deception. If our illusion is somehow self-imposed
and the suppression of our critical consciousness is a re-
action to the heaviness, the complexity and the abstract-
ness of conceptual thinking, which expresses the need to
expand the visual, sensory and emotional dimension of
existence, we cannot simply debunk our self-delusion by
rational means. The only way to overcome the negative
aspects of deception is within the image world, therefore
through a creative use of illusion.
Illusion as fiction
When the term “illusion” is used by Flusser with
a positive connotation it has the meaning of construction
or fiction. In the posthumous book The Surprising Phe-
nomenon of Human Communication, where he defines the
structure of communication as the infrastructure of human
reality, Flusser writes that the act of communicating produc-
es the illusion of immortality. We know, due to the suffering
of our bodies, that it is an illusion: “Despite our individual
and collective memories, we remain mortals. Nevertheless,
29 V. Flusser, Towards a Philosophy of Photography: 62.
30 V. Flusser, Kommunikologie weiter denken: 210. “Es ist diese Trägheit des Glücks, die
einer Umschaltung entgegensteht.”
FRANCESCO RESTUCCIA 62 AN-ICON
this illusion is, still, our own reality, our ontological dignity.”31
In this case illusion is a different name for sense-making,
the attribution of meaning, which according to Flusser is
what makes us humans.
When illusion is conceived in this constructive
way, Flusser replaces the term “täuschen” (deceive) with
the term “vortäuschen,” which could be translated as “sim-
ulate,” “feign.”32 In Shape of Things he defines the verb “to
design” as “to concoct something, to simulate [vortäus-
chen], to draft, to sketch, to fashion, to have designs on
something.”33 A simulation – this constructive form of illu-
sion – is not about producing a copy [Abbild], it is about
shaping a model [Vorbild].34
In “Filmerzeugung und Filmverbrauch” Flusser
affirms that not only does the sequence of frames produce
the illusion of movement, but the very frames are illusions,
as they recreate the impression of three dimensional spaces
through the two-dimensional disposition of colors. In this
context “illusion” is not meant in a negative sense: Flusser
is fascinated by the capacity of technical images to evoke
meaningful and visual experiences from non-meaningful
and often non-visual elements, such as the bits of infor-
mation for digital photography.35 Technical images have
an illusionistic effect in that they evoke an impression by
means of calculation.
The point-projection perspective designed by
renaissance painters, the trompe-l’œil designed by baroque
architects, the tricks designed by stage magicians produce
emotional effects using rational techniques. Experimental
photographers and programmers work in the same way, but
31 V. Flusser, The Surprising Phenomenon of Human Communication (1975), trans. R. Maltez
Novaes, D. Naves (Metaflux, 2016): 154.
32 V. Flusser, “Gärten,” in Dinge und Undinge. Phänomenologische Skizzen (München-Wien:
Carl Hanser, 1993): 46-52, 51.
33 V. Flusser, “About the word design,” in Shape of Things: A Philosophy of Design: 17.
34 V. Flusser, “Abbild – Vorbild oder: was heißt darstellen?,” in Lob der Oberflächlichkeit
(Düsseldorf: Bollmann, 1993): 293-317.
35 Even in the case of analog photography, according to Flusser, the image could be
reduced to computable elements, such as the exposure time, the focal aperture, and the ISO
setting.
FRANCESCO RESTUCCIA 63 AN-ICON
with more efficient tools: they can program an apparatus
that will translate an alphanumeric input into a visual output.
According to Flusser, this allows for the first
time for an experimental approach to image making and
therefore an element of control over the visual world: a
synthesis between conceptual-critical thinking and visu-
al-emotional thinking. The word “experimental” is used in a
literal sense: technical images can be used for experiments.
One can insert a certain input, see what the outcome is,
and consequently change the input in order to achieve a
different result.
If one writes the equation of a Mandelbrot frac-
tal in a computer in order to visualize it on the screen, one
may be surprised by the outcome and therefore learn from
it. The complexity of that geometrical figure where the to-
tality is infinitely repeated in the parts could not be perfectly
foreseen.
One sits in front of a keyboard, taking one dot element after another
out of the memory, to fit it into an image on the screen, to compute it.
This step-by-step process of extraction can be automated so that
it can proceed very quickly. The images appear on the screen one
after another in breathtaking speed. One can follow this sequence
of images, just as if the imagination had become self-sufficient;
or as if it had traveled from inside (let’s say from the cranium) to
outside (into the computer); or as if one could observe one’s own
dreams from the outside. In fact, some of the appearing images
can be surprising: they are unexpected images.36
The idea of an experimental character of tech-
nical images could be better understood by taking into
consideration Flusser’s notion of science fiction, where
he further develops the relationship between conceptual
and emotional thinking. With this expression Flusser not
only refers to the literary genre, to which, moreover, he
36 V. Flusser, “A new imagination,” in Writings: 110-116, 114. For a closer analysis of
this essay and for a discussion about the idea of surprising images and the externalization
of imagination, see L. Wiesing, Artificial Presence (2005), trans. N.F. Schott (Stanford:
Stanford University Press, 2010): 98-101. See also V. Flusser, “Ein neuer Platonismus?,”
kulturRRevolution, no. 19 (1988): 6.
FRANCESCO RESTUCCIA 64 AN-ICON
contributed with many charming short stories,37 but also
reflects about the deep inner connection between science
as fiction and fiction as science: something that has been
called a “speculative fiction.”38 Any scientific knowledge is
based on the development of models and simulations that
are, strictly speaking, illusions. When fiction is enhanced
with the experimental exactness provided by technical im-
ages, it becomes a powerful tool to create surprising mod-
els that will allow us to think of what we are not yet able
to conceive.
This is, according to Flusser, the greatest po-
tentiality of virtual simulations: they allow us to experience
– emotionally, visually, haptically – what until now we were
only able to calculate; and at the same time they allow us to
calculate and control experiences that until now we could
only vaguely imagine. Flusser believes that virtual environ-
ments, and in general all technical images, should not be
used to reproduce what already exists for recreational pur-
poses,39 but should “bring to virtuality” alternative worlds.
Thanks to simulated environments, for example, we could
be able to experience a world where all living creatures
are sulfur-based instead of carbon-based – a world that,
37 Most of Flusser’s philosophical science fiction short stories can be found in the
following publications: V. Flusser, Ficções Filosóficas (São Paulo: Edusp, 1998); V. Flusser,
Angenommen: Eine Szenenfolge (Göttingen: European Photography, 2000); V. Flusser, L. Bec,
Vampyroteuthis Infernalis: A treatise with a Report by the Institut Scientifique de Recherche
Paranaturaliste (1987), trans. V.A. Pakis (Minneapolis: University of Minnesota Press, 2012).
See also Flusser’s essays on fiction: V. Flusser, “Da ficção,” O diário (August 26, 1966); V.
Flusser, “Science fiction” (1988), trans. W. Hanff, Flusser Studies, no. 20 (2015): 1-3, where
Flusser writes about a fantasia essata (exacting fantasy), which he attributes to Leonardo da
Vinci.
38 J. Torres, “Homo Fictor: em busca de uma ficção filosófica,” Santa Barbara Portuguese
Studies 2, no. 4 (2020): 1-12, 7. Much has been published on Flusser’s theory of fiction, and
science fiction in particular. See G. Salvi Philipson, “Flusser para além do ensaio: de outros
modos possíveis de habitar a intersecção entre ficção e filosofia,” Flusser Studies, no. 25
(2018): 1-17; the sixth chapter of A. Finger, R. Guldin, G. Bernardo Krause, Vilém Flusser. An
Introduction (Minneapolis: Minnesota University Press, 2011): 109-129; P. Bozzi, “Rhapsody in
blue: Vilém Flusser und der vampyroteuthis infernalis,” Flusser Studies, no. 1 (2005): 1-20; G.
Bernardo Krause, “On philosophical fiction,” in R. Guldin, ed., Das Spiel mit der Übersetzung.
Figuren der Mehrsprachigkeit im Werk Vilém Flussers (Tübingen-Basel: Francke, 2004): 119-
128.
39 Flusser is extremely skeptical about the documentary function of technical images, not
only because of their illusionary character (technical images can be easily manipulated), but
because he questions the neutrality of any sort of documentation. Any document presents
a point of view, with a system of ethical and political implications, as it were objective. See F.
Restuccia, “La realtà sta nella fotografia. Autenticazioni delle immagini della guerra del Libano,”
Carte semiotiche, no. 4 (2016): 160-170.
FRANCESCO RESTUCCIA 65 AN-ICON
without any technical help, we can anticipate, but not fully
conceive.40
Rethinking illusion as an aware and voluntary
simulation allows Flusser to avoid the rationalistic approach
to debunking. He realizes that visual interfaces (and even
more, haptic and immersive ones) allow for experiencers
to overcome their inertia of happiness and take part in the
model making process. However, this is only possible if
technical images and virtual environments are open to a
strong interactive participation.41 This way, by turning the
coding process into a playful interaction, it will be possible
to bridge the gap between critical and visual thinking, be-
tween the elite of programmers and the mass of consumers.
40 V. Flusser, “Vom Virtuellen:” 70-71; V. Flusser, Kommunikologie weiter denken: 78.
Recently Andrea Pinotti identified this approach as part of a post-human trend in VR (try to
experience the world beyond the limits of the human body and mind, for example by flying as
an eagle) as opposed to a humanitarian trend (VR as an empathy machine meant to move the
experiencer about social issues). The main limit of the post-human approach is that it will only
allow perceiving a non-human world as a human being would perceive it. A. Pinotti, Alla soglia
dell’immagine (Torino: Einaudi, 2021): 201; see also A. Pinotti, “What is it like to be a hawk?
Inter-specific empathy in the age of immersive virtual environments,” in Y. Hadjinicolaou, ed.,
Visual Engagements. Image Practices and Falconry (Berlin-Boston: De Gruyter, 2020): 30-47.
The best example of this post-human approach in Flusser is definitely his Vampyrotheutis
infernalis.
41 On the (post-)political implications of Flusser’s theory of participation, see M. Menon,
Vilém Flusser e la “Rivoluzione dell’Informazione”: Comunicazione, Etica, Politica (Pisa: Edizioni
ETS, 2022): 172-178.
FRANCESCO RESTUCCIA 66 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18191 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18191",
"Description": "In the first of the Charles Eliot Norton Lectures that he gave at Harvard in 1984, Frank Stella focused on “The necessity of creating pictorial space that is capable of dissolving its own perimeter and surface plane,” and claimed that “No one helped lighten this burden more than Caravaggio.” At a certain point in his talk, the American artist went so far as to say that Caravaggio anticipated the invention of the gyroscope, the technological device which makes the virtual experience possible. Stella’s lecture is the starting point for developing an anachronistic path through pictorial and digital media, in light of their ability to produceillusionistic effects on viewers. In particular, building on Michael Fried’s theory of art and image, this paper investigates virtual experience with reference to two different moments: the “immersive” moment, in which one has the impression of stepping into the frame, and the “specular” one, where the illusionistic effects are revealed; the attraction, when sinking into an image that has become an environment, and the distancing, when the image itself beckons to us and we are invited to reflect on our position as viewers.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18191",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Zucconi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Virtual Reality Cinema",
"Title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Zucconi",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18191",
"firstpage": null,
"institution": "Università Iuav di Venezia ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Virtual Reality Cinema",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zucconi, F., “Regarding the image of the pain of others: Caravaggio, Sontag, Leogrande,” Humanities 11 (2022), https://doi.org/10.3390/h11020044.",
"spatial": null,
"temporal": null,
"title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18191/17773",
"volume": "1"
}
] | Caravaggio’s
gyroscope:
on the two “moments”
of the virtualCaravaggio
experience
by Francesco Zucconi
Frank Stella
Michael Fried
Immersion and Specularity
Virtual Reality Cinema
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Caravaggio’s gyroscope:
on the two “moments” of the
virtual experience
FRANCESCO ZUCCONI, Università IUAV di Venezia – https://orcid.org/0000-0001-9580-1000
https://doi.org/10.54103/ai/18191
Abstract In the first of the Charles Eliot Norton Lectures
that he gave at Harvard in 1984, Frank Stella focused on
“The necessity of creating pictorial space that is capable
of dissolving its own perimeter and surface plane,” and
claimed that “No one helped lighten this burden more than
Caravaggio.” At a certain point in his talk, the American
artist went so far as to say that Caravaggio anticipated the
invention of the gyroscope, the technological device which
makes the virtual experience possible. Stella’s lecture is the
starting point for developing an anachronistic path through
pictorial and digital media, in light of their ability to produce
illusionistic effects on viewers. In particular, building on Mi-
chael Fried’s theory of art and image, this paper investigates
virtual experience with reference to two different moments:
the “immersive” moment, in which one has the impression
of stepping into the frame, and the “specular” one, where
the illusionistic effects are revealed; the attraction, when
sinking into an image that has become an environment, and
the distancing, when the image itself beckons to us and
we are invited to reflect on our position as viewers.
Keywords Caravaggio Frank Stella Michael Fried
Immersion and Specularity Virtual Reality Cinema
To quote this essay: F. Zucconi, “Caravaggio’s gyroscope: on the two ‘moments’ of the virtual
experience,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 67-88, https://doi.
org/10.54103/ai/18191
FRANCESCO ZUCCONI 67 AN-ICON
Introduction
I put on the headset and immerse myself in
another world – in a theme park or in a refugee camp, in a
disaster-stricken village or perhaps in the city of Hiroshi-
ma immediately after the launch of the atomic bomb.1 In
some cases I am a mere sightseer, while in other cases I
am the “witness” to significant events. I have to enter into
an empathetic relationship with those who dwell very far
from me, I am expected to “put myself in their shoes” and
to experience their condition “directly.”2 Yet I cannot help
but realize, sooner or later, that I find myself physically in
the safe spaces of a museum or a gallery, in the section
dedicated to VR cinema at the Venice International Film
Festival, or perhaps in the pavilion of an NGO that uses
virtual reality as a form for raising public awareness on
sensitive topics. No matter how effectively illusionistic this
virtual environment is. Always, in the media experiences of
VR cinema, something pushes me inward, draws me into
the virtual environment, while, at the same time, something
else pushes me out, reminding me that I am just facing an
image, and bringing me back to the spatial and temporal
coordinates of our physical world.3
This article does not intend to analyse immer-
sive videos by trying to deconstruct the nonchalant use of
the notion of “empathy” and the ideology of “transparency”
that has characterized their promotion, which has already
1 As an example of a virtual theme park experience, see “Disneyland Paris - 360 VR -
Main Street,” Disneyland Paris, YouTube video, 1.19, 2020, https://www.youtube.com/
watch?v=RNly6mSF0-o, accessed January 10, 2023. Regarding the applications of such
technology to the field of humanitarian communication, see http://unvr.sdgactioncampaign.org,
accessed January 10, 2023. As for the fourth example, please refer to the official web page of
the project https://www.smithsonianmag.com/innovation/new-virtual-reality-experience-drops-
you-hiroshima-right-after-its-been-bombed-180968903, accessed January 10, 2023.
2 As an emblematic example of the promotional use of a term such as “empathy” and on the
idea of putting oneself in another’s place through VR cinema, see https://youtu.be/
vAEjX9S8o2k.
3 These issues can be conceived with reference to Edmund Husserl’s phenomenological
lesson and the relationship among the notions of Bildding (the physical thing), Bildobjekt
(image-object) and Bildsujet (image-subject). See E. Husserl, “Phantasy and Image
Consciousness,” in Phantasy, Image Consciousness, and Memory (1898-1925). Edmund
Husserl Collected Works, vol 11 (Dordrecht: Springer, 2005). On the illusionistic forms of virtual
reality, examined through a rereading of Husserl, see P. Conte, Unframing Aesthetics (Milan:
Mimesis International, 2020): 46-52.
FRANCESCO ZUCCONI 68 AN-ICON
been the subject of several studies.4 Rather, I would like
to take up and further develop some issues present in my
previous works, with the aim of opening a space for reflec-
tion on immersive technology following an anachronistic
path through pictorial and digital media by referring to some
concepts of art history and theory.5
The main objective is to focus, in analytical and
theoretical terms, on the double effect of attraction and
distancing described above, as structuring the experience
of VR cinema. While the impossibility of fully capturing
and keeping the viewers within the virtual environment has
mostly been conceived as a negative limitation of such
technology, in this paper I try to argue otherwise. Through
the reference to a repertoire of images from the past, the
aim is to describe the paradoxical character of an experi-
ence that is made up as much of attraction as of distancing.
But before this can be sustained there are some interme-
diate steps.
After this introduction, in the second section,
taking up a hypothesis advanced by Frank Stella, I explain
the idea that gives the title to this paper: that Caravaggio,
anticipated the invention of gyroscope technology and
therefore made possible the first immersive experience in
the history of Western painting. In the third, fourth and fifth
sections, building on Michael Fried, I try to emphasize the
two moments that characterize Caravaggio’s paintings:
immersion, the formal device that attracts within the image,
and specularity, understood as the set of figurative and
compositional elements that produce an effect of aware-
ness on the viewer.6 In the conclusion, I reconsider Fried’s
analysis and the concepts that characterize his theoretical
4 The literature on the notion of empathy is vast and constantly evolving with reference
to new technological and expressive forms. For an early critical reflection on the facile
use of this concept in relation to VR cinema, see W. Uricchio, S. Ding, S. Wolozin, and B.
Boyacioglu, Virtually There: Documentary Meets Virtual Reality Conference Report (The MIT
Open Documentary Laboratory, 2016): 17-18, http://opendoclab.mit.edu/wp/wp-content/
uploads/2016/11/MIT_OpenDocLab_VirtuallyThereConference.pdf, accessed January 10,
2023.
5 I refer to F. Zucconi, Displacing Caravaggio: Art, Media, and Humanitarian Visual Culture
(Cham: Palgrave Macmillan, 2018).
6 On these two notions, which will also be referred to in the following pages, see M. Fried, The
Moment of Caravaggio (Princeton and Oxford: Princeton University Press, 2010).
FRANCESCO ZUCCONI 69 AN-ICON
work in relation to contemporary media. What emerges is
an opportunity for developing an ethic of VR: to what extent,
can immersive technology facilitate the assumption of a
testimonial gaze? Under what conditions can the gesture
of wearing a virtual reality headset assume a critical value?
Frank Stella’s hypothesis
The American artist Frank Stella is, without a
doubt, someone who understands visual surfaces and me-
dia frames, their ability to offer illusionistic effects. One only
has to think of his works in the 1960s, where a series of
frames relentlessly squeeze against each other, leaving a
small coloured square in the centre. Taking inspiration from
Louis Marin’s analysis of Gran Cairo (1962), it is fair to ask
whether these squares-frames are a well or a pyramid (Fig.
1). As the French historian and theorist notes, they are “a
well and a pyramid, but never at the same time. The eye
cannot predict the necessary and the arbitrary moment of
conversion in which all the serious play of the frame and
its modern and contemporary figures seem to be concen-
trated: the play of the rhythm of presentation and repre-
sentation, the play of the subject of the art of seeing and
the art of describing.”7
If we compare them to the famous example of
the rabbit/duck illustration investigated by Ludwig Wittgen-
stein and Ernst Gombrich, Stella’s paintings do not merely
work on the viewers’ perceptual and cognitive limits in the
recognition of the figures depicted. Rather, the represen-
tational undecidability and instability of image produce a
spatial effect, by modulating the relation between the ob-
serving subject and the observed object. In other words,
when confronted with the rabbit/duck illustration, the viewer
does not have the illusion of being confronted with a duck or
rabbit coming off the page; rather, the graphic representa-
tion produces an illusionistic effect that makes it impossible
to visualize the two animals at the same time. In contrast
7 L. Marin, On Representation (Stanford: Stanford University Press, 2002): 372.
FRANCESCO ZUCCONI 70 AN-ICON
to that, Stella’s paintings produce an illusionistic effect to
the extent that they alternately draw the viewer inward – as
in a well – or push him or her out, as if the surface had a
pyramidal shape. Those who observe Stella’s paintings are
thus subjected to the rhythmic redundancy of the “opac-
ity” of the painted frame that becomes recognizable – we
might say that makes itself “transparent” – in the metaphors
of the pyramid and the well.8 In more general terms than
those used by Marin, we might speak of Stella’s work as a
gestalt effect capable of inducing, alternately, in the viewer
both the impression of attraction and that of rejection or
distancing. In fact, beyond the series of concentric squares,
Stella’s artistic research would continue in the 1970s and
1980s by focusing on the relationship between the space
Fig. 1. Frank Stella, Gran Cairo, 1962, New York, Whitney Museum of
American Art, purchase with funds from the Friends of the Whitney Museum
of American Art; © Frank Stella/Artists Rights Society (ARS), New York.
8 L. Wittgenstein, Philosophical Investigations (London: Pearson, 1973); E. Gombrich, Art and
Illusion: A Study in the Psychology of Pictorial Representations (Princeton: Princeton University
Press, 1961).
FRANCESCO ZUCCONI 71 AN-ICON
of the canvas and the pictorial space, between the surface
and depth (Fig. 2).
Fig. 2. Frank Stella, Eccentric Polygon,
1974, Jane Kahan Gallery, New York;
purchased by Walter and Joan Wolf,
Indianapolis, Indiana; ©Frank Stella/
Artists Rights Society (ARS), New York.
Beyond the theory of art that is implied in Stel-
la’s works, it behoves us to pay particular attention, then,
to what he had to say in the first of the Charles Eliot Norton
Lectures that he gave at Harvard in 1984. In developing
a line of thought that sweeps from Leonardo da Vinci to
Seurat, and from Vermeer to Velázquez, Stella focused on
a theoretical problem that is crucial in the history of arts
and images; a problem that equally concerns both “old”
and “new” media. “The necessity of creating pictorial space
that is capable of dissolving its own perimeter and surface
plane,” he says, “is the burden that modern painting was
born with.”9 And immediately afterwards he goes on to
state that “No one helped lighten this burden more than
Caravaggio.”10
As often happens, when artists are willing to
share their theory, their tone tends to be assertive: Stella’s
remarks are full of ideas for creative practice but possibly a
font of perplexity for art historians. Still, how can one not ap-
preciate his attempt to concisely express the transformation
9 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 10.
10 Ibid.
FRANCESCO ZUCCONI 72 AN-ICON
that Caravaggio’s painting forced on the regimes of pictorial
representation of space and bodies? Stella’s observations
aptly describe Caravaggio’s propensity for experimenting
with the phenomenological limits of the idea of “realism,”
by creating environments in which the viewer’s gaze must
grope its way around, wrapped up in the composition but
equally attracted by the vivid emphasis on colour, and by
the chromatic nuances seen in some of the details.
Stella’s reflections did not stop here. He de-
veloped his argument by examining Caravaggio’s entire
body of works and focuses on a few paintings. He used
anachronistic terminology to highlight several aspects that
prefigure artistic and technological developments that took
place in the following decades as well as to identify their
potentialities:
To be able to carry in our minds the space of Caravaggio’s large
commanding works, such as the Vatican Deposition and the Seven
Acts of Mercy from Naples, we need some kind of image to help
form an idea about the design and purpose of Caravaggio’s pictorial
space. The image that comes to mind is that of the gyroscope—a
spinning sphere, capable of accommodating movement and tilt. We
have to imagine ourselves caught up within this sphere, experienc-
ing the movement and motion of painting’s action. [...] The space that
Caravaggio created is something that twentieth-century painting
could use: an alternative both to the space of conventional realism
and to the space of what has come to be conventional painterliness.
The sense of a shaped spatial presence enveloping the action
of the painting and the location of the creator and spectator is a
by-product of the success of Caravaggio’s realistic illusionism.11
Within a reflection on VR cinema and immersive
media, it is the idea of “realistic illusionism” and even more
the metaphor of the gyroscope that attracts attention. The
gyroscope, invented in the 19th century by French physi-
cist Jean Bernard Léon Foucault is still the basis of virtual
reality devices. It is also thanks to it that the visors worn
11 Ibid.: p. 11.
FRANCESCO ZUCCONI 73 AN-ICON
by viewers can track head movements and thus accurately
detect movement along one, two or three axes, thus mak-
ing the virtual experience possible. Without the gyroscope,
there is no possible balance between the viewer’s gestures
and movements in the virtual environment, nor any possi-
bility of orientation within it.
It is time to give a chance to Stella and his
hypothesis that Caravaggio invented the gyroscope and
with it virtual reality helmets. But I would like to develop
this suggestion in a key that is not merely “technological,”
by investigating the forms of composition that character-
ize the pictorial medium and the effects they produce. To
do so, it is necessary to re-conceive the American artist’s
hypothesis into a series of operational questions: what is
or would be, exactly, in Caravaggio’s painting capable of
prefiguring the conditions of illusionism made possible by
contemporary technologies? How do his paintings help
us understand the dual effect – hitherto described as one
of attraction and distancing – that we experience within
immersive environments like those of VR cinema?
The two moments of Narcissus
To my knowledge, no contemporary photogra-
pher or artist has yet investigated in detail the instant when
viewers put on or take off their virtual reality helmets. This
is really a pity, because the image of that precise instant
could make us think a lot about the potentialities of such
technology. We must therefore be content with the myths
of the past and their survival in our contemporary practices.
About to plunge into a virtual world, we find the
figure of Narcissus. As noted by Andrea Pinotti – who has
identified in Narcissus a kind of “conceptual character” of
the an-iconic tradition in Western visual culture – there are
two versions of the myth: the first aimed at producing a
“naïve” image of the young boy who falls into the illusionistic
trap of the image (recurring in Plotinus, Pausanias, Marsilio
Ficino, etc.); the second coinciding with a “conscious” Nar-
cissus (Ovidian variant), who is aware of the, so to speak,
FRANCESCO ZUCCONI 74 AN-ICON
media environment with which he is confronted and with
which he is about to make one body.12
It matters little that the Narcissus painted at
the end of the Sixteenth century is not a signed work by
Caravaggio but only an attribution, widely discussed by
art historians (Fig. 3). For the purposes of the reasoning
proposed in this paper, it should be noted that the young
man is already fully rapt and about to plunge into the world
of image. Yet, the figure of the double reflection still reveals
a gap between two representational and sensible worlds
or regimes.
Fig. 3. Caravaggio (attribution), Narcissus,
1597-1599, Rome, Palazzo Barberini.
Explicitly taking up the terms proposed by Mi-
chael Fried, Narcissus constitutes an explication of the two
“moments” that Caravaggio’s painting produces on view-
ers. According to Fried – let it be said in passing: a friend
12 A. Pinotti, Alla soglia dell’immagine. Da Narciso alla realtà virtuale (Torino: Einaudi, 2021):
3-6.
FRANCESCO ZUCCONI 75 AN-ICON
and one of the most important interpreter of Stella’s work
– Caravaggio’s pictorial corpus involve a moment defined
as “immersive, imagining the painter as so caught up, so
immersed, in this phase of his work on the painting as to be
less than fully aware of any sharp distinction between the
painting and himself.”13 The second “‘moment,’ notionally
instantaneous, of separating or indeed recoiling from the
painting, of becoming detached from it, which is to say of
no longer being immersed in work on it but rather of see-
ing it, taking it in, as if for the first time; I call that ‘moment’
specular, meaning thereby to emphasize the strictly visual
or optical relation between the artist - viewer and the image,
or image - artefact, that has just brought into being.”14
Reading these pages on Caravaggio, thoughts
evidently run to the dialectic between “absorption” and
“theatricality”15 identified by Fried himself in the painting of
the eighteenth century, or to that between “art” and “ob-
jecthood”16 as a key to theoretical and critical interpreta-
tion of the relationship between media, art and spatiality in
the second half of the twentieth century. Even before the
eighteenth century, well before the twentieth-century and,
we might add, contemporary media experience, Caravag-
gio would have had the ability to reflect in an original way
on the tension between the painter and his work (through
the use of self-portraiture), between the canvas and the
pictorial space (the composition of volumes, the relation-
ship between light and shadow) producing unprecedented
effects on viewers, now driving them inward, now pushing
them outward.
Hovering between the classicism of the myth
and the technological actuality of the present, Narcissus is
a virtual allegory of the ‘moment’ of immersion, or perhaps I should
say of absorption becoming immersion, conjoined with the strongest
13 M. Fried, The Moment of Caravaggio: 39.
14 Ibid.
15 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
16 M. Fried, Art and Objecthood: Essays and Reviews (Chicago-London: University of
Chicago Press, 1998).
FRANCESCO ZUCCONI 76 AN-ICON
possible statement of the specular separation of the viewer — orig-
inally the painter-viewer — from the painting. There is in it also the
strongest imaginable thematization of mirroring as distinct from
painting, another of the basic polarities that, in varying ratios and
combinations, structure much of Caravaggio’s art. And of course,
it is a scene of hyperbolic self-portraiture, the core practice of his
lifelong endeavor.17
Narcissus is in a sense, for the purposes of the
anachronistic reasoning I am proposing here, a portrait of
the exact moment when the viewer is about to put on the
headset to access the virtual experience: it is in the middle,
between plunging and retreating.
Within Caravaggio: immersion and
reflection
Beyond the myth, the comparison between
contemporary media and the tradition of western art can
be developed through other Caravaggio masterpieces, in
which the effect of spatial encompassment is strong. Even
better, it is possible to argue that some of Caravaggio’s
paintings represent the virtual experience as viewed from
the outside but not without investigating the effects it pro-
duces in those inside.
Let us focus on the Taking of Christ (1602) and
The Martyrdom of Saint Ursula (1610). In the first of these
two paintings (Fig. 4), the centre of attention is located on
the left, at the point of Judas’s dramatic gesture of betrayal,
toward which all eyes converge, except for those of the
disciple, who flees terrified toward the edge of the frame.
In the second painting, considered to be the last that Car-
avaggio completed before his death, what is represented
is the exact moment when Saint Ursula is wounded by
Attila after she refuses his advances. What connects the
two works, in addition to the horizontal composition and
the precise staging of a dramatic event, is the presence of
17 M. Fried, The Moment of Caravaggio: 139.
FRANCESCO ZUCCONI 77 AN-ICON
a figure located on the right side of each painting. This is
a man shown in profile: he has a black beard and bushy
eyebrows. His head is stretched up, as if he were standing
on tiptoe so as to better observe the violent scene unfold-
ing just a few steps in front of him. In the 1602 painting
the man is attempting to lighten the darkness of the night
and illuminate Judas’s kiss by means of a lantern, which
he holds in front of himself with his right hand.
This figure is of particular interest for at least
two reasons. The first, which Roberto Longhi divined earlier,
is that the man on the right side of the image is Caravaggio
himself. This is a self-portrait, one of the many in his picto-
rial corpus, confirmed moreover by its reproduction – like a
Fig. 4. Caravaggio, Taking of Christ, 1602,
Dublin, National Gallery of Ireland.
Fig. 5. Caravaggio, The Martyrdom of
Saint Ursula, 1610, Naples, Palazzo
Zevallos Stigliano.
FRANCESCO ZUCCONI 78 AN-ICON
signature – in the Martyrdom of Saint Ursula (Fig. 5).18 The
second reason concerns the role that this figure plays in
both works. The art historian Sergio Benedetti – who has
the merit of having rediscovered the original Taking of Christ,
after years of investigation into various copies – noted that
the figure of Caravaggio “is well defined and holds up a
lantern, the function of which is purely compositional as it
appears to throw no light, the true light source being high
on the left, beyond the scene depicted.”19 In a similar way,
Leo Bersani and Ulysse Dutoit noted how, in this work,
“Caravaggio puts himself within the painting not in order
to get closer to his historical subject but rather in order to
see himself both illuminating and experiencing congested
spaces.”20 Even more explicitly, Giovanni Careri identified in
this self-portrait a kind of declaration of intent of the artist
that invites us to reflect on our position as spectators: “I
paint with light, with light I show a scene that belongs to
the past, but also to the present, the armour testifies to
this. I am here to see the arrest of Christ but I cannot in-
tervene, as you spectators, witnesses safe from a violence
that outrages and fascinates.”21
By re-conceiving such analytical insights in
Fried’s terms, the artist’s self-portrait with lantern can
therefore be conceived of both as being in the process of
becoming immersed in the pictorial environment and as
becoming “expelled from it in a ‘moment’ of specularity
which was to all intents and purposes the aim and purpose
of that work (the establishment of the painting as a painting,
as an artifact to be looked at.)”22
Retracing our steps to the theoretical notions
structuring this paper, with these paintings we are confront-
ed with two different and apparently contradictory effects.
At first, like Caravaggio trying to observe the scene, with
18 R. Longhi, “Un originale di Caravaggio a Rouen e il problema delle copie caravaggesche,”
Paragone 121 (1960): 23-36.
19 S. Benedetti, “Caravaggio’s Taking of Christ, a masterpiece rediscovered,” The Burlington
Magazine 135, no. 1088 (1993): 731-741, 738.
20 L. Bersani, U. Dutoit, Caravaggio’s Secrets (Cambridge-London: MIT Press, 1998): 57.
21 G. Careri, Caravaggio. La Fabbrica dello Spettatore (Milano: Jaca Book, 2017): 234.
22 M. Fried, The Moment of Caravaggio: 217.
FRANCESCO ZUCCONI 79 AN-ICON
or without his lantern, we are pushed into the painting as
a medial environment made of light and shadow. Then lat-
er, once we have searched the environment and once we
have recognized the figure of the painter-witness, we are
pushed outward, that is to say that we begin to reflect on
the pictorial composition and on our position as viewers:
in front of an image, with our feet planted on the museum’s
floor, in Dublin, Naples or in another city.
Putting it in anachronistic terms, one could first
argue that the contemporary experiences offered by VR
cinema are also characterized by an “immersive” moment:
here the field of view itself coincides with a “portable lan-
tern” located on the forehead of the spectator; a wearable
lantern that illuminates a spherical space that coincides
with full darkness, except for the frontal portion framed
from time to time. Darkness that the VR cinema viewer
will never have occasion to see or feel, except when it is
diegetized in the production of a given narrative effect. At
the same time, a “specular” moment, always persists: pri-
marily in the glitches of the digital environment; in the very
fact that lowering my gaze to look for my body I tend to
find nothing or at least the scarcely credible simulation of
arms and legs; in the presence of extradiegetic music, in all
those compositional effects – whether intended or not by
the video-makers – that invite us to see the image behind
the simulation of a virtual environment and in so doing to
“reflect” on our position as viewers.23
Regarding the image of the pain of others
As in many VR cinema projects, the two paint-
ings described above are about situations of suffering or
violence, scenes which invite the viewer to assume the
position of a witness but in which, at the same time, it is
impossible to immerse oneself completely. One painting
by Caravaggio seems capable of interrogating, more than
23 On the limits of VR cinema, through some concrete examples, see F. Zucconi, “Sulla
tendenza utopica nel VR cinema,” Carte Semiotiche 7 (2021): 118-126.
FRANCESCO ZUCCONI 80 AN-ICON
any other, the paradoxical character of virtual experience,
as well as the idea of being able to experience a world and
a living condition that are profoundly different from those
characterizing the viewer’s everyday life.
At the centre of Caravaggio’s Martyrdom of St.
Matthew (1600) is the half-naked, fully lit body of the assas-
sin (Fig. 6). On the left, a group of men in seventeenth-cen-
tury clothing recoil, trying to shield themselves from the
violence. While an angel hands St. Matthew the palm of
martyrdom, on the right we see the gesture of a novice
walking away. In the foreground, some catechumens lying
on the ground observe the scene. The composition is cen-
trifugal: the viewer’s gaze gradually moves away from the
centre as it moves from one body to another. In the back-
ground, one meets a figure characterized by a particularly
intense gaze who seems to stare at the act of violence be-
fore his eyes. This is the bearded man leaning out from the
black background behind the assassin. Again, that man is
Caravaggio. Also in this large painting, the painter portrays
himself in the role of a witness to a violent act.
Those who would try to go even further in their
analysis might go so far as to argue that what Caravaggio
painted in The Martyrdom of St. Matthew is not simply a
self-portrait, but a “self-portrait as painter.” To support this
hypothesis, I would like to emphasize the inclination of the
figure’s head to the side to observe the scene as if he had
a canvas in front of him (Fig. 7). One could also conceive
of the left hand reaching forward as a transfiguration of the
palette, while the right hand holds the brush. The artist’s
sad gaze might then be re-conceived as a concentrated,
absorbed gaze. If this were the case, it would be an antic-
ipation of some of the traits that characterize the extraor-
dinary visual dispositif that is Las Meninas (1656) by Diego
Velázquez, notoriously and masterfully analysed by Michel
Foucault in The Order of Things:
Now he [the painter] can be seen, caught in a moment of stillness, at
the neutral centre of this oscillation. His dark torso and bright face
are half-way between the visible and the invisible: emerging from
FRANCESCO ZUCCONI 81 AN-ICON
Fig. 6. Caravaggio, The Martyrdom of St.
Matthew, 1600, San Luigi dei Francesi
Church, Rome.
Fig. 7. Caravaggio, The Martyrdom of
St. Matthew, 1600, Rome, San Luigi dei
Francesi Church. Detail.
that canvas beyond our view, he moves into our gaze; but when,
in a moment, he makes a step to the right, removing himself from
our gaze, he will be standing exactly in front of the canvas he is
painting; he will enter that region where his painting, neglected for
an instant, will, for him, become visible once more, free of shadow
and free of reticence.24
24 M. Foucault, The Order of Things: An Archaeology of the Human Sciences (1966) (London-
New York: Routledge, 2002): 4.
FRANCESCO ZUCCONI 82 AN-ICON
In both Velazquez’s and Caravaggio’s master-
piece, the self-portrait takes on a theoretical and critical
function; they are within the painting and, at the same time,
they explicitly invite the viewer to reflect on visual repre-
sentation, on the point of view that structures it and on the
limits of the composition.25
This may seem a bold interpretation. Yet, look-
ing closely at the figure of Caravaggio, it can be argued
that the image presented in The Martyrdom of St. Matthew
is not only an image of self “regarding the pain of others”
but also and at the same time – turning Susan Sontag’s
famous expression – an image of self “regarding the image
of the pain of others.”26 If in the Taking of Christ and The
Martyrdom of St. Ursula the self-portrait is first and fore-
most functional in expressing an idea of immersion of the
painter-witness in the pictorial event – a closure and full
autonomy of the pictorial as an “immersive environment” –
in The Martyrdom of St. Matthew there is a shift that calls
into question the composition of the image and the effect
of immediacy of representation. Reading Fried again, this
is a work “in which a Caravaggio semblable at once rush-
es to leave the painting and looks back in evident distress,
thereby enabling the viewer to recognize his characteristic
features on the far threshold of the depicted space.”27 It is
not so much or simply that the figure depicting the painter
seems about to leave the scene but, as the art historian
and theorist writes with great acumen, “rushes to leave the
painting” and pushes the viewer’s gaze to the threshold of
the image. If the self-portraits of 1602 and 1610 tend to
provoke an identification between painter and viewer and
reinforce the effect of immersion, that of The Martyrdom
25 For a more in-depth reflection on this painting and on the modernity of Caravaggio’s self-
portrait, capable of activating paths of critical reflection on contemporary media and visual
culture, see F. Zucconi, “Regarding the image of the pain of others: Caravaggio, Sontag,
Leogrande,” Humanities 11 (2022), 44. https://doi.org/10.3390/h11020044.
26 The reference is to the title and thoughts developed in the famous book by S. Sontag,
Regarding the Pain of Others (New York: Picador, 2003).
27 M. Fried, The Moment of Caravaggio: 209.
FRANCESCO ZUCCONI 83 AN-ICON
of St. Matthew traces the effect of immediacy back to the
pictorial composition that produces it.
As Sontag herself points out in the above-men-
tioned book, from the seventeenth century to the tradition
of twentieth-century reportage, a self-portrait of the painter,
photographer, or director is certainly not enough to vali-
date the authenticity and effectiveness of the testimony or
its ethical value. The risk of a self-referential drift, even a
“narcissistic” tendency, is also discernible behind this trend:
why represent ourselves when we are faced with the pain
of others? Rather than glibly promote all self-reflexive ten-
dencies, the self-portrait of Caravaggio in The Martyrdom
of Saint Matthew is useful and interesting to the extent that
it is a manifestation of the fact that, despite its illusionistic
realism, it remains an image among many other possible
images of this event and does not claim to coincide with it
and reproduce it through the media for the viewer’s benefit.
The self-portrait on the threshold thus becomes
a way to intensify the “specular moment” or, in other terms,
to underline the fact that even during the more immersive
virtual experience, we are just facing an image, a very well
structured one. On the one hand, with his gaze, Caravaggio
invites the viewer to immerse himself in an encompassing
pictorial image; on the other hand, with his positioning and
posture, he leads the viewer to observe the theatricality of
the scene from another point of view, to analyse it as seen
from the outside.
Attraction and distancing
Picking up the thread, Stella’s hypothesis was
taken up and developed in this paper as a theoretical and
analytical metaphor, certainly not in mere technological
terms. If the gyroscope fitted in virtual reality helmets makes
possible the stable connection between the movements we
actually make in the physical world and those in the world
of images, talking about Caravaggio’s gyroscope meant
reflecting on the strategies of producing illusionistic and
counter-illusionistic effects, on the balance between the
FRANCESCO ZUCCONI 84 AN-ICON
“immersive” and “specular” moments. Reference to the the-
oretical and methodological notions proposed by Michael
Fried thus made it possible to observe the co-presence of
such moments or, rather, such spectatorial effects that per-
sist, by transforming, from the history of Western painting
to contemporary immersive devices. Through reference
to Susan Sontag’s critical theory of photography, it was
thus possible to propose a hypothesis for an ethical and
political approach to VR. In particular, what has emerged is
that the co-presence of illusionistic and counter-illusionistic
effects does not constitute a weakening of the experien-
tial and testimonial value of immersive experience. On the
contrary, a conscious ethical and political approach to VR
seems to be able to develop precisely by making viewers
feel the threshold between the environment in which they
are physically situated and the virtual one. This is why it
is not necessary to rely on technological implementations
devoted to perfecting, once and for all, the immersive char-
acter of VR cinema and other technological devices. While
the slogans that accompanied the launch of many virtual
reality projects relied on the simplistic use of the notions
of “empathy,” “compassion,” and “immersion” in a geo-
graphical elsewhere, the most interesting aspect of such
technology seems to involve its capacity to produce both
identification and estrangement.
Like Caravaggio observing the Martyrdom of
Saint Matthew, even the gap between the physical world,
in which the viewer is placed, and the virtual one can be
re-conceived in positive terms within artistic experimen-
tations capable of reflecting critically on the asymmetrical
relations between the observer and the observed, between
the here in which we find ourselves and the elsewhere of
which we claim to have “direct” experience. In fact, the
very ideas of virtual “presence” must be conceived as a
media effect, resulting from specific compositional and
FRANCESCO ZUCCONI 85 AN-ICON
technological determinations capable of modulating the
relationship between subject and environment.28
Examples of artistic projects aimed at inves-
tigating such limits are few, but their number is certainly
growing. The survey and in-depth study of such exper-
iments exceeds the specific objectives of this paper. To
name but one – the most important, and often-addressed29
– the installation Carne y arena (2017) by Alejandro González
Iñárritu seems precisely to spur spectators into experienc-
ing their own awkward extraneousness and powerlessness
toward a group of refugees from Mexico who are trying to
cross over the border to the United States (Fig. 8). Iñárritu’s
subtitle for the installation – “Virtually present, physically
invisible” – expresses, perhaps, the urgent need to tackle
the paradoxical character of virtual experience.
Beyond Caravaggio, building on the analysis
and concepts elicited by his painting, the field of experi-
mentations of VR cinema and, more generally, virtual reality
seems to be able to develop only by taking into account
the co-presence of the different moments or effects that
define our relationship with such media. Of course, in con-
temporary virtual experiences, the viewer never has the
opportunity to mirror himself or herself, that is, to see his
or her own image reflected inside the media environment.
The notion of “specularity” as understood in Narcissus and
Caravaggio’s self-portraits seems in this sense to lose rel-
evance. But at this point it should be clear that this notion
28 On this point, see V. Catricalà, R. Eugeni, “Technologically modified self–centred worlds.
Modes of presence as effects of sense in virtual, augmented, mixed and extended reality,” in
F. Biggio, V. Dos Santos, G.T. Giuliana, eds., Meaning-Making in Extended Reality (Roma:
Aracne, 2020): 63-90. For reflection in the different forms of exposure, interactivity and modes
of presence, see R. Eugeni, Capitale algoritmico. Cinque dispositivi postmediali (Più Uno)
(Brescia: Morcelliana, 2021): 127-174.
29 For an analysis of Iñárritu’s installation, see P. Montani, Tre Forme di Creatività: Tecnica,
Arte, Politica (Napoli: Cronopio, 2017): 132-138; A. D’Aloia, “Virtually present, physically
invisible: virtual reality immersion and emersion in Alejandro González Iñárritu’s Carne y
Arena,” in Senses of Cinema (June 2018), http://sensesofcinema.com/2018/feature-articles/
virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-
gonzalez-inarritus-carne-y-arena/, accessed January 10, 2022; A.C. Dalmasso, “The body as
virtual frame. Performativity of the image in immersive environments,” Cinéma & Cie 19, no.
23 (2019): 101-119; L. Acquarelli, “The spectacle of re-enactment and the critical time of the
testimony in Inarritu’s Carne y Arena,” in F. Aldama, A. Rafele, eds., Cultural Studies in the
Digital Age (San Diego: San Diego University Press, 2020): 103-118; R. Diodato, Image, Art,
and Virtuality: Towards an Aesthetics of Relation (Cham: Springer, 2021): 72-74.
FRANCESCO ZUCCONI 86 AN-ICON
expresses not so much or only the mirroring of one’s own
image, but the possibility of observing and reflecting on the
relationship between subject and environment, between
what separates us and what binds us to the image.
Fig. 8. Alejandro González Iñárritu, Carne y arena, 2017. ©Emmanuel
Lubezki/Alejandro González Iñárritu
To avoid any misunderstanding, let me propose,
in conclusion, to call these moments by two very simple
terms that I also used in the introduction: attraction and
distancing, where – as in the case of the oppositions pro-
posed by Fried – the second term encompasses the first,
constituting a form of meta-reflection on the forms of artis-
tic and media experience.30 In this sense, attraction defines
the concave side of images, the one capable of becoming
environment and drawing the viewer to show solidarity with
them. On the other hand, distancing expresses the convex
side or the modular spatiality of images, the one pointing
at the viewer as such and forcing him or her to reflect on
his or her own position, on the complex character of ev-
ery experience. Whether such terms are convincing or not,
the articulation of the two “moments” seems to define the
ethical and political limits of both old and new immersive
30 For a reflection on the notion of “distance” in the field of media studies, I refer to the
introduction and the various contributions in M. Treleani, F. Zucconi, eds., “Remediating
Distances,” IMG Journal 3 (2020).
FRANCESCO ZUCCONI 87 AN-ICON
technologies. Hence the need to keep the door of art history
open, imagining an anachronistic approach and aiming for
artistic experimentations poised between different media,
between two different moments.
FRANCESCO ZUCCONI 88 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18191 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18191",
"Description": "In the first of the Charles Eliot Norton Lectures that he gave at Harvard in 1984, Frank Stella focused on “The necessity of creating pictorial space that is capable of dissolving its own perimeter and surface plane,” and claimed that “No one helped lighten this burden more than Caravaggio.” At a certain point in his talk, the American artist went so far as to say that Caravaggio anticipated the invention of the gyroscope, the technological device which makes the virtual experience possible. Stella’s lecture is the starting point for developing an anachronistic path through pictorial and digital media, in light of their ability to produceillusionistic effects on viewers. In particular, building on Michael Fried’s theory of art and image, this paper investigates virtual experience with reference to two different moments: the “immersive” moment, in which one has the impression of stepping into the frame, and the “specular” one, where the illusionistic effects are revealed; the attraction, when sinking into an image that has become an environment, and the distancing, when the image itself beckons to us and we are invited to reflect on our position as viewers.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18191",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Francesco Zucconi",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Virtual Reality Cinema",
"Title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-04",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Francesco Zucconi",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18191",
"firstpage": null,
"institution": "Università Iuav di Venezia ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Virtual Reality Cinema",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Zucconi, F., “Regarding the image of the pain of others: Caravaggio, Sontag, Leogrande,” Humanities 11 (2022), https://doi.org/10.3390/h11020044.",
"spatial": null,
"temporal": null,
"title": "Caravaggio’s gyroscope: on the two “moments” of the virtual experience",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18191/17773",
"volume": "1"
}
] | Caravaggio’s
gyroscope:
on the two “moments”
of the virtualCaravaggio
experience
by Francesco Zucconi
Frank Stella
Michael Fried
Immersion and Specularity
Virtual Reality Cinema
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Caravaggio’s gyroscope:
on the two “moments” of the
virtual experience
FRANCESCO ZUCCONI, Università IUAV di Venezia – https://orcid.org/0000-0001-9580-1000
https://doi.org/10.54103/ai/18191
Abstract In the first of the Charles Eliot Norton Lectures
that he gave at Harvard in 1984, Frank Stella focused on
“The necessity of creating pictorial space that is capable
of dissolving its own perimeter and surface plane,” and
claimed that “No one helped lighten this burden more than
Caravaggio.” At a certain point in his talk, the American
artist went so far as to say that Caravaggio anticipated the
invention of the gyroscope, the technological device which
makes the virtual experience possible. Stella’s lecture is the
starting point for developing an anachronistic path through
pictorial and digital media, in light of their ability to produce
illusionistic effects on viewers. In particular, building on Mi-
chael Fried’s theory of art and image, this paper investigates
virtual experience with reference to two different moments:
the “immersive” moment, in which one has the impression
of stepping into the frame, and the “specular” one, where
the illusionistic effects are revealed; the attraction, when
sinking into an image that has become an environment, and
the distancing, when the image itself beckons to us and
we are invited to reflect on our position as viewers.
Keywords Caravaggio Frank Stella Michael Fried
Immersion and Specularity Virtual Reality Cinema
To quote this essay: F. Zucconi, “Caravaggio’s gyroscope: on the two ‘moments’ of the virtual
experience,” AN-ICON. Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 67-88, https://doi.
org/10.54103/ai/18191
FRANCESCO ZUCCONI 67 AN-ICON
Introduction
I put on the headset and immerse myself in
another world – in a theme park or in a refugee camp, in a
disaster-stricken village or perhaps in the city of Hiroshi-
ma immediately after the launch of the atomic bomb.1 In
some cases I am a mere sightseer, while in other cases I
am the “witness” to significant events. I have to enter into
an empathetic relationship with those who dwell very far
from me, I am expected to “put myself in their shoes” and
to experience their condition “directly.”2 Yet I cannot help
but realize, sooner or later, that I find myself physically in
the safe spaces of a museum or a gallery, in the section
dedicated to VR cinema at the Venice International Film
Festival, or perhaps in the pavilion of an NGO that uses
virtual reality as a form for raising public awareness on
sensitive topics. No matter how effectively illusionistic this
virtual environment is. Always, in the media experiences of
VR cinema, something pushes me inward, draws me into
the virtual environment, while, at the same time, something
else pushes me out, reminding me that I am just facing an
image, and bringing me back to the spatial and temporal
coordinates of our physical world.3
This article does not intend to analyse immer-
sive videos by trying to deconstruct the nonchalant use of
the notion of “empathy” and the ideology of “transparency”
that has characterized their promotion, which has already
1 As an example of a virtual theme park experience, see “Disneyland Paris - 360 VR -
Main Street,” Disneyland Paris, YouTube video, 1.19, 2020, https://www.youtube.com/
watch?v=RNly6mSF0-o, accessed January 10, 2023. Regarding the applications of such
technology to the field of humanitarian communication, see http://unvr.sdgactioncampaign.org,
accessed January 10, 2023. As for the fourth example, please refer to the official web page of
the project https://www.smithsonianmag.com/innovation/new-virtual-reality-experience-drops-
you-hiroshima-right-after-its-been-bombed-180968903, accessed January 10, 2023.
2 As an emblematic example of the promotional use of a term such as “empathy” and on the
idea of putting oneself in another’s place through VR cinema, see https://youtu.be/
vAEjX9S8o2k.
3 These issues can be conceived with reference to Edmund Husserl’s phenomenological
lesson and the relationship among the notions of Bildding (the physical thing), Bildobjekt
(image-object) and Bildsujet (image-subject). See E. Husserl, “Phantasy and Image
Consciousness,” in Phantasy, Image Consciousness, and Memory (1898-1925). Edmund
Husserl Collected Works, vol 11 (Dordrecht: Springer, 2005). On the illusionistic forms of virtual
reality, examined through a rereading of Husserl, see P. Conte, Unframing Aesthetics (Milan:
Mimesis International, 2020): 46-52.
FRANCESCO ZUCCONI 68 AN-ICON
been the subject of several studies.4 Rather, I would like
to take up and further develop some issues present in my
previous works, with the aim of opening a space for reflec-
tion on immersive technology following an anachronistic
path through pictorial and digital media by referring to some
concepts of art history and theory.5
The main objective is to focus, in analytical and
theoretical terms, on the double effect of attraction and
distancing described above, as structuring the experience
of VR cinema. While the impossibility of fully capturing
and keeping the viewers within the virtual environment has
mostly been conceived as a negative limitation of such
technology, in this paper I try to argue otherwise. Through
the reference to a repertoire of images from the past, the
aim is to describe the paradoxical character of an experi-
ence that is made up as much of attraction as of distancing.
But before this can be sustained there are some interme-
diate steps.
After this introduction, in the second section,
taking up a hypothesis advanced by Frank Stella, I explain
the idea that gives the title to this paper: that Caravaggio,
anticipated the invention of gyroscope technology and
therefore made possible the first immersive experience in
the history of Western painting. In the third, fourth and fifth
sections, building on Michael Fried, I try to emphasize the
two moments that characterize Caravaggio’s paintings:
immersion, the formal device that attracts within the image,
and specularity, understood as the set of figurative and
compositional elements that produce an effect of aware-
ness on the viewer.6 In the conclusion, I reconsider Fried’s
analysis and the concepts that characterize his theoretical
4 The literature on the notion of empathy is vast and constantly evolving with reference
to new technological and expressive forms. For an early critical reflection on the facile
use of this concept in relation to VR cinema, see W. Uricchio, S. Ding, S. Wolozin, and B.
Boyacioglu, Virtually There: Documentary Meets Virtual Reality Conference Report (The MIT
Open Documentary Laboratory, 2016): 17-18, http://opendoclab.mit.edu/wp/wp-content/
uploads/2016/11/MIT_OpenDocLab_VirtuallyThereConference.pdf, accessed January 10,
2023.
5 I refer to F. Zucconi, Displacing Caravaggio: Art, Media, and Humanitarian Visual Culture
(Cham: Palgrave Macmillan, 2018).
6 On these two notions, which will also be referred to in the following pages, see M. Fried, The
Moment of Caravaggio (Princeton and Oxford: Princeton University Press, 2010).
FRANCESCO ZUCCONI 69 AN-ICON
work in relation to contemporary media. What emerges is
an opportunity for developing an ethic of VR: to what extent,
can immersive technology facilitate the assumption of a
testimonial gaze? Under what conditions can the gesture
of wearing a virtual reality headset assume a critical value?
Frank Stella’s hypothesis
The American artist Frank Stella is, without a
doubt, someone who understands visual surfaces and me-
dia frames, their ability to offer illusionistic effects. One only
has to think of his works in the 1960s, where a series of
frames relentlessly squeeze against each other, leaving a
small coloured square in the centre. Taking inspiration from
Louis Marin’s analysis of Gran Cairo (1962), it is fair to ask
whether these squares-frames are a well or a pyramid (Fig.
1). As the French historian and theorist notes, they are “a
well and a pyramid, but never at the same time. The eye
cannot predict the necessary and the arbitrary moment of
conversion in which all the serious play of the frame and
its modern and contemporary figures seem to be concen-
trated: the play of the rhythm of presentation and repre-
sentation, the play of the subject of the art of seeing and
the art of describing.”7
If we compare them to the famous example of
the rabbit/duck illustration investigated by Ludwig Wittgen-
stein and Ernst Gombrich, Stella’s paintings do not merely
work on the viewers’ perceptual and cognitive limits in the
recognition of the figures depicted. Rather, the represen-
tational undecidability and instability of image produce a
spatial effect, by modulating the relation between the ob-
serving subject and the observed object. In other words,
when confronted with the rabbit/duck illustration, the viewer
does not have the illusion of being confronted with a duck or
rabbit coming off the page; rather, the graphic representa-
tion produces an illusionistic effect that makes it impossible
to visualize the two animals at the same time. In contrast
7 L. Marin, On Representation (Stanford: Stanford University Press, 2002): 372.
FRANCESCO ZUCCONI 70 AN-ICON
to that, Stella’s paintings produce an illusionistic effect to
the extent that they alternately draw the viewer inward – as
in a well – or push him or her out, as if the surface had a
pyramidal shape. Those who observe Stella’s paintings are
thus subjected to the rhythmic redundancy of the “opac-
ity” of the painted frame that becomes recognizable – we
might say that makes itself “transparent” – in the metaphors
of the pyramid and the well.8 In more general terms than
those used by Marin, we might speak of Stella’s work as a
gestalt effect capable of inducing, alternately, in the viewer
both the impression of attraction and that of rejection or
distancing. In fact, beyond the series of concentric squares,
Stella’s artistic research would continue in the 1970s and
1980s by focusing on the relationship between the space
Fig. 1. Frank Stella, Gran Cairo, 1962, New York, Whitney Museum of
American Art, purchase with funds from the Friends of the Whitney Museum
of American Art; © Frank Stella/Artists Rights Society (ARS), New York.
8 L. Wittgenstein, Philosophical Investigations (London: Pearson, 1973); E. Gombrich, Art and
Illusion: A Study in the Psychology of Pictorial Representations (Princeton: Princeton University
Press, 1961).
FRANCESCO ZUCCONI 71 AN-ICON
of the canvas and the pictorial space, between the surface
and depth (Fig. 2).
Fig. 2. Frank Stella, Eccentric Polygon,
1974, Jane Kahan Gallery, New York;
purchased by Walter and Joan Wolf,
Indianapolis, Indiana; ©Frank Stella/
Artists Rights Society (ARS), New York.
Beyond the theory of art that is implied in Stel-
la’s works, it behoves us to pay particular attention, then,
to what he had to say in the first of the Charles Eliot Norton
Lectures that he gave at Harvard in 1984. In developing
a line of thought that sweeps from Leonardo da Vinci to
Seurat, and from Vermeer to Velázquez, Stella focused on
a theoretical problem that is crucial in the history of arts
and images; a problem that equally concerns both “old”
and “new” media. “The necessity of creating pictorial space
that is capable of dissolving its own perimeter and surface
plane,” he says, “is the burden that modern painting was
born with.”9 And immediately afterwards he goes on to
state that “No one helped lighten this burden more than
Caravaggio.”10
As often happens, when artists are willing to
share their theory, their tone tends to be assertive: Stella’s
remarks are full of ideas for creative practice but possibly a
font of perplexity for art historians. Still, how can one not ap-
preciate his attempt to concisely express the transformation
9 F. Stella, Working Space (Cambridge-London: Harvard University Press, 1986): 10.
10 Ibid.
FRANCESCO ZUCCONI 72 AN-ICON
that Caravaggio’s painting forced on the regimes of pictorial
representation of space and bodies? Stella’s observations
aptly describe Caravaggio’s propensity for experimenting
with the phenomenological limits of the idea of “realism,”
by creating environments in which the viewer’s gaze must
grope its way around, wrapped up in the composition but
equally attracted by the vivid emphasis on colour, and by
the chromatic nuances seen in some of the details.
Stella’s reflections did not stop here. He de-
veloped his argument by examining Caravaggio’s entire
body of works and focuses on a few paintings. He used
anachronistic terminology to highlight several aspects that
prefigure artistic and technological developments that took
place in the following decades as well as to identify their
potentialities:
To be able to carry in our minds the space of Caravaggio’s large
commanding works, such as the Vatican Deposition and the Seven
Acts of Mercy from Naples, we need some kind of image to help
form an idea about the design and purpose of Caravaggio’s pictorial
space. The image that comes to mind is that of the gyroscope—a
spinning sphere, capable of accommodating movement and tilt. We
have to imagine ourselves caught up within this sphere, experienc-
ing the movement and motion of painting’s action. [...] The space that
Caravaggio created is something that twentieth-century painting
could use: an alternative both to the space of conventional realism
and to the space of what has come to be conventional painterliness.
The sense of a shaped spatial presence enveloping the action
of the painting and the location of the creator and spectator is a
by-product of the success of Caravaggio’s realistic illusionism.11
Within a reflection on VR cinema and immersive
media, it is the idea of “realistic illusionism” and even more
the metaphor of the gyroscope that attracts attention. The
gyroscope, invented in the 19th century by French physi-
cist Jean Bernard Léon Foucault is still the basis of virtual
reality devices. It is also thanks to it that the visors worn
11 Ibid.: p. 11.
FRANCESCO ZUCCONI 73 AN-ICON
by viewers can track head movements and thus accurately
detect movement along one, two or three axes, thus mak-
ing the virtual experience possible. Without the gyroscope,
there is no possible balance between the viewer’s gestures
and movements in the virtual environment, nor any possi-
bility of orientation within it.
It is time to give a chance to Stella and his
hypothesis that Caravaggio invented the gyroscope and
with it virtual reality helmets. But I would like to develop
this suggestion in a key that is not merely “technological,”
by investigating the forms of composition that character-
ize the pictorial medium and the effects they produce. To
do so, it is necessary to re-conceive the American artist’s
hypothesis into a series of operational questions: what is
or would be, exactly, in Caravaggio’s painting capable of
prefiguring the conditions of illusionism made possible by
contemporary technologies? How do his paintings help
us understand the dual effect – hitherto described as one
of attraction and distancing – that we experience within
immersive environments like those of VR cinema?
The two moments of Narcissus
To my knowledge, no contemporary photogra-
pher or artist has yet investigated in detail the instant when
viewers put on or take off their virtual reality helmets. This
is really a pity, because the image of that precise instant
could make us think a lot about the potentialities of such
technology. We must therefore be content with the myths
of the past and their survival in our contemporary practices.
About to plunge into a virtual world, we find the
figure of Narcissus. As noted by Andrea Pinotti – who has
identified in Narcissus a kind of “conceptual character” of
the an-iconic tradition in Western visual culture – there are
two versions of the myth: the first aimed at producing a
“naïve” image of the young boy who falls into the illusionistic
trap of the image (recurring in Plotinus, Pausanias, Marsilio
Ficino, etc.); the second coinciding with a “conscious” Nar-
cissus (Ovidian variant), who is aware of the, so to speak,
FRANCESCO ZUCCONI 74 AN-ICON
media environment with which he is confronted and with
which he is about to make one body.12
It matters little that the Narcissus painted at
the end of the Sixteenth century is not a signed work by
Caravaggio but only an attribution, widely discussed by
art historians (Fig. 3). For the purposes of the reasoning
proposed in this paper, it should be noted that the young
man is already fully rapt and about to plunge into the world
of image. Yet, the figure of the double reflection still reveals
a gap between two representational and sensible worlds
or regimes.
Fig. 3. Caravaggio (attribution), Narcissus,
1597-1599, Rome, Palazzo Barberini.
Explicitly taking up the terms proposed by Mi-
chael Fried, Narcissus constitutes an explication of the two
“moments” that Caravaggio’s painting produces on view-
ers. According to Fried – let it be said in passing: a friend
12 A. Pinotti, Alla soglia dell’immagine. Da Narciso alla realtà virtuale (Torino: Einaudi, 2021):
3-6.
FRANCESCO ZUCCONI 75 AN-ICON
and one of the most important interpreter of Stella’s work
– Caravaggio’s pictorial corpus involve a moment defined
as “immersive, imagining the painter as so caught up, so
immersed, in this phase of his work on the painting as to be
less than fully aware of any sharp distinction between the
painting and himself.”13 The second “‘moment,’ notionally
instantaneous, of separating or indeed recoiling from the
painting, of becoming detached from it, which is to say of
no longer being immersed in work on it but rather of see-
ing it, taking it in, as if for the first time; I call that ‘moment’
specular, meaning thereby to emphasize the strictly visual
or optical relation between the artist - viewer and the image,
or image - artefact, that has just brought into being.”14
Reading these pages on Caravaggio, thoughts
evidently run to the dialectic between “absorption” and
“theatricality”15 identified by Fried himself in the painting of
the eighteenth century, or to that between “art” and “ob-
jecthood”16 as a key to theoretical and critical interpreta-
tion of the relationship between media, art and spatiality in
the second half of the twentieth century. Even before the
eighteenth century, well before the twentieth-century and,
we might add, contemporary media experience, Caravag-
gio would have had the ability to reflect in an original way
on the tension between the painter and his work (through
the use of self-portraiture), between the canvas and the
pictorial space (the composition of volumes, the relation-
ship between light and shadow) producing unprecedented
effects on viewers, now driving them inward, now pushing
them outward.
Hovering between the classicism of the myth
and the technological actuality of the present, Narcissus is
a virtual allegory of the ‘moment’ of immersion, or perhaps I should
say of absorption becoming immersion, conjoined with the strongest
13 M. Fried, The Moment of Caravaggio: 39.
14 Ibid.
15 M. Fried, Theatricality and Absorption: Painting and Beholder in the Age of Diderot
(Chicago-London: University of Chicago Press, 1983).
16 M. Fried, Art and Objecthood: Essays and Reviews (Chicago-London: University of
Chicago Press, 1998).
FRANCESCO ZUCCONI 76 AN-ICON
possible statement of the specular separation of the viewer — orig-
inally the painter-viewer — from the painting. There is in it also the
strongest imaginable thematization of mirroring as distinct from
painting, another of the basic polarities that, in varying ratios and
combinations, structure much of Caravaggio’s art. And of course,
it is a scene of hyperbolic self-portraiture, the core practice of his
lifelong endeavor.17
Narcissus is in a sense, for the purposes of the
anachronistic reasoning I am proposing here, a portrait of
the exact moment when the viewer is about to put on the
headset to access the virtual experience: it is in the middle,
between plunging and retreating.
Within Caravaggio: immersion and
reflection
Beyond the myth, the comparison between
contemporary media and the tradition of western art can
be developed through other Caravaggio masterpieces, in
which the effect of spatial encompassment is strong. Even
better, it is possible to argue that some of Caravaggio’s
paintings represent the virtual experience as viewed from
the outside but not without investigating the effects it pro-
duces in those inside.
Let us focus on the Taking of Christ (1602) and
The Martyrdom of Saint Ursula (1610). In the first of these
two paintings (Fig. 4), the centre of attention is located on
the left, at the point of Judas’s dramatic gesture of betrayal,
toward which all eyes converge, except for those of the
disciple, who flees terrified toward the edge of the frame.
In the second painting, considered to be the last that Car-
avaggio completed before his death, what is represented
is the exact moment when Saint Ursula is wounded by
Attila after she refuses his advances. What connects the
two works, in addition to the horizontal composition and
the precise staging of a dramatic event, is the presence of
17 M. Fried, The Moment of Caravaggio: 139.
FRANCESCO ZUCCONI 77 AN-ICON
a figure located on the right side of each painting. This is
a man shown in profile: he has a black beard and bushy
eyebrows. His head is stretched up, as if he were standing
on tiptoe so as to better observe the violent scene unfold-
ing just a few steps in front of him. In the 1602 painting
the man is attempting to lighten the darkness of the night
and illuminate Judas’s kiss by means of a lantern, which
he holds in front of himself with his right hand.
This figure is of particular interest for at least
two reasons. The first, which Roberto Longhi divined earlier,
is that the man on the right side of the image is Caravaggio
himself. This is a self-portrait, one of the many in his picto-
rial corpus, confirmed moreover by its reproduction – like a
Fig. 4. Caravaggio, Taking of Christ, 1602,
Dublin, National Gallery of Ireland.
Fig. 5. Caravaggio, The Martyrdom of
Saint Ursula, 1610, Naples, Palazzo
Zevallos Stigliano.
FRANCESCO ZUCCONI 78 AN-ICON
signature – in the Martyrdom of Saint Ursula (Fig. 5).18 The
second reason concerns the role that this figure plays in
both works. The art historian Sergio Benedetti – who has
the merit of having rediscovered the original Taking of Christ,
after years of investigation into various copies – noted that
the figure of Caravaggio “is well defined and holds up a
lantern, the function of which is purely compositional as it
appears to throw no light, the true light source being high
on the left, beyond the scene depicted.”19 In a similar way,
Leo Bersani and Ulysse Dutoit noted how, in this work,
“Caravaggio puts himself within the painting not in order
to get closer to his historical subject but rather in order to
see himself both illuminating and experiencing congested
spaces.”20 Even more explicitly, Giovanni Careri identified in
this self-portrait a kind of declaration of intent of the artist
that invites us to reflect on our position as spectators: “I
paint with light, with light I show a scene that belongs to
the past, but also to the present, the armour testifies to
this. I am here to see the arrest of Christ but I cannot in-
tervene, as you spectators, witnesses safe from a violence
that outrages and fascinates.”21
By re-conceiving such analytical insights in
Fried’s terms, the artist’s self-portrait with lantern can
therefore be conceived of both as being in the process of
becoming immersed in the pictorial environment and as
becoming “expelled from it in a ‘moment’ of specularity
which was to all intents and purposes the aim and purpose
of that work (the establishment of the painting as a painting,
as an artifact to be looked at.)”22
Retracing our steps to the theoretical notions
structuring this paper, with these paintings we are confront-
ed with two different and apparently contradictory effects.
At first, like Caravaggio trying to observe the scene, with
18 R. Longhi, “Un originale di Caravaggio a Rouen e il problema delle copie caravaggesche,”
Paragone 121 (1960): 23-36.
19 S. Benedetti, “Caravaggio’s Taking of Christ, a masterpiece rediscovered,” The Burlington
Magazine 135, no. 1088 (1993): 731-741, 738.
20 L. Bersani, U. Dutoit, Caravaggio’s Secrets (Cambridge-London: MIT Press, 1998): 57.
21 G. Careri, Caravaggio. La Fabbrica dello Spettatore (Milano: Jaca Book, 2017): 234.
22 M. Fried, The Moment of Caravaggio: 217.
FRANCESCO ZUCCONI 79 AN-ICON
or without his lantern, we are pushed into the painting as
a medial environment made of light and shadow. Then lat-
er, once we have searched the environment and once we
have recognized the figure of the painter-witness, we are
pushed outward, that is to say that we begin to reflect on
the pictorial composition and on our position as viewers:
in front of an image, with our feet planted on the museum’s
floor, in Dublin, Naples or in another city.
Putting it in anachronistic terms, one could first
argue that the contemporary experiences offered by VR
cinema are also characterized by an “immersive” moment:
here the field of view itself coincides with a “portable lan-
tern” located on the forehead of the spectator; a wearable
lantern that illuminates a spherical space that coincides
with full darkness, except for the frontal portion framed
from time to time. Darkness that the VR cinema viewer
will never have occasion to see or feel, except when it is
diegetized in the production of a given narrative effect. At
the same time, a “specular” moment, always persists: pri-
marily in the glitches of the digital environment; in the very
fact that lowering my gaze to look for my body I tend to
find nothing or at least the scarcely credible simulation of
arms and legs; in the presence of extradiegetic music, in all
those compositional effects – whether intended or not by
the video-makers – that invite us to see the image behind
the simulation of a virtual environment and in so doing to
“reflect” on our position as viewers.23
Regarding the image of the pain of others
As in many VR cinema projects, the two paint-
ings described above are about situations of suffering or
violence, scenes which invite the viewer to assume the
position of a witness but in which, at the same time, it is
impossible to immerse oneself completely. One painting
by Caravaggio seems capable of interrogating, more than
23 On the limits of VR cinema, through some concrete examples, see F. Zucconi, “Sulla
tendenza utopica nel VR cinema,” Carte Semiotiche 7 (2021): 118-126.
FRANCESCO ZUCCONI 80 AN-ICON
any other, the paradoxical character of virtual experience,
as well as the idea of being able to experience a world and
a living condition that are profoundly different from those
characterizing the viewer’s everyday life.
At the centre of Caravaggio’s Martyrdom of St.
Matthew (1600) is the half-naked, fully lit body of the assas-
sin (Fig. 6). On the left, a group of men in seventeenth-cen-
tury clothing recoil, trying to shield themselves from the
violence. While an angel hands St. Matthew the palm of
martyrdom, on the right we see the gesture of a novice
walking away. In the foreground, some catechumens lying
on the ground observe the scene. The composition is cen-
trifugal: the viewer’s gaze gradually moves away from the
centre as it moves from one body to another. In the back-
ground, one meets a figure characterized by a particularly
intense gaze who seems to stare at the act of violence be-
fore his eyes. This is the bearded man leaning out from the
black background behind the assassin. Again, that man is
Caravaggio. Also in this large painting, the painter portrays
himself in the role of a witness to a violent act.
Those who would try to go even further in their
analysis might go so far as to argue that what Caravaggio
painted in The Martyrdom of St. Matthew is not simply a
self-portrait, but a “self-portrait as painter.” To support this
hypothesis, I would like to emphasize the inclination of the
figure’s head to the side to observe the scene as if he had
a canvas in front of him (Fig. 7). One could also conceive
of the left hand reaching forward as a transfiguration of the
palette, while the right hand holds the brush. The artist’s
sad gaze might then be re-conceived as a concentrated,
absorbed gaze. If this were the case, it would be an antic-
ipation of some of the traits that characterize the extraor-
dinary visual dispositif that is Las Meninas (1656) by Diego
Velázquez, notoriously and masterfully analysed by Michel
Foucault in The Order of Things:
Now he [the painter] can be seen, caught in a moment of stillness, at
the neutral centre of this oscillation. His dark torso and bright face
are half-way between the visible and the invisible: emerging from
FRANCESCO ZUCCONI 81 AN-ICON
Fig. 6. Caravaggio, The Martyrdom of St.
Matthew, 1600, San Luigi dei Francesi
Church, Rome.
Fig. 7. Caravaggio, The Martyrdom of
St. Matthew, 1600, Rome, San Luigi dei
Francesi Church. Detail.
that canvas beyond our view, he moves into our gaze; but when,
in a moment, he makes a step to the right, removing himself from
our gaze, he will be standing exactly in front of the canvas he is
painting; he will enter that region where his painting, neglected for
an instant, will, for him, become visible once more, free of shadow
and free of reticence.24
24 M. Foucault, The Order of Things: An Archaeology of the Human Sciences (1966) (London-
New York: Routledge, 2002): 4.
FRANCESCO ZUCCONI 82 AN-ICON
In both Velazquez’s and Caravaggio’s master-
piece, the self-portrait takes on a theoretical and critical
function; they are within the painting and, at the same time,
they explicitly invite the viewer to reflect on visual repre-
sentation, on the point of view that structures it and on the
limits of the composition.25
This may seem a bold interpretation. Yet, look-
ing closely at the figure of Caravaggio, it can be argued
that the image presented in The Martyrdom of St. Matthew
is not only an image of self “regarding the pain of others”
but also and at the same time – turning Susan Sontag’s
famous expression – an image of self “regarding the image
of the pain of others.”26 If in the Taking of Christ and The
Martyrdom of St. Ursula the self-portrait is first and fore-
most functional in expressing an idea of immersion of the
painter-witness in the pictorial event – a closure and full
autonomy of the pictorial as an “immersive environment” –
in The Martyrdom of St. Matthew there is a shift that calls
into question the composition of the image and the effect
of immediacy of representation. Reading Fried again, this
is a work “in which a Caravaggio semblable at once rush-
es to leave the painting and looks back in evident distress,
thereby enabling the viewer to recognize his characteristic
features on the far threshold of the depicted space.”27 It is
not so much or simply that the figure depicting the painter
seems about to leave the scene but, as the art historian
and theorist writes with great acumen, “rushes to leave the
painting” and pushes the viewer’s gaze to the threshold of
the image. If the self-portraits of 1602 and 1610 tend to
provoke an identification between painter and viewer and
reinforce the effect of immersion, that of The Martyrdom
25 For a more in-depth reflection on this painting and on the modernity of Caravaggio’s self-
portrait, capable of activating paths of critical reflection on contemporary media and visual
culture, see F. Zucconi, “Regarding the image of the pain of others: Caravaggio, Sontag,
Leogrande,” Humanities 11 (2022), 44. https://doi.org/10.3390/h11020044.
26 The reference is to the title and thoughts developed in the famous book by S. Sontag,
Regarding the Pain of Others (New York: Picador, 2003).
27 M. Fried, The Moment of Caravaggio: 209.
FRANCESCO ZUCCONI 83 AN-ICON
of St. Matthew traces the effect of immediacy back to the
pictorial composition that produces it.
As Sontag herself points out in the above-men-
tioned book, from the seventeenth century to the tradition
of twentieth-century reportage, a self-portrait of the painter,
photographer, or director is certainly not enough to vali-
date the authenticity and effectiveness of the testimony or
its ethical value. The risk of a self-referential drift, even a
“narcissistic” tendency, is also discernible behind this trend:
why represent ourselves when we are faced with the pain
of others? Rather than glibly promote all self-reflexive ten-
dencies, the self-portrait of Caravaggio in The Martyrdom
of Saint Matthew is useful and interesting to the extent that
it is a manifestation of the fact that, despite its illusionistic
realism, it remains an image among many other possible
images of this event and does not claim to coincide with it
and reproduce it through the media for the viewer’s benefit.
The self-portrait on the threshold thus becomes
a way to intensify the “specular moment” or, in other terms,
to underline the fact that even during the more immersive
virtual experience, we are just facing an image, a very well
structured one. On the one hand, with his gaze, Caravaggio
invites the viewer to immerse himself in an encompassing
pictorial image; on the other hand, with his positioning and
posture, he leads the viewer to observe the theatricality of
the scene from another point of view, to analyse it as seen
from the outside.
Attraction and distancing
Picking up the thread, Stella’s hypothesis was
taken up and developed in this paper as a theoretical and
analytical metaphor, certainly not in mere technological
terms. If the gyroscope fitted in virtual reality helmets makes
possible the stable connection between the movements we
actually make in the physical world and those in the world
of images, talking about Caravaggio’s gyroscope meant
reflecting on the strategies of producing illusionistic and
counter-illusionistic effects, on the balance between the
FRANCESCO ZUCCONI 84 AN-ICON
“immersive” and “specular” moments. Reference to the the-
oretical and methodological notions proposed by Michael
Fried thus made it possible to observe the co-presence of
such moments or, rather, such spectatorial effects that per-
sist, by transforming, from the history of Western painting
to contemporary immersive devices. Through reference
to Susan Sontag’s critical theory of photography, it was
thus possible to propose a hypothesis for an ethical and
political approach to VR. In particular, what has emerged is
that the co-presence of illusionistic and counter-illusionistic
effects does not constitute a weakening of the experien-
tial and testimonial value of immersive experience. On the
contrary, a conscious ethical and political approach to VR
seems to be able to develop precisely by making viewers
feel the threshold between the environment in which they
are physically situated and the virtual one. This is why it
is not necessary to rely on technological implementations
devoted to perfecting, once and for all, the immersive char-
acter of VR cinema and other technological devices. While
the slogans that accompanied the launch of many virtual
reality projects relied on the simplistic use of the notions
of “empathy,” “compassion,” and “immersion” in a geo-
graphical elsewhere, the most interesting aspect of such
technology seems to involve its capacity to produce both
identification and estrangement.
Like Caravaggio observing the Martyrdom of
Saint Matthew, even the gap between the physical world,
in which the viewer is placed, and the virtual one can be
re-conceived in positive terms within artistic experimen-
tations capable of reflecting critically on the asymmetrical
relations between the observer and the observed, between
the here in which we find ourselves and the elsewhere of
which we claim to have “direct” experience. In fact, the
very ideas of virtual “presence” must be conceived as a
media effect, resulting from specific compositional and
FRANCESCO ZUCCONI 85 AN-ICON
technological determinations capable of modulating the
relationship between subject and environment.28
Examples of artistic projects aimed at inves-
tigating such limits are few, but their number is certainly
growing. The survey and in-depth study of such exper-
iments exceeds the specific objectives of this paper. To
name but one – the most important, and often-addressed29
– the installation Carne y arena (2017) by Alejandro González
Iñárritu seems precisely to spur spectators into experienc-
ing their own awkward extraneousness and powerlessness
toward a group of refugees from Mexico who are trying to
cross over the border to the United States (Fig. 8). Iñárritu’s
subtitle for the installation – “Virtually present, physically
invisible” – expresses, perhaps, the urgent need to tackle
the paradoxical character of virtual experience.
Beyond Caravaggio, building on the analysis
and concepts elicited by his painting, the field of experi-
mentations of VR cinema and, more generally, virtual reality
seems to be able to develop only by taking into account
the co-presence of the different moments or effects that
define our relationship with such media. Of course, in con-
temporary virtual experiences, the viewer never has the
opportunity to mirror himself or herself, that is, to see his
or her own image reflected inside the media environment.
The notion of “specularity” as understood in Narcissus and
Caravaggio’s self-portraits seems in this sense to lose rel-
evance. But at this point it should be clear that this notion
28 On this point, see V. Catricalà, R. Eugeni, “Technologically modified self–centred worlds.
Modes of presence as effects of sense in virtual, augmented, mixed and extended reality,” in
F. Biggio, V. Dos Santos, G.T. Giuliana, eds., Meaning-Making in Extended Reality (Roma:
Aracne, 2020): 63-90. For reflection in the different forms of exposure, interactivity and modes
of presence, see R. Eugeni, Capitale algoritmico. Cinque dispositivi postmediali (Più Uno)
(Brescia: Morcelliana, 2021): 127-174.
29 For an analysis of Iñárritu’s installation, see P. Montani, Tre Forme di Creatività: Tecnica,
Arte, Politica (Napoli: Cronopio, 2017): 132-138; A. D’Aloia, “Virtually present, physically
invisible: virtual reality immersion and emersion in Alejandro González Iñárritu’s Carne y
Arena,” in Senses of Cinema (June 2018), http://sensesofcinema.com/2018/feature-articles/
virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-
gonzalez-inarritus-carne-y-arena/, accessed January 10, 2022; A.C. Dalmasso, “The body as
virtual frame. Performativity of the image in immersive environments,” Cinéma & Cie 19, no.
23 (2019): 101-119; L. Acquarelli, “The spectacle of re-enactment and the critical time of the
testimony in Inarritu’s Carne y Arena,” in F. Aldama, A. Rafele, eds., Cultural Studies in the
Digital Age (San Diego: San Diego University Press, 2020): 103-118; R. Diodato, Image, Art,
and Virtuality: Towards an Aesthetics of Relation (Cham: Springer, 2021): 72-74.
FRANCESCO ZUCCONI 86 AN-ICON
expresses not so much or only the mirroring of one’s own
image, but the possibility of observing and reflecting on the
relationship between subject and environment, between
what separates us and what binds us to the image.
Fig. 8. Alejandro González Iñárritu, Carne y arena, 2017. ©Emmanuel
Lubezki/Alejandro González Iñárritu
To avoid any misunderstanding, let me propose,
in conclusion, to call these moments by two very simple
terms that I also used in the introduction: attraction and
distancing, where – as in the case of the oppositions pro-
posed by Fried – the second term encompasses the first,
constituting a form of meta-reflection on the forms of artis-
tic and media experience.30 In this sense, attraction defines
the concave side of images, the one capable of becoming
environment and drawing the viewer to show solidarity with
them. On the other hand, distancing expresses the convex
side or the modular spatiality of images, the one pointing
at the viewer as such and forcing him or her to reflect on
his or her own position, on the complex character of ev-
ery experience. Whether such terms are convincing or not,
the articulation of the two “moments” seems to define the
ethical and political limits of both old and new immersive
30 For a reflection on the notion of “distance” in the field of media studies, I refer to the
introduction and the various contributions in M. Treleani, F. Zucconi, eds., “Remediating
Distances,” IMG Journal 3 (2020).
FRANCESCO ZUCCONI 87 AN-ICON
technologies. Hence the need to keep the door of art history
open, imagining an anachronistic approach and aiming for
artistic experimentations poised between different media,
between two different moments.
FRANCESCO ZUCCONI 88 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18458 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18458",
"Description": "In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18458",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Philippe Bédard",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Umwelt",
"Title": "Adventures beyond anthropocentrism in virtual reality art",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-25",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Philippe Bédard",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18458",
"firstpage": null,
"institution": "McGill University ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Umwelt",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Yee, N., Bailenson, J.N., “The Proteus effect: the effect of transformed self-representation on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.org/10.1177/0093650208330254.",
"spatial": null,
"temporal": null,
"title": "Adventures beyond anthropocentrism in virtual reality art",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18458/17774",
"volume": "1"
}
] | Adventures beyond
anthropocentrism
in virtual reality
by Philippe Bédard
art
Virtual Reality
Illusion
Anthropocentrism
Umwelt
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Adventures beyond
anthropocentrism in virtual
reality art
PHILIPPE BÉDARD, McGill University – https://orcid.org/0000-0003-4100-5249
https://doi.org/10.54103/ai/18458
“Imagine an eye unruled by man-made laws of perspective, an eye unpreju-
diced by compositional logic, an eye which does not respond to the name of
everything but which must know each object encountered in life through an
adventure of perception”1
Abstract In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
and limitations of VR’s illusionistic potential. Knowing full
well that certain economic pressures preclude artists from
pursuing the kinds of provocations I describe in this essay,
I nevertheless invite readers to follow along as I explore
alternative potentialities of contemporary VR. Specifically, I
approach VR here in the hopes of finding ways of engaging
with different bodies, spaces, and realities, even if illusorily.
Keywords Virtual reality Illusion Anthropocentrism Umwelt
To quote this essay: P. Bédard, “Adventures beyond anthropocentrism in virtual reality art,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 89-112, https://doi.org/10.54103/ai/18458
1 S. Brakhage, “From Metaphors on Vision,” in P.A. Sitney, ed., The Avant-Garde Film: A
Reader of Theory and Criticism (New York: Anthology Film Archives, 1978): 120.
PHILIPPE BÉDARD 89 AN-ICON
Introduction
Many things have changed between the origi-
nal heyday of virtual reality (VR) in the 1980–1990s and the
current revival of the technology since the early 2010s. But
while today VR might benefit from the leaps and bounds
computers and graphic technologies have witnessed in
the intervening decades, and while it might enjoy greater
commercial success than ever before, I often feel our imag-
ination around the kinds of experiences enabled by VR has
suffered somewhat. We are far removed today from Mere-
dith Bricken’s suggestion that in VR: “You can be the mad
hatter or you can be the teapot; you can move back and
forth to the rhythm of a song. You can be a tiny droplet in
the rain or in the river.”2 Likewise, we seem to have strayed
from Jaron Lanier’s proposition that in virtual reality, “you
can visit the world of the dinosaur, then become a Tyran-
nosaurus. Not only can you see DNA, you can experience
what it’s like to be a molecule.”3 While Jay David Bolter
and Richard Grusin use these two quotes to highlight the
illusion of “perceptual immediacy”4 of immersive virtual
reality experiences, I see in these statements something
else entirely more interesting: the idea that VR might give
us experiences that far exceed the limits of human under-
standing.
In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
2 M. Bricken, “Virtual worlds: no interface to design,” in M. Benedikt, ed., Cyberspace: First
Steps (Cambridge MA: MIT Press, 1991): 363-382, 372.
3 S. Ditlea, “False starts aside, virtual reality finds new roles,” New York Times (March 23,
1998): 97.
4 J. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
2000): 22.
PHILIPPE BÉDARD 90 AN-ICON
and limitations of VR’s illusionistic potential. In so doing, I
also aim to explore how VR might be thought of as more
than a means to foster empathy for other human beings,
whatever the purpose for that endeavour might be.5 This
allows me to discuss immersive technologies and experi-
ences in a context devoid of the problems typically asso-
ciated with discourses around the concept of “empathy
machine.”
I begin this essay by addressing the illusion of
presence in VR, specifically as it relates to our experience of
body-space relations in physical reality. I start by address-
ing what I argue to be the fundamental anthropocentrism
of VR’s dominant mode of experience. This crucial detour
has me discussing whether VR is capable of representing
non-human modes of being in the world. Necessarily, this
also means addressing earlier thought experiments in the
field of psychology, biology, and philosophy that sought to
question “what it is like to be” something other than human.
Having done so, I then consider whether VR might have the
ability to give us access to non-human realities, or whether
it is limited by a fundamental anthropocentrism. Finally, I
5 On the issue of empathy in VR, see J.H. Murray, “Not a film and not an empathy machine,”
Immerse (October 6, 2016): https://immerse.news/not-a-film-and-not-an-empathy-machine-
48b63b0eda93, accessed January 10, 2023; S. Gregory, “Immersive witnessing: from
empathy and outrage to action,” WITNESS blog (2016), https://blog.witness.org/2016/08/
immersive-witnessing-from-empathy-and-outrage-to-action/, accessed January 10, 2023; G.
Bollmer, “Empathy machines,” Media International Australia 165, no. 1 (2017): 63-76, https://
doi.org/10.1177/1329878X17726794; R. Yang, “If you walk in someone else’s shoes, then
you’ve taken their shoes: empathy machines as appropriation machines,” Radiator Blog (April
5, 2017), https://www.blog.radiator.debacle.us/2017/04/if-you-walk-in-someone-elses-shoes-
then.html, accessed January 10, 2023; H. Farmer, “A broken empathy machine,” Immerse
(September 30, 2019), https://immerse.news/a-broken-empathy-machine-can-virtual-reality-
increase-pro-social-behaviour-and-reduce-prejudice-cbcefb30525b, accessed January
10, 2023; P. Roquet, “Empathy for the game master: how virtual reality creates empathy for
those seen to be creating VR,” Journal of Visual Culture 19, no. 1 (2020): 65-80, https://doi.
org/10.1177/1470412920906260; L. Nakamura, “Feeling good about feeling bad: virtuous
virtual reality and the automation of racial empathy,” Journal of Visual Culture 19, no. 1 (2020):
47-64, https://doi.org/10.1177/1470412920906259; G. Bollmer and K. Guinness, “Empathy
and nausea: virtual reality and Jordan Wolfson’s Real Violence,” Journal of Visual Culture 19,
no. 1 (2020): 28-46, https://doi.org/10.1177/1470412920906261.
PHILIPPE BÉDARD 91 AN-ICON
look at experiments relating to illusions of body ownership
in VR, specifically as they relate to non-human bodies.
As will become abundantly clear over the
course of this essay, my goal is speculative—perhaps even
provocative—rather than earnest. I write this text as an
exercise in exploring what I perceive to be a bias towards
anthropocentrism in VR, a medium which has so often been
lauded for its ability to simulate otherwise impossible real-
ities.6 Readers may also see this as a call to action to VR
designers and consumers to open their minds to the pos-
sibilities offered by contemporary immersive technologies
beyond those practices that currently dominate the market.
Knowing full well that certain economic pressures preclude
artists from pursuing the kinds of provocations I describe
in this essay, I nevertheless invite readers to follow along
as I explore alternative potentialities of contemporary VR.7
Specifically, I approach VR here in the hopes of finding
ways of engaging with different bodies, spaces, and real-
ities, even if illusorily.
Virtual reality environments: immediacy
and presence
It has become something of a truism to recog-
nize that VR is able to foster a sense of presence, that is,
the impression of “being there” in a virtual environment dis-
tinct from the physical environment that one’s body is also
occupying. Or, as Mathew Lombard et al. put it, presence
6 I maintain that VR is currently driven by profoundly anthropocentric forces, despite the
“anti-anthropocentric drive which,” according to Andrea Pinotti, “currently characterises
not only the VR world but contemporary visual culture, in various mediums, more
generally.” A. Pinotti, “What is it like to be a hawk?,” in Y. Hadjinicolaou, ed., Visual
Engagements: Image Practices and Falconry (Berlin: De Gruyter, 2020): 30-47, 44, https://
doi.org/10.1515/9783110618587-003. See also R. Grusin, The Nonhuman Turn (Minneapolis:
University of Minnesota Press, 2015).
7 I also want to recognize that there are the effects of VR are not currently fully known and
that much more work must be done to ensure current VR technologies are accessible and
ethical. These pressing issues certainly deserve more attention before we can move towards
more elaborate explorations of the outer limits of VR.
PHILIPPE BÉDARD 92 AN-ICON
describes, “the perceptual illusion of non-mediation.”8 In
this context, the perceived lack of mediation is predicated
on VR’s ability to foster a convincing illusion of a space
that reproduces the way we see the world in our daily lives:
as a three-dimensional volume in which our bodies can
move and act. And while on their own the affordances of
head-mounted displays (HMD) could be used to create any
number of effects and illusions, the dominant practice of
contemporary immersive media has been to reproduce our
habitual modes of (visual) perception: looking ahead from
an upright position through a pair of eyes which we can
move around (either in their orbits, by moving our head, or
our body) to see the surrounding environment.
In an earlier essay, I described VR as inherently
subjective, following Jonathan Crary’s incisive discussion
of “subjective vision.”9 By extension, I would also argue its
default mode of experience–that for which it was designed
and that which is dominant to this day–is also intrinsically
anthropocentric. This is because “subjective,” in this con-
text, refers to the idiosyncrasies of human vision.10 By the
same token, I describe an apparatus which relies on these
unique and fallible qualities of perception as subjective. In
the case of VR, the HMD hinges upon the following sub-
jective qualities of human vision: its binocularity, its “ego-
centric” perspective, and the individual’s ability to move
their point of view on the world through six degrees of
freedom of movement along three dimensions. Here, ego-
centrism describes an approach to body-space relations
8 M. Lombard, T. Ditton, “At the heart of it all: the concept of presence,” Journal of
Computer-Mediated Communication 3, no. 2 (1997), https://doi.org/10.1111/j.1083-6101.1997.
tb00072.x.
9 P. Bédard, “La machine subjective? Les appropriations cinématographiques des dispositifs
immersifs contemporains,” Canadian Journal of Film Studies 28, no. 1 (2019): 66-92, 74,
https://doi.org/10.3138/cjfs.28.1.2019-0012; J. Crary, Techniques of the Observer: On Vision
and Modernity in the Nineteenth Century (Cambridge MA: MIT Press, 1992).
10 See again J. Crary, Techniques of the Observer: On Vision and Modernity in the
Nineteenth Century.
PHILIPPE BÉDARD 93 AN-ICON
which take the individual as a point of reference.11 In other
words, the egocentric perspective considers the human
body as a “pivot around which the three dimensions of
spatial extension arrange themselves and from which they
ultimately proceed.”12 This could just as easily be called
anthropocentric.
I continue to subscribe to the idea that VR’s
apparatus and the default mode of experience it proposes
are subjective, egocentric, and anthropocentric. That is
because in most cases, the illusion of presence fostered
by immersive virtual environments plays off this charac-
teristic centrality of our body in our perception of space.
Head-mounted displays become viewports into different
and often completely fantastical realities, but these spaces
are still explored from an egocentric perspective, with the
body as invariable centre of gravity. If we assume the goal
of most virtual reality experiences is to create a satisfying
illusion of presence in a virtual environment–whatever the
purpose for that may be–it makes perfect sense why this
strategy has remained so dominant. However, this is not
the only avenue. As an example, a slew of recent (flat) vid-
eo games have embraced the affordances of their medi-
um’s monocular perspective to create fascinating optical
illusions and truly impossible body-space relations. The
worlds explored in Antichamber (Demruth, 2013), Superlim-
inal (Pillow Castle Games, 2019), Manifold Garden (William
Chyr, 2019), Spaceflux (Colin Ardelean, 2020), Hyperbolica
(CodeParade, 2022), and Parallelia (SincArt Studio, 2022)
exceed our natural conception of space by presenting all
manner of physically impossible environments: non-Euclid-
ean, hyperbolic, fractal, etc. In so doing, they draw more
inspiration from M.C. Escher’s depictions of space than
11 W.R. Sherman, A.B. Craig, Understanding Virtual Reality: Interface, Application, and
Design (San Francisco: Morgan Kaufman Publishers, 2003): 296.
12 E.S. Casey, The Fate of Place: A Philosophical History (Berkeley: University of California
Press, 1997): 208. Emphasis added.
PHILIPPE BÉDARD 94 AN-ICON
from what we find in Leon Battista Alberti’s theorization of
renaissance perspective. What if VR were to also stray from
the beaten path and indulge in such perspectival fancies?
In the contemporary immersive media land-
scape, precious few experiments with non-anthropocen-
tric spaces have surfaced–at least to my knowledge.13 In
mid-2020, Diego Montoya shared Spacetime, which he
described as a “special relativity VR simulation.” The ex-
periment allows users to explore a room where the speed
of light is much slower than usual: “You can experience
space contraction, time dilation and light Doppler effects
as you move”14 (Fig. 1a and 1b). Among various physical
distortions the experience enables–all of which are impos-
sible to encapsulate in written form–the designer explains
that “[t]he world feels very ‘wobbly’ when moving very close
to the speed of light, almost liquid.” While space remains
Fig. 1a
13 I discuss the limits of any analysis of contemporary virtual reality in P. Bédard, “La
machine subjective? Les appropriations cinématographiques des dispositifs immersifs
contemporains.”
14 D. Montoya (@diego_montoya _), “I built a special #relativity VR simulation for @oculus
Quest, where the speed of light c is much lower than usual. You can experience space
contraction, time dilation and light Doppler effect as you move. 1/n,” Tweet, August 7, 2020,
https://twitter.com/diego_montoya_/status/1291745102700765184, accessed January 10,
2023.
PHILIPPE BÉDARD 95 AN-ICON
Fig. 1a and 1b. Diego Montoya,
Fig. 1b Spacetime, 2020
three-dimensional in Spacetime, the user’s relations to that
space far exceed the limits of our habitual modes of per-
ception. With that said, I would hesitate to say that they
exceed anthropocentrism, since the transformations that
space undergoes throughout the experiment result from
the user’s movements. Space is not transformed. Our per-
ception of it is.
As with the earlier quoted videogames, Mon-
toya’s project is the exception rather than the norm. Indeed,
I still believe that as long as VR remains tied to the three
or six degrees of freedom model of spatial engagement
which takes the body as its centre, there is little it can
do to avoid this egocentric mode of experience. With that
said, nothing is keeping VR designers from creating virtual
environments which are abstract rather than representa-
tional.15 In other words, perhaps the solution to exceeding
anthropocentric perspectives in VR might be to reject the
notion of “perspective” altogether. However, doing so might
15 An example I recently encountered would merit further attention in this regard. In
Lockdown Dreamscape (Nicolas Gebbe, 2022), an innovative visual process was used to
distort the image such that objects seemed to meld into one another. A slow movement
through the distorted space led me to discover novel spatial relations. The experience was at
once nauseating and thrilling.
PHILIPPE BÉDARD 96 AN-ICON
require more nuanced explorations of the affordances of
virtual bodies. It might also ask that we question “what it
is like to be” non-human, and whether VR is at all capable
to furnish an answer to that question.
What it is like to be [ ]
Whether it has been asked about animals, in-
sects, or “things” in general, the question of “what it is like
to be” this or that–whatever it may be–recognizes that our
perspective as human animals is limited and distinct enough
from other forms of being to preclude us from knowing or
even understanding them.16 The reality behind this seem-
ingly impassable chasm between ourselves and others is
made clear through the concept of Umwelt, as theorized
by Jakob von Uexküll. While it is true that all things (living
or otherwise) occupy the same physical reality, Von Uexküll
introduces the notion of Umwelt to suggest that all beings
do not necessarily share the same environment or world.17
The sensorial attunement of different animals varies to such
a degree that the very meaning of “world” differs from one
creature to another.
The word Umwelt can be translated as “self-cen-
tred world.” This suggests the inherently subjective or
egocentric nature of a given entity’s particular version of,
and relation to, a world. This interpretation of Umwelt as
“self-centred” or “subjectively-perceived” world is made
even more evident when looking at the notion of subjectivity
itself, understood here as that which is exclusive to a given
16 This has far-reaching implications within debates on the notion of empathy in virtual reality.
17 J. von Uexküll, A Foray into the Worlds of Animals and Humans with A Theory of Meaning
(1934), trans. J.D. O’Neil (Minneapolis: University of Minnesota Press, 2010). The ties between
von Uexküll’s Umwelt and VR have been highlighted by Andrea Pinotti in an illuminating
chapter. See Pinotti, “What is it like to be a hawk?”
PHILIPPE BÉDARD 97 AN-ICON
individual (i.e., subject).18 Indeed, as Maike Sarah Reinerth
and Jan-Noël Thon define it, “subjectivity” designates that
to which an individual has privileged access. While this
definition of subjectivity does satisfyingly describe the ex-
clusive character of Umwelt, the parallel breaks down when
we realize subjectivity is most often discussed in terms of
the unique way in which a given subject “sees” things. The
reason for this breakdown has far-reaching implications,
specifically when it comes to the non-anthropocentric aims
of this essay.
Where the concept of Umwelt shines and where
the questions of “what it is like to be” something other than
human come into play is precisely when the human sen-
sorium–of which sight is often taken to be the most privi-
leged example–is no longer sufficient. Von Uexküll with his
famous study of the tick, Thomas Nagel with his example
of the bat, and Ian Bogost in his Alien Phenomenology all
focus on the worldly experience of insects, animals and
things that are commonly understood as blind–that is, when
sight is understood from an anthropocentric perspective.19
What drives these thinkers, then, is precisely to understand
how these creatures sense, navigate and exist in a version
of the world that is completely different from that of hu-
mans, even though we might inhabit the same spaces at
any given time. How does the world of the bat differ from
ours when its primary mode of experience is defined by its
use of echolocation? How is the tick’s experience of the
world influenced by its reliance on sensing the heat, fur,
and butyric acid that signify the presence of its main prey,
namely mammals? How different is the world for things
18 M.S. Reinerth, J.N. Thon, eds., Subjectivity Across Media: Interdisciplinary and
Transmedial Perspectives (New York: Routledge, 2017). For a more sustained discussion
of subjectivity in VR, see P. Bédard, “La machine subjective? Les appropriations
cinématographiques des dispositifs immersifs contemporains.”
19 T. Nagel, “What is it like to be a bat?,” The Philosophical Review 83, no. 4 (1974): 435-450,
https://doi.org/10.2307/2183914; I. Bogost, Alien Phenomenology, or, What It’s Like to be a
Thing (Minneapolis: University of Minnesota Press, 2012).
PHILIPPE BÉDARD 98 AN-ICON
whose very mode of existence would even preclude us
from describing them has “experiencing” the world?
“When we ask what it means to be something,”
Bogost summarizes, “we pose a question that exceeds
our own grasp of the being of the world.”20 In brief, these
ask that we set aside our privileged modes of experience
for a moment and engage–even if imaginatively–with other
realities parallel and equal to our own. My interest in ask-
ing these questions in the context of an essay on virtual
reality, then, comes from the fact that I see it as a tool for
exploring and perhaps even exceeding the limits of anthro-
pocentric perspectives.21 Indeed, while Reinerth and Thon
remark upon the impossibility of accessing the subjectivity
of others per se, the editors also suggest that media of
all kinds (from literature, to movies, to games, etc.) can
succeed in fostering a sense of intersubjectivity. This pro-
cess could also be called empathy, namely “the ability to
share and understand the experiences of others,” or, as
Kate Nash defines it, “an affective response grounded in an
imaginative engagement with the experience of the other.”22
Whether we call it intersubjectivity or empathy, the belief
behind these concepts is that different media can make
use of their unique affordances to suggest to users how a
given character might subjectively perceive a given event
or experience. Can VR overcome its fundamental anthropo-
centrism and help users imaginatively project themselves
in the experiences of others, precisely when these exceed
their habitual range of possible experiences?
20 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing: 30. Original emphasis.
21 Pinotti might say that this desire to exceed anthropocentrism is itself anthropocentric, as
it posits humans as having an exceptional capacity to access other modes of being in the
world, which other creatures do not possess. See Pinotti, “What is it like to be a hawk?”.
22 H. Farmer, “A broken empathy machine,” K. Nash, “Virtual reality witness: exploring the
ethics of mediated presence,” Studies in Documentary Film 12, no. 2 (2018): 119-131, 124,
https://doi.org/10.1080/17503280.2017.1340796.
PHILIPPE BÉDARD 99 AN-ICON
Accessing non-human realities through
technology
An initial response to this last question might
be that it cannot. Because VR HMDs are (predominantly)
audiovisual devices and because they are tuned to the hu-
man sensorium, they cannot, by definition, make us see and
hear more than what our eyes and ears can perceive nor-
mally.23 As Andrea Pinotti adroitly explains, such attempts
to represent non-human realities through technology:
[...] cannot patently hope to escape Nagel’s caveat. Since they are
visually rendered on a screen, a compound-eye vision, a left-right-
eye independent vision or an infrared vision will always be visions
processed by a human eye-brain system. Human species-specific
organisation operates as a physiological and phenomenological a
priori that cannot simply be bypassed. This is, of course, true also
for any sort of VR simulation of non-human ways of experiencing
the world: they all ultimately have to be processed by such human
a priori.24
This makes it seemingly impossible for HMDs
to exceed our typical senses of sight and hearing, to say
nothing of being able to use it to go beyond our ordinary
perceptual habitus and perceive the world as a bat, tick, or
other creature might. But does it mean VR cannot help us
imagine what the world might look like to a different being?
The fact is that we already use tools in our dai-
ly lives that make visible to us phenomena to which our
eyes and ears are not sensitive. The clock makes visible
23 To that effect, “[David] Eagleman has noted that the part of the electromagnetic spectrum
that is visible to humans is less than a ten-trillionth of the electromagnetic field, and therefore
much goes undetected in our lives apart from a ‘shockingly small fraction of the surrounding
reality.” L. Jarvis, “Body-swapping: self-attribution and body transfer illusions (BTIs),” in
Immersive Embodiment: Theatres of Mislocalized Sensation (Cham: Springer International
Publishing, 2019): 99-154, 113. See also D. Eagleman, “The Umwelt,” in J. Brockman, ed.,
This Will Make You Smarter (London: Doubleday, 2012): 143-145.
24 A. Pinotti, “What is it like to be a hawk?:” 46.
PHILIPPE BÉDARD 100 AN-ICON
the passage of time, while other instruments transform a
range of different extrasensory stimuli into visible data (e.g.,
spectrometer, barometer, Geiger counter, Magnetic Res-
onance Imaging scanner, etc.). Through these tools, we
can gain access to phenomena that are strictly speaking
“invisible,” yet which become visible all the same thanks to
the appropriate apparatus. Having been made visible, these
phenomena are not necessarily legible to all. As Don Ihde
explains, the relation with the world in which we enter when
using such tools is hermeneutic, meaning it requires that
we possess the knowledge and skills necessary to interpret
the data presented to us through these instruments; one
must know how to speak the machine’s language, and to
read the world through it.25
Thinking of VR as a tool to engage hermeneu-
tically with aspects of the world which we cannot natural-
ly perceive is one possible avenue for thinking of it as a
way to exceed the anthropocentric perspectives to which
it has generally been relegated. We can see traces of this
approach at play in several projects by the artist collective
Marshmallow Laser Feast (MLF), notably in In the Eyes of
the Animal (2015), Treehugger: Wawona (2016), and We
live in an Ocean of Air (2018). In each of these projects,
the artists use “terrestrial laser scanners” to create what
are commonly known as “point clouds.” The density and
colour of these clouds can be changed to create more or
less detailed pointillist representations of physical spaces.
MLF uses these to translate ways of “seeing” or being in
the world that are in excess of human understanding. The
25 “Hermeneutic relations,” Evan Selinger explains, “do not amplify or replicate the body’s
sensory abilities; instead, they engage our linguistic and interpretative aptitudes. In this
context, technologies that facilitate hermeneutic relations are best understood as being ‘text-
like’; their effective utilization requires interpretation through the activity of reading.” E. Selinger,
Postphenomenology: A Critical Companion to Ihde (New York: SUNY Press, 2012): 5. An
example that is closer to art and illusion might be anamorphosis. To see the anamorphosis
hidden in an image, viewers must know how to position themselves in such a way as to reveal
the image. See D.L. Collins, “Anamorphosis and the eccentric observer: inverted perspective
and construction of the gaze,” Leonardo (1992): 73-82, https://www.jstor.org/stable/i270958.
PHILIPPE BÉDARD 101 AN-ICON
effect lies halfway between scientific imagery and impres-
sionism, as sparse arrays of point clouds leave much to the
viewer’s imagination. In the Eyes of the Animal, for example,
puts its viewers in the eyes of four different animals and
insects (owl, frog, dragonfly, and mosquito), each with its
Fig. 2a
Fig. 2b
Fig. 2a and 2b. Marshmallow Laser Feast,
In the Eyes of the Animal, 2015
own way of perceiving a forest (Fig. 2a and 2b). Meanwhile,
Treehugger and Ocean of Air each focus on trees and on
the scope and time frame of their biological processes. Al-
though all the creatures represented in these projects share
the same environments (i.e., the forest), they each have
PHILIPPE BÉDARD 102 AN-ICON
their own Umwelt, which MLF represents through different
densities of point clouds and different colour filters.
Some critics may point to the fact that what
MLF does in their project may not be called hermeneutical,
in that the tools they use do not translate the actual, literal
perception of these insects and animals.26 It would also be
fair to note that users would not be adequately equipped
to interpret the world as perceived through these tools,
even if their scientific accuracy was beyond reproach. This
would be missing the point. It would be more appropriate
to say that what MLF creates are artistic renditions of what
the authors imagine the world might look like to different
non-human animals. Their projects are best understood,
then, as invitations to imaginatively explore what the Um-
welt of a mosquito, dragonfly, frog, owl, or even a tree might
be made of.
Recall that for Reinerth and Thon, different me-
dia can effectively seek to simulate certain aspects of a sub-
jective experience as perceived by a particular individual by
appealing to different aesthetic or narrative strategies, as
well as the imagination of the user (viewer, reader, player,
etc.).27 What we have yet to explore, however, is whether
VR is capable of simulating experiences that exceed the
boundaries of the human body. And since, as Maurice Mer-
leau-Ponty writes, “I am conscious of the world through
the medium of my body,”28 how the body appears and
functions in VR has far-reaching implications. So while what
MLF (among other artists) creates might look different than
how we see the world, the question still stands as to if and
26 MLF typically collaborates with scientists in relevant fields to help them translate the
data recorded. With that said, Pinotti’s reminder that data represented onscreen for human
consumption is not equivalent to the source stimuli still holds true, lessening any claim these
artistic experiences might want to make as to their accuracy. See Pinotti, “What is it like to be
a hawk?”
27 M.S. Reinerth, J.N. Thon, “Introduction,” in M.S. Reinerth, J.N. Thon, eds., Subjectivity
Across Media: Interdisciplinary and Transmedial Perspectives: 1-25, 3. Original emphasis.
28 M. Merleau-Ponty, The Phenomenology of Perception (New York: Routledge, 2010): 94-95.
PHILIPPE BÉDARD 103 AN-ICON
how might VR allow users to act differently than they can
in their own human bodies.
Embodying the non-human
While the illusion of presence is often acknowl-
edged in discussions of VR, the various kinds of embod-
ied illusions the medium offers are just as relevant, readily
achievable, and arguably even more fundamental.29 It is not
surprising, then, that the body, its representations, and our
perception thereof have received much attention from the
fields of psychology and neuroscience, especially in recent
years. For instance, in their work on the so-called “Proteus
effect,” Nick Yee and Jeremy Bailenson have demonstrat-
ed how “an individual’s behaviour conforms to their digital
self-representation independent of how others perceive
them.”30 While most scholarship that invokes this effect
focuses on the behavioural aftereffects of inhabiting other
kinds of human bodies (e.g., in terms of gender, age, race,
ability, etc.), some have explored the effects derived from
inhabiting non-human bodies.31 These lay the groundwork
for the explorations to which this essay aspires, but it is
possible to go further still.
A great many studies have been conducted on
the topic of the “body ownership illusion,” or the so-called
“body transfer illusion.” These illustrate how our body sche-
ma is amenable to change when presented with sufficiently
29 I use the term “medium” loosely here, as contemporary VR is more appropriately
described as an apparatus which pre-existing media are attempting to adopt. For more on that
debate, see my forthcoming “Many births of VR.”
30 N. Yee, J.N. Bailenson, “The Proteus effect: the effect of transformed self-representation
on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.
org/10.1177/0093650208330254.
31 See S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual
environments increases inclusion of nature in self and involvement with nature,” Journal
of Computer-Mediated Communication 21, no. 6 (2016): 399-419, https://doi.org/10.1111/
jcc4.12173.
PHILIPPE BÉDARD 104 AN-ICON
convincing data.32 Importantly, this adaptation also works
in cases of illusion, when the brain is tricked into adopting
external elements. This process can also be triggered in
virtual reality applications. Starting from the now famous
rubber hand illusion, studies have detailed different ways
in which users can feel ownership of an artificial limb, such
that they are deluded into thinking that this foreign object
is part of their own body.33 Others have focussed on body
transfer illusions, suggesting that even full-body stand-ins
such as mannequins and digital avatars can be absorbed
into a user’s body schema. VR is a particularly powerful
tool for fostering this illusion since, as one notable paper
suggests, “in VR, there are near-infinite opportunities for
both extending and radically altering our virtual (and hence
perceptually real) bodies.”34
The notion of “homuncular flexibility” further
supports the idea that the mind can adapt to “exotic mor-
phologies, distortions, extensions and reductions” of body
32 See M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions
and their relation to Gallagher’s body image and body schema,” Constructivist Foundations
14, no. 1 (2018): 94-105, https://doi.org/10.5167/uzh-162795; S. Seinfeld et al., “User
representations in human-computer interaction,” Human–Computer Interaction 36, no. 5-6
(2021): 400-438, https://doi.org/10.1080/07370024.2020.1724790; A. Maselli, M. Slater, “The
building blocks of the full body ownership illusion,” Frontiers in Human Neuroscience 7 (2013):
1-15, https://doi.org/10.3389/fnhum.2013.00083; M. Botvinick, J. Cohen, “Rubber hands
‘feel’ touch that eyes see,” Nature 391, no. 6669 (1998): 756, https://doi.org/10.1038/35784;
S. J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” N. Yee, J.N. Bailenson, “The
difference between being and seeing: the relative contribution of self-perception and priming
to behavioral changes via digital self-representation,” Media Psychology 12, no. 2 (2009):
195-209, https://doi.org/10.1080/15213260902849943; H. Farmer, A. Tajadura-Jiménez, M.
Tsakiris, “Beyond the colour of my skin: how skin colour affects the sense of body-ownership,”
Consciousness and Cognition 21, no. 3 (2012): 1242-1256, https://doi.org/10.1016/j.
concog.2012.04.011; H. Farmer, L. Maister, M. Tsakiris, “Change my body, change my
mind: the effects of illusory ownership of an outgroup hand on implicit attitudes toward that
outgroup,” Frontiers in Psychology 4, no. 13 (2014), https://doi.org/10.3389/fpsyg.2013.01016;
H. Farmer, L. Maister, “Putting ourselves in another’s skin: using the plasticity of self-
perception to enhance empathy and decrease prejudice,” Social Justice Research 30, no. 4
(2017): 323-354, https://doi.org/10.1007/s11211-017-0294-1.
33 M. Botvinick, J. Cohen, “Rubber hands ‘feel’ touch that eyes see:” 756.
34 W. Steptoe, A. Steed, M. Slater, “Human tails: ownership and control of extended
humanoid avatars,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4
(2013): 583-590, https://doi.org/10.1109/tvcg.2013.32. Notably, the authors also suggest that:
“Our instinctive ability to rapidly and dexterously incorporate such objects and learn how to use
such tools provides a clue to the remarkable plasticity of how the human brain represents the
body and encodes space.”
PHILIPPE BÉDARD 105 AN-ICON
configurations.35 It is interesting to note that already be-
tween 1989 and 1991, ad hoc experiments were being
conducted by VR pioneer Jaron Lanier and his team at VPL
on an individual’s ability to take ownership of “weird ava-
tars that were still usable.”36 Avatars with unusual point of
view placements (e.g., eyes at hip level), extremely long ex-
tremities, and even non-human avatars were experimented
with.37 In the latter case, Lanier reminisces about a lobster
avatar which was designed by Ann Lasko-Harvill, then
Director of Product Design at VPL Research.38 Some of
these informal experiments have since been proven by
more robust studies. Notably, Andrea Stevenson Won and
Jeremy Bailenson teamed up with and Jaron Lanier to test
the ability of users to incorporate supernumerary limbs by
mapping their controls to “the rotation of a wrist, the flex
of an ankle, or some combination of the two.”39 This came
as a response to the limitation of the human body in re-
gard to the fact that, “[a]s the lobster body includes more
limbs than a person, there were not enough parameters
measured by the body suit to drive the lobster avatar in a
one-to-one map.”40
An important limitation to the illusion of body
ownership or transfer which studies on the topic often
35 Ibid. See also A.S. Won et al., “Homuncular flexibility in virtual reality,” Journal of
Computer-Mediated Communication 20, no. 3 (2015): 241-259, https://doi.org/10.1111/
jcc4.12107; A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to
inhabit nonhuman avatars,” Emerging Trends in the Social and Behavioral Sciences: An
Interdisciplinary, Searchable, and Linkable Resource (2015): 1-16.
36 Ibid.: 2.
37 K. Kilteni et al., “Extending body space in immersive virtual reality: a very long arm
illusion,” PloS one 7, no. 7 (2012): 1-15, https://doi.org/10.1371/journal.pone.0040867;
S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” T. Feuchtner, J. Müller,
“Extending the body for interaction with reality,” Proceedings of the 2017 CHI Conference on
Human Factors in Computing Systems (2017), https://doi.org/10.1145/3025453.3025689.
38 J. Lanier, “Homuncular flexibility,” in 2006: What is your Dangerous Idea? Edge: The World
Question Center (2006), https://www.edge.org/response-detail/11182, accessed January 10,
2023.
39 A.S. Won et al., “Homuncular flexibility in virtual reality:” 242. Interestingly, the authors
gesture towards our earlier discussion of “what it is like to be [ ]” when, in the very first line
of their article, they ask: “What if you could become a bat.” Ibid.: 241.
40 A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to inhabit
nonhuman avatars:” 2-3.
PHILIPPE BÉDARD 106 AN-ICON
highlight is the required “realism” of the external object.
That is, “the need for an object to preserve precise, informa-
tive corporeal structural features in order to be integrable as
one’s own body part.”41 In other words, anthropomorphism
is often presented as an important–if not essential–factor in
the illusion of body ownership. Does this mean the move
beyond human perspectives for which I am advocating in
this essay is a nonstarter?
Redemption for this idea might yet be found
in more recent approaches to the illusion of body own-
ership which point to a crucial element that is otherwise
overlooked in the earlier quoted studies. Namely, in their
meta-analysis of “user representations,” Sofía Seinfeld and
colleagues have shown that while “[u]nrealistic visual ap-
pearance, such as the visual discontinuity of the artificial
body, also reduces the feeling of body ownership,” it is
also true that “[b]ody ownership illusions are effectively in-
duced through congruent multisensory stimulation.”42 Earli-
er studies focussed on illusions generated by visual stimuli
supplemented with synchronous tactile feedback (e.g., the
rubber hand is stroked at the same time as the physical
hand). Meanwhile, active engagement with the illusory body
augmentation has been shown to play an important role
in the success of this illusion. For instance, Marte Roel
Lesur et al. suggest that while “the literature shows that
not just any fake body or object can elicit illusory owner-
ship,” at the same time, “in the presence of sensorimotor
coherence, there are some examples of illusory ownership
over implausible virtual bodies.”43 The redeeming quality of
contemporary VR technologies in this regard is precisely
their ability to afford their users agency, interactivity, and
41 A. Maselli, M. Slater, “The building blocks of the full body ownership illusion:” 12.
42 S. Seinfeld et al., “User representations in human-computer interaction:” 416-417.
Emphasis added.
43 M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions and
their relation to Gallagher’s body image and body schema:” 101
PHILIPPE BÉDARD 107 AN-ICON
multisensory feedback which work in concert to create
many of the contingencies that are known to facilitate such
body ownership illusions.
Fig. 3a
Fig. 3b
Fig. 3a and 3b. Non-human bodies in Plastisapiens
(Miri Chekhanovich and Édith Jorisch, 2022). Credit:
National Film Board of Canada (2022)
True as it might be that most recent VR ex-
periences remain tied to humanoid avatars, some have
pushed the boundaries of what counts as realistic body,
while others have experimented with bodies that are alto-
gether non-human. One such notable example is the VR
experience Plastisapiens (Miri Chekhanovich and Édith
Jorisch, 2022), a piece of “surrealist ecofiction” which asks
viewers to imagine a future where human evolution has
been shaped by our exposure to microplastics in the air we
PHILIPPE BÉDARD 108 AN-ICON
breathe, the water we drink, and the food we ingest; the An-
thropocene has here been replaced by what we might call
the Plasticene. Throughout its 15–minutes runtime, Plasti-
sapiens asks its viewers to adopt a number of new bodies,
from a prehistoric betentacled creature to the eponymous
human-plastic hybrid, whose hands seem to be made of
thin plastic (Fig. 3a and 3b). In both cases, “hands” are the
only part of their body users can see, leaving the rest up
to their imagination.
Meanwhile, hand tracking is used to manip-
ulate these new alien-looking appendages. The player’s
agency is made evident in their ability to move their hands
in predictable ways. Here, part of the success for the body
ownership illusion is ensured by the synchronous move-
ment of the hand in physical reality and the appearance of
the corresponding movement of the alien limb, as seen in
the HMD. In my own experience of Plastisapiens, I had no
issue whatsoever knowing how to manipulate my tentacles
to successfully reach the objects in my vicinity, adapting to
their limits and affordances within a matter of seconds. Fur-
thermore, the experience employs haptic feedback through
the controllers to add a sense of multisensory correspon-
dence between what the eye registers the tentacle having
touched, and what the physical (i.e., human) hand feels
having touched as well. Agency, interactivity, and multi-
sensory feedback therefore join forces to foster a sense of
sensorimotor coherence, thereby facilitating the illusion of
body ownership despite the lack of realism of the bodies
on offer.44
44 See also the oft-cited experience Birdly (Somniacs AG, 2015), another good example of
agency and synchronous multisensory feedback contributing to successful illusory ownership
of non-human animal bodies.
PHILIPPE BÉDARD 109 AN-ICON
Conclusion
Fascinated as I am by the possibilities opened
up by the idea of inhabiting non-human bodies, I can-
not help but see the limitations of this kind of temporary
foray into the world of non-human animals. If VR as it
exists today struggles to make us see things from the
perspective of another human being, as so many have
already demonstrated, can it truly show us what it is like
to be an animal, or any other non-human creature for that
matter? Further limitations come up when we begin to
question VR’s efficacy as an illusion. In a recent essay
on the myth of total illusion in virtual reality, Janet Murray
insists that, more than any medium before:
Interactive environments demand more explicit partnership
than just the willing suspension of disbelief; they become real
through the “active creation of belief” by inducing and satis-
fying specific intentional gestures of engagement. As soon as
we stop participating, because we are confused or bored or
uncomfortably stimulated, the illusion vanishes.45
Indeed, Murray is careful to remind us of a
fact that is rarely highlighted in studies on illusions in VR,
namely that effects such as the body ownership illusion
are difficult to achieve and more difficult still to maintain.46
On one hand, I want to join Murray in insist-
ing on the important role played by individual users in
fostering the kinds of illusions for which I am advocat-
ing in this essay. In an earlier paper on empathy in VR, I
came to a conclusion that applies just as well to the idea
45 J.H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27 https://journals.sagepub.com/doi/abs/10.1177/1470412920906253. Emphasis
added. See also J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) (Cambridge MA: MIT Press, 2017): 136-139.
46 “The rubber/virtual hand experiment is truly delusional, but it is important to note that it is
a fragile and momentary delusion.” Ibid.: 17.
PHILIPPE BÉDARD 110 AN-ICON
of imaginatively projecting oneself in the experience of
non-human or non-living beings: “users must know how
and want to use this tool.”47 The non-anthropocentric ef-
fects which I describe in this essay are difficult to achieve
for users who do not know how–or much less care–to
use VR as a tool to explore spaces and bodies which
exceed their natural capabilities. On the other hand, I
also want to recognize that the very idea of optical illu-
sion hinges upon the illusory nature of the phenomenon.
This assumes the automatic and involuntary process by
which we can succumb to illusions; optical or otherwise.
When the necessary conditions are met, we cannot help
but fall victim to illusions. Could VR’s affordances be
used to such effect?
I am also keen on suggesting a fruitful ave-
nue might lie in effects that are not quite illusions, but
rather something we might call “games of perception,”
or even hallucinations.48 Further research could be done
in this regard to echo Crary’s work on subjective vision
as it was utilized in the creation on optical toys in the
18th and 19th centuries. To that effect, we should also
consider the scholarship that has been produced on the
revelatory potentials of optical technologies used in ways
that defy anthropocentric concerns. I am thinking here of
Stan Brakhage’s call for a radical exploration of cinema’s
visual capabilities, as well as of William Wees’ study of
experimental cinema’s ability to “exceed” the limitations
of human vision.49 In both cases, nonnormative uses of
a technology lead to drastic effects, as heretofore dom-
inant modes of representation are swept aside in favour
47 This essay is forthcoming in the Canadian Journal of Film Studies.
48 For more on illusions and hallucinations in VR, see C. Paolucci, “Perception, hallucination,
virtual reality. From controlled hallucination to Resident Evil 7: Biohazard,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 112-128, https://doi.org/10.54103/ai/15443; P. Montani,
“The hallucinatory aspect of virtual reality and the image as a ‘bilderschrift’,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 154-172, https://doi.org/10.54103/ai/15441.
49 W.C. Wees, Light Moving in Time: Studies in the Visual Aesthetics of Avant-Garde Film
(Berkeley: University of California Press, 1992).
PHILIPPE BÉDARD 111 AN-ICON
of more eccentric–or even excessive–ways of engaging
with worldly phenomena. And while both examples re-
late to cinema, there is no reason why VR should not be
amenable to such experimental fancies. Where is VR’s
Brakhage? Its surrealist or Dadaist movement? Its fear-
less pioneers?
PHILIPPE BÉDARD 112 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |
anicon | https://riviste.unimi.it/index.php/anicon/article/view/18458 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/18458",
"Description": "In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily.",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "18458",
"Issue": "II",
"Language": "en",
"NBN": null,
"PersonalName": "Philippe Bédard",
"Rights": "https://creativecommons.org/licenses/by/4.0",
"Source": "AN-ICON. Studies in Environmental Images [ISSN 2785-7433]",
"Sponsor": null,
"Subject": "Umwelt",
"Title": "Adventures beyond anthropocentrism in virtual reality art",
"Type": "Text.Serial.Journal",
"URI": "https://riviste.unimi.it/index.php/anicon",
"Volume": "1",
"abbrev": null,
"abstract": null,
"articleType": "Thematic Section",
"author": null,
"authors": null,
"available": null,
"created": "2022-12-20",
"date": null,
"dateSubmitted": "2022-07-25",
"doi": null,
"firstpage": null,
"institution": null,
"issn": null,
"issue": null,
"issued": "2022-12-20",
"keywords": null,
"language": null,
"lastpage": null,
"modified": "2023-04-17",
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": null,
"spatial": null,
"temporal": null,
"title": null,
"url": null,
"volume": null
},
{
"Alternative": null,
"Coverage": null,
"DOI": null,
"Description": null,
"Format": null,
"ISSN": null,
"Identifier": null,
"Issue": null,
"Language": null,
"NBN": null,
"PersonalName": null,
"Rights": null,
"Source": null,
"Sponsor": null,
"Subject": null,
"Title": null,
"Type": null,
"URI": null,
"Volume": null,
"abbrev": "AN-ICON",
"abstract": null,
"articleType": null,
"author": "Philippe Bédard",
"authors": null,
"available": null,
"created": null,
"date": "2022/12/20",
"dateSubmitted": null,
"doi": "10.54103/ai/18458",
"firstpage": null,
"institution": "McGill University ",
"issn": "2785-7433",
"issue": "II",
"issued": null,
"keywords": "Umwelt",
"language": "en",
"lastpage": null,
"modified": null,
"nbn": null,
"pageNumber": null,
"readable": null,
"reference": "Yee, N., Bailenson, J.N., “The Proteus effect: the effect of transformed self-representation on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.org/10.1177/0093650208330254.",
"spatial": null,
"temporal": null,
"title": "Adventures beyond anthropocentrism in virtual reality art",
"url": "https://riviste.unimi.it/index.php/anicon/article/download/18458/17774",
"volume": "1"
}
] | Adventures beyond
anthropocentrism
in virtual reality
by Philippe Bédard
art
Virtual Reality
Illusion
Anthropocentrism
Umwelt
Issue №2 Year 2022
→ Just an illusion? Between simulation,
emulation, and hyper-realism
Edited by Pietro Conte
and Lambert Wiesing
Adventures beyond
anthropocentrism in virtual
reality art
PHILIPPE BÉDARD, McGill University – https://orcid.org/0000-0003-4100-5249
https://doi.org/10.54103/ai/18458
“Imagine an eye unruled by man-made laws of perspective, an eye unpreju-
diced by compositional logic, an eye which does not respond to the name of
everything but which must know each object encountered in life through an
adventure of perception”1
Abstract In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
and limitations of VR’s illusionistic potential. Knowing full
well that certain economic pressures preclude artists from
pursuing the kinds of provocations I describe in this essay,
I nevertheless invite readers to follow along as I explore
alternative potentialities of contemporary VR. Specifically, I
approach VR here in the hopes of finding ways of engaging
with different bodies, spaces, and realities, even if illusorily.
Keywords Virtual reality Illusion Anthropocentrism Umwelt
To quote this essay: P. Bédard, “Adventures beyond anthropocentrism in virtual reality art,” AN-ICON.
Studies in Environmental Images [ISSN 2785-7433] 2 (2022): 89-112, https://doi.org/10.54103/ai/18458
1 S. Brakhage, “From Metaphors on Vision,” in P.A. Sitney, ed., The Avant-Garde Film: A
Reader of Theory and Criticism (New York: Anthology Film Archives, 1978): 120.
PHILIPPE BÉDARD 89 AN-ICON
Introduction
Many things have changed between the origi-
nal heyday of virtual reality (VR) in the 1980–1990s and the
current revival of the technology since the early 2010s. But
while today VR might benefit from the leaps and bounds
computers and graphic technologies have witnessed in
the intervening decades, and while it might enjoy greater
commercial success than ever before, I often feel our imag-
ination around the kinds of experiences enabled by VR has
suffered somewhat. We are far removed today from Mere-
dith Bricken’s suggestion that in VR: “You can be the mad
hatter or you can be the teapot; you can move back and
forth to the rhythm of a song. You can be a tiny droplet in
the rain or in the river.”2 Likewise, we seem to have strayed
from Jaron Lanier’s proposition that in virtual reality, “you
can visit the world of the dinosaur, then become a Tyran-
nosaurus. Not only can you see DNA, you can experience
what it’s like to be a molecule.”3 While Jay David Bolter
and Richard Grusin use these two quotes to highlight the
illusion of “perceptual immediacy”4 of immersive virtual
reality experiences, I see in these statements something
else entirely more interesting: the idea that VR might give
us experiences that far exceed the limits of human under-
standing.
In the following essay, I consider if and how
VR’s uncanny ability to create an illusion of presence and
generate a sense of body ownership might be used to go
beyond our anthropocentric perspective, towards non-hu-
man experiences. By adventuring outside the domain of
human experience, my goal is to address the affordances
2 M. Bricken, “Virtual worlds: no interface to design,” in M. Benedikt, ed., Cyberspace: First
Steps (Cambridge MA: MIT Press, 1991): 363-382, 372.
3 S. Ditlea, “False starts aside, virtual reality finds new roles,” New York Times (March 23,
1998): 97.
4 J. Bolter, R. Grusin, Remediation: Understanding New Media (Cambridge MA: MIT Press,
2000): 22.
PHILIPPE BÉDARD 90 AN-ICON
and limitations of VR’s illusionistic potential. In so doing, I
also aim to explore how VR might be thought of as more
than a means to foster empathy for other human beings,
whatever the purpose for that endeavour might be.5 This
allows me to discuss immersive technologies and experi-
ences in a context devoid of the problems typically asso-
ciated with discourses around the concept of “empathy
machine.”
I begin this essay by addressing the illusion of
presence in VR, specifically as it relates to our experience of
body-space relations in physical reality. I start by address-
ing what I argue to be the fundamental anthropocentrism
of VR’s dominant mode of experience. This crucial detour
has me discussing whether VR is capable of representing
non-human modes of being in the world. Necessarily, this
also means addressing earlier thought experiments in the
field of psychology, biology, and philosophy that sought to
question “what it is like to be” something other than human.
Having done so, I then consider whether VR might have the
ability to give us access to non-human realities, or whether
it is limited by a fundamental anthropocentrism. Finally, I
5 On the issue of empathy in VR, see J.H. Murray, “Not a film and not an empathy machine,”
Immerse (October 6, 2016): https://immerse.news/not-a-film-and-not-an-empathy-machine-
48b63b0eda93, accessed January 10, 2023; S. Gregory, “Immersive witnessing: from
empathy and outrage to action,” WITNESS blog (2016), https://blog.witness.org/2016/08/
immersive-witnessing-from-empathy-and-outrage-to-action/, accessed January 10, 2023; G.
Bollmer, “Empathy machines,” Media International Australia 165, no. 1 (2017): 63-76, https://
doi.org/10.1177/1329878X17726794; R. Yang, “If you walk in someone else’s shoes, then
you’ve taken their shoes: empathy machines as appropriation machines,” Radiator Blog (April
5, 2017), https://www.blog.radiator.debacle.us/2017/04/if-you-walk-in-someone-elses-shoes-
then.html, accessed January 10, 2023; H. Farmer, “A broken empathy machine,” Immerse
(September 30, 2019), https://immerse.news/a-broken-empathy-machine-can-virtual-reality-
increase-pro-social-behaviour-and-reduce-prejudice-cbcefb30525b, accessed January
10, 2023; P. Roquet, “Empathy for the game master: how virtual reality creates empathy for
those seen to be creating VR,” Journal of Visual Culture 19, no. 1 (2020): 65-80, https://doi.
org/10.1177/1470412920906260; L. Nakamura, “Feeling good about feeling bad: virtuous
virtual reality and the automation of racial empathy,” Journal of Visual Culture 19, no. 1 (2020):
47-64, https://doi.org/10.1177/1470412920906259; G. Bollmer and K. Guinness, “Empathy
and nausea: virtual reality and Jordan Wolfson’s Real Violence,” Journal of Visual Culture 19,
no. 1 (2020): 28-46, https://doi.org/10.1177/1470412920906261.
PHILIPPE BÉDARD 91 AN-ICON
look at experiments relating to illusions of body ownership
in VR, specifically as they relate to non-human bodies.
As will become abundantly clear over the
course of this essay, my goal is speculative—perhaps even
provocative—rather than earnest. I write this text as an
exercise in exploring what I perceive to be a bias towards
anthropocentrism in VR, a medium which has so often been
lauded for its ability to simulate otherwise impossible real-
ities.6 Readers may also see this as a call to action to VR
designers and consumers to open their minds to the pos-
sibilities offered by contemporary immersive technologies
beyond those practices that currently dominate the market.
Knowing full well that certain economic pressures preclude
artists from pursuing the kinds of provocations I describe
in this essay, I nevertheless invite readers to follow along
as I explore alternative potentialities of contemporary VR.7
Specifically, I approach VR here in the hopes of finding
ways of engaging with different bodies, spaces, and real-
ities, even if illusorily.
Virtual reality environments: immediacy
and presence
It has become something of a truism to recog-
nize that VR is able to foster a sense of presence, that is,
the impression of “being there” in a virtual environment dis-
tinct from the physical environment that one’s body is also
occupying. Or, as Mathew Lombard et al. put it, presence
6 I maintain that VR is currently driven by profoundly anthropocentric forces, despite the
“anti-anthropocentric drive which,” according to Andrea Pinotti, “currently characterises
not only the VR world but contemporary visual culture, in various mediums, more
generally.” A. Pinotti, “What is it like to be a hawk?,” in Y. Hadjinicolaou, ed., Visual
Engagements: Image Practices and Falconry (Berlin: De Gruyter, 2020): 30-47, 44, https://
doi.org/10.1515/9783110618587-003. See also R. Grusin, The Nonhuman Turn (Minneapolis:
University of Minnesota Press, 2015).
7 I also want to recognize that there are the effects of VR are not currently fully known and
that much more work must be done to ensure current VR technologies are accessible and
ethical. These pressing issues certainly deserve more attention before we can move towards
more elaborate explorations of the outer limits of VR.
PHILIPPE BÉDARD 92 AN-ICON
describes, “the perceptual illusion of non-mediation.”8 In
this context, the perceived lack of mediation is predicated
on VR’s ability to foster a convincing illusion of a space
that reproduces the way we see the world in our daily lives:
as a three-dimensional volume in which our bodies can
move and act. And while on their own the affordances of
head-mounted displays (HMD) could be used to create any
number of effects and illusions, the dominant practice of
contemporary immersive media has been to reproduce our
habitual modes of (visual) perception: looking ahead from
an upright position through a pair of eyes which we can
move around (either in their orbits, by moving our head, or
our body) to see the surrounding environment.
In an earlier essay, I described VR as inherently
subjective, following Jonathan Crary’s incisive discussion
of “subjective vision.”9 By extension, I would also argue its
default mode of experience–that for which it was designed
and that which is dominant to this day–is also intrinsically
anthropocentric. This is because “subjective,” in this con-
text, refers to the idiosyncrasies of human vision.10 By the
same token, I describe an apparatus which relies on these
unique and fallible qualities of perception as subjective. In
the case of VR, the HMD hinges upon the following sub-
jective qualities of human vision: its binocularity, its “ego-
centric” perspective, and the individual’s ability to move
their point of view on the world through six degrees of
freedom of movement along three dimensions. Here, ego-
centrism describes an approach to body-space relations
8 M. Lombard, T. Ditton, “At the heart of it all: the concept of presence,” Journal of
Computer-Mediated Communication 3, no. 2 (1997), https://doi.org/10.1111/j.1083-6101.1997.
tb00072.x.
9 P. Bédard, “La machine subjective? Les appropriations cinématographiques des dispositifs
immersifs contemporains,” Canadian Journal of Film Studies 28, no. 1 (2019): 66-92, 74,
https://doi.org/10.3138/cjfs.28.1.2019-0012; J. Crary, Techniques of the Observer: On Vision
and Modernity in the Nineteenth Century (Cambridge MA: MIT Press, 1992).
10 See again J. Crary, Techniques of the Observer: On Vision and Modernity in the
Nineteenth Century.
PHILIPPE BÉDARD 93 AN-ICON
which take the individual as a point of reference.11 In other
words, the egocentric perspective considers the human
body as a “pivot around which the three dimensions of
spatial extension arrange themselves and from which they
ultimately proceed.”12 This could just as easily be called
anthropocentric.
I continue to subscribe to the idea that VR’s
apparatus and the default mode of experience it proposes
are subjective, egocentric, and anthropocentric. That is
because in most cases, the illusion of presence fostered
by immersive virtual environments plays off this charac-
teristic centrality of our body in our perception of space.
Head-mounted displays become viewports into different
and often completely fantastical realities, but these spaces
are still explored from an egocentric perspective, with the
body as invariable centre of gravity. If we assume the goal
of most virtual reality experiences is to create a satisfying
illusion of presence in a virtual environment–whatever the
purpose for that may be–it makes perfect sense why this
strategy has remained so dominant. However, this is not
the only avenue. As an example, a slew of recent (flat) vid-
eo games have embraced the affordances of their medi-
um’s monocular perspective to create fascinating optical
illusions and truly impossible body-space relations. The
worlds explored in Antichamber (Demruth, 2013), Superlim-
inal (Pillow Castle Games, 2019), Manifold Garden (William
Chyr, 2019), Spaceflux (Colin Ardelean, 2020), Hyperbolica
(CodeParade, 2022), and Parallelia (SincArt Studio, 2022)
exceed our natural conception of space by presenting all
manner of physically impossible environments: non-Euclid-
ean, hyperbolic, fractal, etc. In so doing, they draw more
inspiration from M.C. Escher’s depictions of space than
11 W.R. Sherman, A.B. Craig, Understanding Virtual Reality: Interface, Application, and
Design (San Francisco: Morgan Kaufman Publishers, 2003): 296.
12 E.S. Casey, The Fate of Place: A Philosophical History (Berkeley: University of California
Press, 1997): 208. Emphasis added.
PHILIPPE BÉDARD 94 AN-ICON
from what we find in Leon Battista Alberti’s theorization of
renaissance perspective. What if VR were to also stray from
the beaten path and indulge in such perspectival fancies?
In the contemporary immersive media land-
scape, precious few experiments with non-anthropocen-
tric spaces have surfaced–at least to my knowledge.13 In
mid-2020, Diego Montoya shared Spacetime, which he
described as a “special relativity VR simulation.” The ex-
periment allows users to explore a room where the speed
of light is much slower than usual: “You can experience
space contraction, time dilation and light Doppler effects
as you move”14 (Fig. 1a and 1b). Among various physical
distortions the experience enables–all of which are impos-
sible to encapsulate in written form–the designer explains
that “[t]he world feels very ‘wobbly’ when moving very close
to the speed of light, almost liquid.” While space remains
Fig. 1a
13 I discuss the limits of any analysis of contemporary virtual reality in P. Bédard, “La
machine subjective? Les appropriations cinématographiques des dispositifs immersifs
contemporains.”
14 D. Montoya (@diego_montoya _), “I built a special #relativity VR simulation for @oculus
Quest, where the speed of light c is much lower than usual. You can experience space
contraction, time dilation and light Doppler effect as you move. 1/n,” Tweet, August 7, 2020,
https://twitter.com/diego_montoya_/status/1291745102700765184, accessed January 10,
2023.
PHILIPPE BÉDARD 95 AN-ICON
Fig. 1a and 1b. Diego Montoya,
Fig. 1b Spacetime, 2020
three-dimensional in Spacetime, the user’s relations to that
space far exceed the limits of our habitual modes of per-
ception. With that said, I would hesitate to say that they
exceed anthropocentrism, since the transformations that
space undergoes throughout the experiment result from
the user’s movements. Space is not transformed. Our per-
ception of it is.
As with the earlier quoted videogames, Mon-
toya’s project is the exception rather than the norm. Indeed,
I still believe that as long as VR remains tied to the three
or six degrees of freedom model of spatial engagement
which takes the body as its centre, there is little it can
do to avoid this egocentric mode of experience. With that
said, nothing is keeping VR designers from creating virtual
environments which are abstract rather than representa-
tional.15 In other words, perhaps the solution to exceeding
anthropocentric perspectives in VR might be to reject the
notion of “perspective” altogether. However, doing so might
15 An example I recently encountered would merit further attention in this regard. In
Lockdown Dreamscape (Nicolas Gebbe, 2022), an innovative visual process was used to
distort the image such that objects seemed to meld into one another. A slow movement
through the distorted space led me to discover novel spatial relations. The experience was at
once nauseating and thrilling.
PHILIPPE BÉDARD 96 AN-ICON
require more nuanced explorations of the affordances of
virtual bodies. It might also ask that we question “what it
is like to be” non-human, and whether VR is at all capable
to furnish an answer to that question.
What it is like to be [ ]
Whether it has been asked about animals, in-
sects, or “things” in general, the question of “what it is like
to be” this or that–whatever it may be–recognizes that our
perspective as human animals is limited and distinct enough
from other forms of being to preclude us from knowing or
even understanding them.16 The reality behind this seem-
ingly impassable chasm between ourselves and others is
made clear through the concept of Umwelt, as theorized
by Jakob von Uexküll. While it is true that all things (living
or otherwise) occupy the same physical reality, Von Uexküll
introduces the notion of Umwelt to suggest that all beings
do not necessarily share the same environment or world.17
The sensorial attunement of different animals varies to such
a degree that the very meaning of “world” differs from one
creature to another.
The word Umwelt can be translated as “self-cen-
tred world.” This suggests the inherently subjective or
egocentric nature of a given entity’s particular version of,
and relation to, a world. This interpretation of Umwelt as
“self-centred” or “subjectively-perceived” world is made
even more evident when looking at the notion of subjectivity
itself, understood here as that which is exclusive to a given
16 This has far-reaching implications within debates on the notion of empathy in virtual reality.
17 J. von Uexküll, A Foray into the Worlds of Animals and Humans with A Theory of Meaning
(1934), trans. J.D. O’Neil (Minneapolis: University of Minnesota Press, 2010). The ties between
von Uexküll’s Umwelt and VR have been highlighted by Andrea Pinotti in an illuminating
chapter. See Pinotti, “What is it like to be a hawk?”
PHILIPPE BÉDARD 97 AN-ICON
individual (i.e., subject).18 Indeed, as Maike Sarah Reinerth
and Jan-Noël Thon define it, “subjectivity” designates that
to which an individual has privileged access. While this
definition of subjectivity does satisfyingly describe the ex-
clusive character of Umwelt, the parallel breaks down when
we realize subjectivity is most often discussed in terms of
the unique way in which a given subject “sees” things. The
reason for this breakdown has far-reaching implications,
specifically when it comes to the non-anthropocentric aims
of this essay.
Where the concept of Umwelt shines and where
the questions of “what it is like to be” something other than
human come into play is precisely when the human sen-
sorium–of which sight is often taken to be the most privi-
leged example–is no longer sufficient. Von Uexküll with his
famous study of the tick, Thomas Nagel with his example
of the bat, and Ian Bogost in his Alien Phenomenology all
focus on the worldly experience of insects, animals and
things that are commonly understood as blind–that is, when
sight is understood from an anthropocentric perspective.19
What drives these thinkers, then, is precisely to understand
how these creatures sense, navigate and exist in a version
of the world that is completely different from that of hu-
mans, even though we might inhabit the same spaces at
any given time. How does the world of the bat differ from
ours when its primary mode of experience is defined by its
use of echolocation? How is the tick’s experience of the
world influenced by its reliance on sensing the heat, fur,
and butyric acid that signify the presence of its main prey,
namely mammals? How different is the world for things
18 M.S. Reinerth, J.N. Thon, eds., Subjectivity Across Media: Interdisciplinary and
Transmedial Perspectives (New York: Routledge, 2017). For a more sustained discussion
of subjectivity in VR, see P. Bédard, “La machine subjective? Les appropriations
cinématographiques des dispositifs immersifs contemporains.”
19 T. Nagel, “What is it like to be a bat?,” The Philosophical Review 83, no. 4 (1974): 435-450,
https://doi.org/10.2307/2183914; I. Bogost, Alien Phenomenology, or, What It’s Like to be a
Thing (Minneapolis: University of Minnesota Press, 2012).
PHILIPPE BÉDARD 98 AN-ICON
whose very mode of existence would even preclude us
from describing them has “experiencing” the world?
“When we ask what it means to be something,”
Bogost summarizes, “we pose a question that exceeds
our own grasp of the being of the world.”20 In brief, these
ask that we set aside our privileged modes of experience
for a moment and engage–even if imaginatively–with other
realities parallel and equal to our own. My interest in ask-
ing these questions in the context of an essay on virtual
reality, then, comes from the fact that I see it as a tool for
exploring and perhaps even exceeding the limits of anthro-
pocentric perspectives.21 Indeed, while Reinerth and Thon
remark upon the impossibility of accessing the subjectivity
of others per se, the editors also suggest that media of
all kinds (from literature, to movies, to games, etc.) can
succeed in fostering a sense of intersubjectivity. This pro-
cess could also be called empathy, namely “the ability to
share and understand the experiences of others,” or, as
Kate Nash defines it, “an affective response grounded in an
imaginative engagement with the experience of the other.”22
Whether we call it intersubjectivity or empathy, the belief
behind these concepts is that different media can make
use of their unique affordances to suggest to users how a
given character might subjectively perceive a given event
or experience. Can VR overcome its fundamental anthropo-
centrism and help users imaginatively project themselves
in the experiences of others, precisely when these exceed
their habitual range of possible experiences?
20 I. Bogost, Alien Phenomenology, Or, What It’s Like to be a Thing: 30. Original emphasis.
21 Pinotti might say that this desire to exceed anthropocentrism is itself anthropocentric, as
it posits humans as having an exceptional capacity to access other modes of being in the
world, which other creatures do not possess. See Pinotti, “What is it like to be a hawk?”.
22 H. Farmer, “A broken empathy machine,” K. Nash, “Virtual reality witness: exploring the
ethics of mediated presence,” Studies in Documentary Film 12, no. 2 (2018): 119-131, 124,
https://doi.org/10.1080/17503280.2017.1340796.
PHILIPPE BÉDARD 99 AN-ICON
Accessing non-human realities through
technology
An initial response to this last question might
be that it cannot. Because VR HMDs are (predominantly)
audiovisual devices and because they are tuned to the hu-
man sensorium, they cannot, by definition, make us see and
hear more than what our eyes and ears can perceive nor-
mally.23 As Andrea Pinotti adroitly explains, such attempts
to represent non-human realities through technology:
[...] cannot patently hope to escape Nagel’s caveat. Since they are
visually rendered on a screen, a compound-eye vision, a left-right-
eye independent vision or an infrared vision will always be visions
processed by a human eye-brain system. Human species-specific
organisation operates as a physiological and phenomenological a
priori that cannot simply be bypassed. This is, of course, true also
for any sort of VR simulation of non-human ways of experiencing
the world: they all ultimately have to be processed by such human
a priori.24
This makes it seemingly impossible for HMDs
to exceed our typical senses of sight and hearing, to say
nothing of being able to use it to go beyond our ordinary
perceptual habitus and perceive the world as a bat, tick, or
other creature might. But does it mean VR cannot help us
imagine what the world might look like to a different being?
The fact is that we already use tools in our dai-
ly lives that make visible to us phenomena to which our
eyes and ears are not sensitive. The clock makes visible
23 To that effect, “[David] Eagleman has noted that the part of the electromagnetic spectrum
that is visible to humans is less than a ten-trillionth of the electromagnetic field, and therefore
much goes undetected in our lives apart from a ‘shockingly small fraction of the surrounding
reality.” L. Jarvis, “Body-swapping: self-attribution and body transfer illusions (BTIs),” in
Immersive Embodiment: Theatres of Mislocalized Sensation (Cham: Springer International
Publishing, 2019): 99-154, 113. See also D. Eagleman, “The Umwelt,” in J. Brockman, ed.,
This Will Make You Smarter (London: Doubleday, 2012): 143-145.
24 A. Pinotti, “What is it like to be a hawk?:” 46.
PHILIPPE BÉDARD 100 AN-ICON
the passage of time, while other instruments transform a
range of different extrasensory stimuli into visible data (e.g.,
spectrometer, barometer, Geiger counter, Magnetic Res-
onance Imaging scanner, etc.). Through these tools, we
can gain access to phenomena that are strictly speaking
“invisible,” yet which become visible all the same thanks to
the appropriate apparatus. Having been made visible, these
phenomena are not necessarily legible to all. As Don Ihde
explains, the relation with the world in which we enter when
using such tools is hermeneutic, meaning it requires that
we possess the knowledge and skills necessary to interpret
the data presented to us through these instruments; one
must know how to speak the machine’s language, and to
read the world through it.25
Thinking of VR as a tool to engage hermeneu-
tically with aspects of the world which we cannot natural-
ly perceive is one possible avenue for thinking of it as a
way to exceed the anthropocentric perspectives to which
it has generally been relegated. We can see traces of this
approach at play in several projects by the artist collective
Marshmallow Laser Feast (MLF), notably in In the Eyes of
the Animal (2015), Treehugger: Wawona (2016), and We
live in an Ocean of Air (2018). In each of these projects,
the artists use “terrestrial laser scanners” to create what
are commonly known as “point clouds.” The density and
colour of these clouds can be changed to create more or
less detailed pointillist representations of physical spaces.
MLF uses these to translate ways of “seeing” or being in
the world that are in excess of human understanding. The
25 “Hermeneutic relations,” Evan Selinger explains, “do not amplify or replicate the body’s
sensory abilities; instead, they engage our linguistic and interpretative aptitudes. In this
context, technologies that facilitate hermeneutic relations are best understood as being ‘text-
like’; their effective utilization requires interpretation through the activity of reading.” E. Selinger,
Postphenomenology: A Critical Companion to Ihde (New York: SUNY Press, 2012): 5. An
example that is closer to art and illusion might be anamorphosis. To see the anamorphosis
hidden in an image, viewers must know how to position themselves in such a way as to reveal
the image. See D.L. Collins, “Anamorphosis and the eccentric observer: inverted perspective
and construction of the gaze,” Leonardo (1992): 73-82, https://www.jstor.org/stable/i270958.
PHILIPPE BÉDARD 101 AN-ICON
effect lies halfway between scientific imagery and impres-
sionism, as sparse arrays of point clouds leave much to the
viewer’s imagination. In the Eyes of the Animal, for example,
puts its viewers in the eyes of four different animals and
insects (owl, frog, dragonfly, and mosquito), each with its
Fig. 2a
Fig. 2b
Fig. 2a and 2b. Marshmallow Laser Feast,
In the Eyes of the Animal, 2015
own way of perceiving a forest (Fig. 2a and 2b). Meanwhile,
Treehugger and Ocean of Air each focus on trees and on
the scope and time frame of their biological processes. Al-
though all the creatures represented in these projects share
the same environments (i.e., the forest), they each have
PHILIPPE BÉDARD 102 AN-ICON
their own Umwelt, which MLF represents through different
densities of point clouds and different colour filters.
Some critics may point to the fact that what
MLF does in their project may not be called hermeneutical,
in that the tools they use do not translate the actual, literal
perception of these insects and animals.26 It would also be
fair to note that users would not be adequately equipped
to interpret the world as perceived through these tools,
even if their scientific accuracy was beyond reproach. This
would be missing the point. It would be more appropriate
to say that what MLF creates are artistic renditions of what
the authors imagine the world might look like to different
non-human animals. Their projects are best understood,
then, as invitations to imaginatively explore what the Um-
welt of a mosquito, dragonfly, frog, owl, or even a tree might
be made of.
Recall that for Reinerth and Thon, different me-
dia can effectively seek to simulate certain aspects of a sub-
jective experience as perceived by a particular individual by
appealing to different aesthetic or narrative strategies, as
well as the imagination of the user (viewer, reader, player,
etc.).27 What we have yet to explore, however, is whether
VR is capable of simulating experiences that exceed the
boundaries of the human body. And since, as Maurice Mer-
leau-Ponty writes, “I am conscious of the world through
the medium of my body,”28 how the body appears and
functions in VR has far-reaching implications. So while what
MLF (among other artists) creates might look different than
how we see the world, the question still stands as to if and
26 MLF typically collaborates with scientists in relevant fields to help them translate the
data recorded. With that said, Pinotti’s reminder that data represented onscreen for human
consumption is not equivalent to the source stimuli still holds true, lessening any claim these
artistic experiences might want to make as to their accuracy. See Pinotti, “What is it like to be
a hawk?”
27 M.S. Reinerth, J.N. Thon, “Introduction,” in M.S. Reinerth, J.N. Thon, eds., Subjectivity
Across Media: Interdisciplinary and Transmedial Perspectives: 1-25, 3. Original emphasis.
28 M. Merleau-Ponty, The Phenomenology of Perception (New York: Routledge, 2010): 94-95.
PHILIPPE BÉDARD 103 AN-ICON
how might VR allow users to act differently than they can
in their own human bodies.
Embodying the non-human
While the illusion of presence is often acknowl-
edged in discussions of VR, the various kinds of embod-
ied illusions the medium offers are just as relevant, readily
achievable, and arguably even more fundamental.29 It is not
surprising, then, that the body, its representations, and our
perception thereof have received much attention from the
fields of psychology and neuroscience, especially in recent
years. For instance, in their work on the so-called “Proteus
effect,” Nick Yee and Jeremy Bailenson have demonstrat-
ed how “an individual’s behaviour conforms to their digital
self-representation independent of how others perceive
them.”30 While most scholarship that invokes this effect
focuses on the behavioural aftereffects of inhabiting other
kinds of human bodies (e.g., in terms of gender, age, race,
ability, etc.), some have explored the effects derived from
inhabiting non-human bodies.31 These lay the groundwork
for the explorations to which this essay aspires, but it is
possible to go further still.
A great many studies have been conducted on
the topic of the “body ownership illusion,” or the so-called
“body transfer illusion.” These illustrate how our body sche-
ma is amenable to change when presented with sufficiently
29 I use the term “medium” loosely here, as contemporary VR is more appropriately
described as an apparatus which pre-existing media are attempting to adopt. For more on that
debate, see my forthcoming “Many births of VR.”
30 N. Yee, J.N. Bailenson, “The Proteus effect: the effect of transformed self-representation
on behavior,” Human Communication Research 33, no. 3 (2007): 271-290, https://doi.
org/10.1177/0093650208330254.
31 See S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual
environments increases inclusion of nature in self and involvement with nature,” Journal
of Computer-Mediated Communication 21, no. 6 (2016): 399-419, https://doi.org/10.1111/
jcc4.12173.
PHILIPPE BÉDARD 104 AN-ICON
convincing data.32 Importantly, this adaptation also works
in cases of illusion, when the brain is tricked into adopting
external elements. This process can also be triggered in
virtual reality applications. Starting from the now famous
rubber hand illusion, studies have detailed different ways
in which users can feel ownership of an artificial limb, such
that they are deluded into thinking that this foreign object
is part of their own body.33 Others have focussed on body
transfer illusions, suggesting that even full-body stand-ins
such as mannequins and digital avatars can be absorbed
into a user’s body schema. VR is a particularly powerful
tool for fostering this illusion since, as one notable paper
suggests, “in VR, there are near-infinite opportunities for
both extending and radically altering our virtual (and hence
perceptually real) bodies.”34
The notion of “homuncular flexibility” further
supports the idea that the mind can adapt to “exotic mor-
phologies, distortions, extensions and reductions” of body
32 See M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions
and their relation to Gallagher’s body image and body schema,” Constructivist Foundations
14, no. 1 (2018): 94-105, https://doi.org/10.5167/uzh-162795; S. Seinfeld et al., “User
representations in human-computer interaction,” Human–Computer Interaction 36, no. 5-6
(2021): 400-438, https://doi.org/10.1080/07370024.2020.1724790; A. Maselli, M. Slater, “The
building blocks of the full body ownership illusion,” Frontiers in Human Neuroscience 7 (2013):
1-15, https://doi.org/10.3389/fnhum.2013.00083; M. Botvinick, J. Cohen, “Rubber hands
‘feel’ touch that eyes see,” Nature 391, no. 6669 (1998): 756, https://doi.org/10.1038/35784;
S. J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” N. Yee, J.N. Bailenson, “The
difference between being and seeing: the relative contribution of self-perception and priming
to behavioral changes via digital self-representation,” Media Psychology 12, no. 2 (2009):
195-209, https://doi.org/10.1080/15213260902849943; H. Farmer, A. Tajadura-Jiménez, M.
Tsakiris, “Beyond the colour of my skin: how skin colour affects the sense of body-ownership,”
Consciousness and Cognition 21, no. 3 (2012): 1242-1256, https://doi.org/10.1016/j.
concog.2012.04.011; H. Farmer, L. Maister, M. Tsakiris, “Change my body, change my
mind: the effects of illusory ownership of an outgroup hand on implicit attitudes toward that
outgroup,” Frontiers in Psychology 4, no. 13 (2014), https://doi.org/10.3389/fpsyg.2013.01016;
H. Farmer, L. Maister, “Putting ourselves in another’s skin: using the plasticity of self-
perception to enhance empathy and decrease prejudice,” Social Justice Research 30, no. 4
(2017): 323-354, https://doi.org/10.1007/s11211-017-0294-1.
33 M. Botvinick, J. Cohen, “Rubber hands ‘feel’ touch that eyes see:” 756.
34 W. Steptoe, A. Steed, M. Slater, “Human tails: ownership and control of extended
humanoid avatars,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4
(2013): 583-590, https://doi.org/10.1109/tvcg.2013.32. Notably, the authors also suggest that:
“Our instinctive ability to rapidly and dexterously incorporate such objects and learn how to use
such tools provides a clue to the remarkable plasticity of how the human brain represents the
body and encodes space.”
PHILIPPE BÉDARD 105 AN-ICON
configurations.35 It is interesting to note that already be-
tween 1989 and 1991, ad hoc experiments were being
conducted by VR pioneer Jaron Lanier and his team at VPL
on an individual’s ability to take ownership of “weird ava-
tars that were still usable.”36 Avatars with unusual point of
view placements (e.g., eyes at hip level), extremely long ex-
tremities, and even non-human avatars were experimented
with.37 In the latter case, Lanier reminisces about a lobster
avatar which was designed by Ann Lasko-Harvill, then
Director of Product Design at VPL Research.38 Some of
these informal experiments have since been proven by
more robust studies. Notably, Andrea Stevenson Won and
Jeremy Bailenson teamed up with and Jaron Lanier to test
the ability of users to incorporate supernumerary limbs by
mapping their controls to “the rotation of a wrist, the flex
of an ankle, or some combination of the two.”39 This came
as a response to the limitation of the human body in re-
gard to the fact that, “[a]s the lobster body includes more
limbs than a person, there were not enough parameters
measured by the body suit to drive the lobster avatar in a
one-to-one map.”40
An important limitation to the illusion of body
ownership or transfer which studies on the topic often
35 Ibid. See also A.S. Won et al., “Homuncular flexibility in virtual reality,” Journal of
Computer-Mediated Communication 20, no. 3 (2015): 241-259, https://doi.org/10.1111/
jcc4.12107; A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to
inhabit nonhuman avatars,” Emerging Trends in the Social and Behavioral Sciences: An
Interdisciplinary, Searchable, and Linkable Resource (2015): 1-16.
36 Ibid.: 2.
37 K. Kilteni et al., “Extending body space in immersive virtual reality: a very long arm
illusion,” PloS one 7, no. 7 (2012): 1-15, https://doi.org/10.1371/journal.pone.0040867;
S.J. Ahn et al., “Experiencing nature. Embodying animals in immersive virtual environments
increases inclusion of nature in self and involvement with nature;” T. Feuchtner, J. Müller,
“Extending the body for interaction with reality,” Proceedings of the 2017 CHI Conference on
Human Factors in Computing Systems (2017), https://doi.org/10.1145/3025453.3025689.
38 J. Lanier, “Homuncular flexibility,” in 2006: What is your Dangerous Idea? Edge: The World
Question Center (2006), https://www.edge.org/response-detail/11182, accessed January 10,
2023.
39 A.S. Won et al., “Homuncular flexibility in virtual reality:” 242. Interestingly, the authors
gesture towards our earlier discussion of “what it is like to be [ ]” when, in the very first line
of their article, they ask: “What if you could become a bat.” Ibid.: 241.
40 A.S. Won, J. Bailenson, J. Lanier, “Homuncular flexibility: the human ability to inhabit
nonhuman avatars:” 2-3.
PHILIPPE BÉDARD 106 AN-ICON
highlight is the required “realism” of the external object.
That is, “the need for an object to preserve precise, informa-
tive corporeal structural features in order to be integrable as
one’s own body part.”41 In other words, anthropomorphism
is often presented as an important–if not essential–factor in
the illusion of body ownership. Does this mean the move
beyond human perspectives for which I am advocating in
this essay is a nonstarter?
Redemption for this idea might yet be found
in more recent approaches to the illusion of body own-
ership which point to a crucial element that is otherwise
overlooked in the earlier quoted studies. Namely, in their
meta-analysis of “user representations,” Sofía Seinfeld and
colleagues have shown that while “[u]nrealistic visual ap-
pearance, such as the visual discontinuity of the artificial
body, also reduces the feeling of body ownership,” it is
also true that “[b]ody ownership illusions are effectively in-
duced through congruent multisensory stimulation.”42 Earli-
er studies focussed on illusions generated by visual stimuli
supplemented with synchronous tactile feedback (e.g., the
rubber hand is stroked at the same time as the physical
hand). Meanwhile, active engagement with the illusory body
augmentation has been shown to play an important role
in the success of this illusion. For instance, Marte Roel
Lesur et al. suggest that while “the literature shows that
not just any fake body or object can elicit illusory owner-
ship,” at the same time, “in the presence of sensorimotor
coherence, there are some examples of illusory ownership
over implausible virtual bodies.”43 The redeeming quality of
contemporary VR technologies in this regard is precisely
their ability to afford their users agency, interactivity, and
41 A. Maselli, M. Slater, “The building blocks of the full body ownership illusion:” 12.
42 S. Seinfeld et al., “User representations in human-computer interaction:” 416-417.
Emphasis added.
43 M.R. Lesur et al., “The plasticity of the bodily self: head movements in bodily illusions and
their relation to Gallagher’s body image and body schema:” 101
PHILIPPE BÉDARD 107 AN-ICON
multisensory feedback which work in concert to create
many of the contingencies that are known to facilitate such
body ownership illusions.
Fig. 3a
Fig. 3b
Fig. 3a and 3b. Non-human bodies in Plastisapiens
(Miri Chekhanovich and Édith Jorisch, 2022). Credit:
National Film Board of Canada (2022)
True as it might be that most recent VR ex-
periences remain tied to humanoid avatars, some have
pushed the boundaries of what counts as realistic body,
while others have experimented with bodies that are alto-
gether non-human. One such notable example is the VR
experience Plastisapiens (Miri Chekhanovich and Édith
Jorisch, 2022), a piece of “surrealist ecofiction” which asks
viewers to imagine a future where human evolution has
been shaped by our exposure to microplastics in the air we
PHILIPPE BÉDARD 108 AN-ICON
breathe, the water we drink, and the food we ingest; the An-
thropocene has here been replaced by what we might call
the Plasticene. Throughout its 15–minutes runtime, Plasti-
sapiens asks its viewers to adopt a number of new bodies,
from a prehistoric betentacled creature to the eponymous
human-plastic hybrid, whose hands seem to be made of
thin plastic (Fig. 3a and 3b). In both cases, “hands” are the
only part of their body users can see, leaving the rest up
to their imagination.
Meanwhile, hand tracking is used to manip-
ulate these new alien-looking appendages. The player’s
agency is made evident in their ability to move their hands
in predictable ways. Here, part of the success for the body
ownership illusion is ensured by the synchronous move-
ment of the hand in physical reality and the appearance of
the corresponding movement of the alien limb, as seen in
the HMD. In my own experience of Plastisapiens, I had no
issue whatsoever knowing how to manipulate my tentacles
to successfully reach the objects in my vicinity, adapting to
their limits and affordances within a matter of seconds. Fur-
thermore, the experience employs haptic feedback through
the controllers to add a sense of multisensory correspon-
dence between what the eye registers the tentacle having
touched, and what the physical (i.e., human) hand feels
having touched as well. Agency, interactivity, and multi-
sensory feedback therefore join forces to foster a sense of
sensorimotor coherence, thereby facilitating the illusion of
body ownership despite the lack of realism of the bodies
on offer.44
44 See also the oft-cited experience Birdly (Somniacs AG, 2015), another good example of
agency and synchronous multisensory feedback contributing to successful illusory ownership
of non-human animal bodies.
PHILIPPE BÉDARD 109 AN-ICON
Conclusion
Fascinated as I am by the possibilities opened
up by the idea of inhabiting non-human bodies, I can-
not help but see the limitations of this kind of temporary
foray into the world of non-human animals. If VR as it
exists today struggles to make us see things from the
perspective of another human being, as so many have
already demonstrated, can it truly show us what it is like
to be an animal, or any other non-human creature for that
matter? Further limitations come up when we begin to
question VR’s efficacy as an illusion. In a recent essay
on the myth of total illusion in virtual reality, Janet Murray
insists that, more than any medium before:
Interactive environments demand more explicit partnership
than just the willing suspension of disbelief; they become real
through the “active creation of belief” by inducing and satis-
fying specific intentional gestures of engagement. As soon as
we stop participating, because we are confused or bored or
uncomfortably stimulated, the illusion vanishes.45
Indeed, Murray is careful to remind us of a
fact that is rarely highlighted in studies on illusions in VR,
namely that effects such as the body ownership illusion
are difficult to achieve and more difficult still to maintain.46
On one hand, I want to join Murray in insist-
ing on the important role played by individual users in
fostering the kinds of illusions for which I am advocat-
ing in this essay. In an earlier paper on empathy in VR, I
came to a conclusion that applies just as well to the idea
45 J.H. Murray, “Virtual/reality: how to tell the difference,” Journal of Visual Culture 19, no. 1
(2020): 11-27 https://journals.sagepub.com/doi/abs/10.1177/1470412920906253. Emphasis
added. See also J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) (Cambridge MA: MIT Press, 2017): 136-139.
46 “The rubber/virtual hand experiment is truly delusional, but it is important to note that it is
a fragile and momentary delusion.” Ibid.: 17.
PHILIPPE BÉDARD 110 AN-ICON
of imaginatively projecting oneself in the experience of
non-human or non-living beings: “users must know how
and want to use this tool.”47 The non-anthropocentric ef-
fects which I describe in this essay are difficult to achieve
for users who do not know how–or much less care–to
use VR as a tool to explore spaces and bodies which
exceed their natural capabilities. On the other hand, I
also want to recognize that the very idea of optical illu-
sion hinges upon the illusory nature of the phenomenon.
This assumes the automatic and involuntary process by
which we can succumb to illusions; optical or otherwise.
When the necessary conditions are met, we cannot help
but fall victim to illusions. Could VR’s affordances be
used to such effect?
I am also keen on suggesting a fruitful ave-
nue might lie in effects that are not quite illusions, but
rather something we might call “games of perception,”
or even hallucinations.48 Further research could be done
in this regard to echo Crary’s work on subjective vision
as it was utilized in the creation on optical toys in the
18th and 19th centuries. To that effect, we should also
consider the scholarship that has been produced on the
revelatory potentials of optical technologies used in ways
that defy anthropocentric concerns. I am thinking here of
Stan Brakhage’s call for a radical exploration of cinema’s
visual capabilities, as well as of William Wees’ study of
experimental cinema’s ability to “exceed” the limitations
of human vision.49 In both cases, nonnormative uses of
a technology lead to drastic effects, as heretofore dom-
inant modes of representation are swept aside in favour
47 This essay is forthcoming in the Canadian Journal of Film Studies.
48 For more on illusions and hallucinations in VR, see C. Paolucci, “Perception, hallucination,
virtual reality. From controlled hallucination to Resident Evil 7: Biohazard,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 112-128, https://doi.org/10.54103/ai/15443; P. Montani,
“The hallucinatory aspect of virtual reality and the image as a ‘bilderschrift’,” AN-ICON. Studies
in Environmental Images, no. 1 (2022): 154-172, https://doi.org/10.54103/ai/15441.
49 W.C. Wees, Light Moving in Time: Studies in the Visual Aesthetics of Avant-Garde Film
(Berkeley: University of California Press, 1992).
PHILIPPE BÉDARD 111 AN-ICON
of more eccentric–or even excessive–ways of engaging
with worldly phenomena. And while both examples re-
late to cinema, there is no reason why VR should not be
amenable to such experimental fancies. Where is VR’s
Brakhage? Its surrealist or Dadaist movement? Its fear-
less pioneers?
PHILIPPE BÉDARD 112 AN-ICON
AN-ICON has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme. Grant agreement No. 834033 AN-ICON.
The project is hosted by the Department of Philosophy “Piero Martinetti” – Department of Excellence at the State University of Milan.
1 / I AN-ICON
| null |